Ng Medium Outsider (Native)
Init +6;
Senses Perception +6, Darkvision- 60ft
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex, +0 shield)
hp28 (CLERIC d8 FIGHTER D10, +1 con, +1 favored class)
Fort +7,
Ref +1,
Will +8
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OFFENSE
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Speed 30 ft.
Melee
Longsword
Glaive
Wooden Sword
Ranged
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STATISTICS
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Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 10
Base Atk +2; CMB +5; CMD 16
Traits
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Sword Scion
You have lived all your life in and around the city, growing up on tales of the exploits of your home city’s heroic and legendary sword lords. Perhaps one of your family members was a sword lord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the sword lords and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition seems like a perfect way to improve your skills and begin your own legend.
Benefit You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
Drawbacks
Feats
Improved initiative-+4 to initiative
Combat feat-(fighter) Power Attack
Alignment Channel
Skills ( points; 2 class, 1+ INT.]
Diplomacy + 6, knowledge Religion + 5, Perception + 6,Survival +7, Swim +7, knowledge Nobility + 5,
ACP -2
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Racial bonus to diplomacy and Perception
Languages Common, Celestial,