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About Arachiel BrightbladeDescription:
Hair: Platinum Blonde Eyes: Faintly Glowing White Height: 6'4” Weight: 210 lbs. You see before you a tall, powerfully built man adorned in gleaming silver and gold full plate mail with shoulder length platinum blonde hair and faintly glowing white eyes. Personality:
Given to bouts of zealotry, Arachiel is a staunch defender of what is left of his waning church and fervent pursuer of the evils remaining in the realm. Arachiel considers himself a defender of those who cannot defend themselves. Background:
Long ago a child was left at the gates of one of the few remaining churches of Thyr. The attending priests noticed the spark of the divine in child's nature and chose to keep him and raise him within the church. Named Arachiel, after a lesser known angel in service to Thyr's sister Muir, the child was watched over by all of the priests and priestess of the church, a priest named Mathias took the most interest in the boy, when his duties allowed him to do so. Unable to fully reign in the fervor with which young Arachiel sought to fight evil, Mathias took the young man to the Church of Muir to learn the ways of the more militant sect.
XP: 45600/51000 Equipment:
+1 Full Plate Mail, +1 Sanctified Heavy Steel Shield, +1 Flaming Bastard Sword, Boots of Striding and Springing, Belt of Giant Strength +2, Wand of Cure Light Wounds (35 Charges), Masterwork Backpack, 5 Days Trail Rations, Silver Holy Symbol, Flint and Steel, Flask of Oil, 50 ft. Silk Rope, Traveler's Outfit, (2) Sunrods, Flask of Holy Water, Dagger, Masterwork Cold Iron Heavy Mace, Longbow, 20 arrows, Waterskin, +1 Ring of Protection, (2) Alchemist's Fire Weight Carried: 109 lbs. (light load) Money:
Combat Statistics:
AC: 25; Touch 12, Flat-Footed 24 Movement: 30 ft. Initiative: +1
Attack Options:
Masterwork Cold Iron Heavy Mace: (+13/+8; 1d8 + 4; x2) Dagger: (+12/+7 meele, +9 Thrown; 1d4 + 4; 19-20/x2, 10 ft Range) Longbow: (+9/+4; 1d8; x3; 100 ft Range) Saving Throws
Skills:
Acrobatics -3, +2 to jump, (-4, + 1 w/ shield readied) Appraise +1 Bluff +4 Climb +0 (-1 w/ shield readied) Craft(Untrained) +1 Diplomacy +13 Disguise +4 Escape Artist -3 (-4 w/ shield readied) Fly -3 (-4 w/ shield readied) Heal +7 Intimidate +4 Perception +2 Perform (Untrained) +4 Ride +2 (+1 w/shield readied) Sense Motive +7 Stealth -3 (-4 w/ shield readied) Survival +1 Swim +0 (-1 w/ shield readied) Handle Animal +8 Knowledge (History) +3 Knowledge (Religion) +11 Knowledge (Planes) +9 Spellcraft +5 Paladin Abilities:
Favored Class: +6 HP, +2 Skill Points Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. • Sickened: The target is no longer sickened. • Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level. If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Racial Abilities:
+2 Strength, +2 Charisma: Angel-Blooded Aasimars are physically powerful, confident, and personable. Native Outsider: Aasimars are outsiders with the native subtype. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Heal and Knowledge (Planes) checks. Spell-Like Ability: Angel-Blooded Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Traits:
Armor Expert:(Combat) You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Scholar of the Great Beyond:(Faith) Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. Benefit: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. - Knowledge (Planes)
Feats:
Exotic Weapon Proficiency - Bastard Sword: Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Vital Strike: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Current Status:
HP: 80/80 Smite Evil: 3/3 Lay on Hands: 8/8 Divine Bond (8 Minutes): 1/1 1st Level Spells Prepared: Divine Favor, Lesser Restoration 2nd Level Spells Prepared: Bull's Strength * = Cast for the Day Alter Self: 1/1 Status/Effects: Lay on Hands = 4d6, Channel Positive Energy = 4d6, Caster Level = 4th |