Grand Necromancer

Arimar's page

696 posts. Alias of Wilmannator.


Full Name

Aramir the Fallen

Race

| HP: 51/61 | AC: 23 (12 Tch, 22 Fl) | CMB: +9, CMD: 21 | F: +11, R: +8, W: +11 (& resistances) | Init: +1 | Perc: +7 (darkvision), SM: +4

Classes/Levels

| Speed 20ft | Smite Evil: 0/2, Lay on Hands: 3/6, Divine Bond: 0/1 | Action points: 12, Reroll: 1/1 | Active conditions: Smite evil, divine bond (keen).

Gender

Male LG Aasimar Paladin 5 / Expert (Swindler) 1

Size

Medium

Age

74

Special Abilities

Celestial Resistance: Acid 5 / Electricity 5 / Cold 5

Alignment

Lawful Good

Deity

Sarenrae

Location

Riddleport (homeland)

Languages

Common, Celestial, Draconic

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Arimar

Arimar is a worshipper of Urgathoa. He is not as pious as the priests who raised him, but he honestly tries to espouse the so called 'values' of his goddess. Try as he might, though, he cannot manage to be a glutton. His slender frame is almost as bony as the skeletons he animates.

TODO
• Figure out who Norma Jean Mortensen is. Marilyn Lanvi?
• Talk to Lanvi about what she did to anger the Whispering Way.
• Figure out how the Collector contacted Lanvi, and why she was willing to deliver us (we already know he offered a cure for her cough). Why is she willing to risk that cure to get us to restore her organization?
• Why does the Whispering Way give a shit about us, given that we were just Lanvi's bodyguards?

Character Background:

The following posts showcase various aspects of Aramir's life and history:

Prayer routine
Life as a boy: his first undead encounter
Developing a hatred of Pharasma
Leaving Riddleport

Stat Block:

Arimar the Risen
Male angel-blooded aasimar (angelkin) expert 1/paladin 5 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +7
Aura courage (10 ft.)
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Defense
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AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural)
hp 61 (6 HD; 1d8+5d10+23)
Fort +11 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +8, Will +11
Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 falchion +11 (2d4+7/18-20) or
. . dagger +9 (1d4+4/19-20)
Ranged javelin +6 (1d6+4)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+4 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +6)
. . 1st—protection from evil, lesser restoration
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Statistics
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Str 18, Dex 13, Con 14, Int 12, Wis 8, Cha 18
Base Atk +5; CMB +9; CMD 21
Feats Furious Focus[APG], Power Attack, Toughness, Weapon Focus (falchion)
Traits deft dodger, indomitable faith, wary
Skills Acrobatics -4 (-8 to jump), Bluff +8, Climb +5, Diplomacy +10, Disguise +12, Heal +7, Intimidate +8, Knowledge (local) +5, Knowledge (nobility) +5, Knowledge (religion) +7, Perception +7, Profession (gambler) +5, Sense Motive +4, Use Magic Device +8; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic
SQ divine bond (weapon +1, 1/day), lay on hands 6/day (2d6), mercy (fatigued)
Combat Gear potion of cure moderate wounds, potion of delay poison, potion of feather step, potion of invigorate, potion of remove sickness, potion of touch of the sea, snapleaf[UE], wand of cure light wounds, air crystal, antiplague[APG], antitoxin, blackfire clay[UE] (6), bladeguard[APG], healer's kit, smelling salts[APG] (2); Other Gear +1 full plate, +1 falchion, crossbow bolts (20), dagger, javelin (2), amulet of natural armor +1, cloak of resistance +1, figurine (silver raven), handy haversack, ring of protection +1, allnight, bandolier[UE], bandolier[UE], bedroll, candle (2), chalk, cleats[APG], climber's kit, cold weather outfit, disguise kit, earplugs[APG], everburning torch, furs[APG], gambler's kit[UE], hammer, masterwork backpack[APG], masterwork tool, mwk manacles, piton (4), silk rope (50 ft.), silk rope (50 ft.), smoked goggles[APG], snowshoes[APG], sunrod (3), tent, hanging[ARG], tindertwig (4), weapon cord[APG], winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, 836 gp, 4 sp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
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FEATS:
- Extra Lay on Hands (7th)
- Improved critical (9th) - or *keen* enchant
- Critical focus (10th - retrain furious focus, 500 gp)
- Critical feats (11th, 15th+)

EQUIPMENT:
- Adaptive composite longbow (2,500-ish gp)
- Swarmbane clasp (3,00gp)

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