Cale the Calistrian

Berashel's page

158 posts. Alias of David James Olsen.


Full Name

Berashel

Race

Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1

Classes/Levels

Hps 31/31 AC 20 FF 19 T 11 CMD 16 Fort +8, Ref +4, Will +8 Init +1 Per +5

Gender

Male

Strength 19
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Berashel

Resources
Current AC - 20
Current HPs - 31/31
Smite Evil (1/day) Used - 0/1
Lay on Hands (6/day for 1d6) Used - 4/6
Claws - (6 Rounds/Day) - Used 0/6
alter self (1/day CL3) - Used 0/1
Spells Cast - 1st 2/4
Effects

Berashel
Male Aasimar (Angelkin) Paladin of Apsu (Oath of Vengeance) 2/Sorcerer (Gold Dragon Bloodline) 1

Stats:

Initiative +1; Senses Darkvision 60'
HP 31 (10+6+7+6Con+2FC) Current HP 31
AC 20 (+9 Armor, +1 Dex) FF19 T11
Speed 20
Str 19 Dex 12 Con 14 Int 12 Wis 8 Cha 16
Fort 8 Ref 4 Will 8
BAB 2 CMB 6 CMD 17

Resistance 5 (Acid, Cold, Electicity)
Immune
Special Abilities Smite Evil 1/day (+3 to hit, +2 Damage [+4 vs Undead, dragons, outsiders in round 1], +3 to AC vs Target)

Melee mw Greatsword +7 (2d6+6/19-20)
PA mw Greatsword +6 (2d6+9/19-20)

Range Composite Longbow (+4) +3 (1d8+4/x3)

Languages Common, Celestial, Draconic


Skills:
2 Skill Points/Level +1 Int (6 Total)

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int), Use Magic Device (Cha)

Diplomacy 10 (2+3CS+3Cha+2Race)
Knowledge (Religion) 6 (2+3CS+1Int)
Knowledge (Arcana) 7 (3+3CS+1Int)
Perception 5 (1+3CS-1Wis+2Race)
Spellcraft 5 (1+3CS+1Int)


Feats and Traits:

Trait (Magic) Magical Knaack (+2 to CL for Sorcerer)
Trait (Faith) Indomitable Faith (+1 Will Save)

Feats
Level 1 - Power Attack (-1 to hit, +3 Dam)
Sorcerer 1 - Eschew Materials
Level 3 - Extra Lay on Hands


Spells:

Sorcerer Spells (Caster Level 3, Known 4/2, Cast Defensively +6, Ranged Touch +2, Cast Today 1st[1], Spell Chance Failure 20%)

1 (4/day)(DC 15) feather fall*, true strike*
0 (Will)(DC 14) acid splash, message, prestidigitation, ray of frost
* Indicates no spell chance failure


Class/Racial Abilities:

Weapon and Armor Proficiency: Berashel has Simple and Martial proficiency with all weapons. Berashel has proficiency with all types of armor (heavy, medium, and light), and with shields (except tower shields) Armor interferes with Berashel's gestures, which can cause his arcane spells with somatic components to fail.

Ability Score Racial Traits: Angelkin Aasimars are powerful and personable. They gain +2 Strength and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Aasimars begin play speaking Common and Celestial.

Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp): Angelkin can use alter self 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.)

Aura of Good (Ex): The power of Berashel's aura of good is equal to his paladin level.

Detect Evil (Sp): At will, Berashel can use detect evil, as the spell. He 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, Berashel does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, Berashel can call out to Apsu to aid him in his struggle against evil. As a swift action, Berashel chooses one target within sight to smite. If this target is evil, he adds his Charisma bonus to his attack rolls and adds his paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an undead creature, evil outsider, or dragon, the bonus to damage on all attacks increases to 2 points of damage per Paladin level Berashel possesses for the first round. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, Berashel gains a deflection bonus equal to his Charisma modifier (+4) to his AC against attacks made by the target of the smite. If Berashel 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 Berashel rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, Berashel may smite evil one additional time per day.

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Divine Grace (Su): Berashel gains a bonus equal to his Charisma bonus (+3) on all saving throws.

Lay On Hands (Su): Berashel can heal wounds by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier.(5/Day) With one use of this ability, Berashel can heal 1d6 hit points of damage for every two paladin levels he possesses. (1d6) Using this ability is a standard action, unless Berashel targets himself, in which case it is a swift action.

Alternatively, Berashel can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels Berashel possesses. (1d6) 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.


Future Abilities:

Aura of Courage (Su): Berashel is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions only while Khepri is conscious, not if he is unconscious or dead.

Divine Health (Ex): Berashel is immune to all diseases, including supernatural and magical diseases.

Mercy (Su): Berashel can choose a mercy at 3rd level, and every three levels thereafter. Each mercy adds an effect to Berashel 's lay on hands ability. Whenever Berashel uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by him. 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.

3rd Level Mercy: Sickened

Power of Faith (Su): At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin's spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.


Equipment:

Money 11 pp 5 gp 2 sp 7 cp

Father's Apsu Holy Symbol (100 gp)
Breastplate
mw Greatsword
Dagger
Longbow
20 Arrows (Red Fletching)+ 10 Cold Iron Arrows (Black) + 10 Silver (White)
Bedroll
Waterskin/Rations
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
Backpack
Caltrops
Manacles
Earplugs
Smoked goggles
Crowbar
2 Iron Spikes
Sack (2)
2 Torches

Alchemist Flask (2)
Holy Water (2)


Magic Items:

Appearance:

Berashel looks like an elf with long white hair and purple eyes. On closer inspection however, Berashel is stronger and bulkier than an elf and his skin has an almost metallic gold tint to it in certain light.

Berashel always dresses nice, is clean and is wearing a gold dragon's foot brooch.
Height 6'2''
Weight 190lbs
Age 62 Years
Eye Color Purple
Hair Color White
Personality


Background:

Berashel was raised in the Fierani Forest in Kyonin by his father, Calendrel. Calendrel was a battle mage of some renown, a hero from the great war in Taldor. After the war he settled down raising Berashel using his abilities to enchant items for others, or make scrolls and spellbooks. He never talked about his experience in the war, always changing the subject or saying it was all in the past and did not matter anymore. His father had few friends and mostly stayed home with Berashel.

His father worshiped the dragon deity Apsu and raised Berashel to revere Apsu too. His father always wore a gold dragon's foot brooch. Until he was older he never realized how odd it was that they followed the dragon god. His father also tried to teach Berashel how to be a wizard, but he was never able to get a hang of it. Berashel was always strong and didn't have the patience to memorize spells. Eventually Berashel was able to start to do magic, but not from learning and memorizing spells, but by instinct. Around this time as he was getting older, other small changes started to happen, his skin had a metallic golden look when catching the light in just the right way as well as his nails turning golden and hardening to almost be claw like.

His father still refused to answer any questions about what happened and why Berashel was different from the other elves. Soon after his father grew ill and was dead without any explanation of his past. Berashel talked to the few friends he did have but none of them knew anything of what happened in the war, but that Calendrel had come back from it with a baby and a new deity.

Berashel left his home and searched for others that may have been with him in the war, but there were few that returned and fewer yet willing to talk to him. With not many options remaining to learn about who he and his father are, he headed to Andoran, hoping to find out anything he could. Finding nothing there but dead ends, he left for Absalom.

While his father had his own business, he was never very rich and the traveling soon made him run out of money leaving only the gold dragon's foot brooch which Berashel refused to sell. Always having been strong, Berashel joined the first guard and receiving training so unlike what he knew growing up with his father, but which suited him well. Unlike many other of the guard, his innate abilities and faith in Apsu allowed him to do excel at times others failed.

Recently his thoughts have turned back to his father and what had happened to him during the war. After years with the guard, his enlisted time had expired and even though they had wanted him to stay on, Berashel felt it was time to continue his search. With no other ideas Berashel decided it was time to travel to where it all happened. He left Absalom and the Isle of Kortos behind heading to Cassomir in Taldor. From there he traveled north on the Sellen River then north-east on the Verduran until he came to the town of Yanmass.


Dice:

Initiative[ooc] [dice]1d20+1[dice]

Combat (Smite Evil adds +3 to hit, +3 Damage [+6 vs Undead], +3 AC)

[ooc]Attack with Greatsword[ooc] [dice]1d20+6[/dice]
[ooc]Damage[ooc] [dice]2d6+6[/dice]

[ooc]Power Attack with mw Greatsword[ooc] [dice]1d20+6-1[/dice]
[ooc]Damage[ooc] [dice]2d6+6+3[/dice]

[ooc]Ranged Attack with Longbow[ooc] [dice]1d20+2[/dice]
[ooc]Damage[ooc] [dice]1d8[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+4[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+2[/dice]
[ooc]Will Save[ooc] [dice]1d20+3[/dice]

Skill Checks

[ooc]Diplomacy[ooc] [dice]1d20+10[/dice]
[ooc]Knowledge (arcana)[ooc] [dice]1d20+6[/dice]
[ooc]Knowledge (religion)[ooc] [dice]1d20+5[/dice]
[ooc]Perception[ooc] [dice]1d20+5[/dice]
[ooc]Spellcraft [dice]1d20+5[/ooc]

[ooc]Lay on Hands[ooc] [dice]1d6[/dice]


Stat Generation:

One Stat 17 or more and one stat 9 or less

Str 17 +2 Race (13 Points)
Dex 12 (2 Points)
Con 14 (5 Points)
Int 12 (2 Points)
Wis 8 (-2 Points)
Cha 14 +2 Race (5 Points)