Garuda-Blooded Aasimar

Corrum's page

2 posts. Organized Play character for Deevor.


Full Name

Corrum

Race

Aasimar

Classes/Levels

Druid/1

Gender

Male

Size

6ft 1

Deity

Nerthys (Arcane/Protection)

Languages

Celestial, Common, ???????

Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 15
Charisma 16

About Corrum

druid:

Corrum (aasimar druid)
Aasimar Druid (Wolf Shaman) 1 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +4; +2 vs. death
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee dagger +3 (1d4+3/19-20) and
. . dagger +3 (1d4+3/19-20) and
. . scimitar +3 (1d6+3/18-20)
Aasimar Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—daylight
Druid (Wolf Shaman) Spells Prepared (CL 1st; concentration +3):
. . 1st—feather step[APG] (DC 13), stone fist[APG]
. . 0 (at will)—create water, detect magic, read magic
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Statistics
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Str 16, Dex 10, Con 12, Int 10, Wis 15, Cha 16
Base Atk +0; CMB +3; CMD 13
Feats Fey Foundling[ISWG]
Traits deft dodger, sacred touch
Skills Diplomacy +5, Handle Animal +7, Heal +6, Knowledge (nature) +6, Perception +8, Survival +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Druidic
SQ nature bonds (animal companion), wild empathy +4
Combat Gear scroll of cure light wounds; Other Gear hide armor, light wooden shield, dagger, dagger, scimitar, 88 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Fey Foundling Magical healing works better on you
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Scroll of cure light wounds Add this item to create a scroll with spells on it.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Animal Companion
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (+7)
Fort +5, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee bite +2 (1d6+1)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +6, Perception +5; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, hunting
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

cleric:

Dia'margius
Aasimar Cleric of Nethys 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
Aura arcane beacon, deflection aura (2 ft.)
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 9 (1d8+1)
Fort +4, Ref +1, Will +7
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee dagger +1 (1d4+1/19-20) and
. . morningstar +1 (1d8+1) and
. . quarterstaff +1 (1d6+1)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Aasimar Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—daylight
Cleric Spells Prepared (CL 1st; concentration +5):
1st—bless, protection from evil, shield [D]
0 (at will)—create water, detect magic, guidance
[D] Domain spell; Domains Arcane, Defense, Magic, Protection
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Statistics
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Str 12, Dex 10, Con 13, Int 12, Wis 18, Cha 15
Base Atk +0; CMB +1; CMD 11
Feats Selective Channeling
Traits force for good, magic is life
Skills Diplomacy +8, Knowledge (religion) +5, Perception +6, Sense Motive +8, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Hallit
SQ aura, domains (arcane, defense)
Other Gear hide armor, crossbow bolts (10), dagger, light crossbow, morningstar, quarterstaff, silver holy symbol (Nethys), mule, 56 gp
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Special Abilities
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Arcane Beacon (7/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Arcane) Associated Domain: Magic
Cleric Domain (Defense) Associated Domain: Protection
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflection Aura (1 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
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.
Force for Good +1 CL for [good] spells.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Selective Channeling Exclude targets from the area of your Channel Energy.

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Mule
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Tricks Come, Come, Defend, Down, Heel, Riding, Stay, Stay, Work
Skills Perception +5
SQ come, defend, down, riding, stay, work
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Special Abilities
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Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Work [Trick] The animal pulls or pushes a medium or heavy load.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:

old idea ...:

Favourite sayings:

    'I got into a fight once and I didn't like it'.
    'You don't expect me to walk there do you?'

HP 9 Speed 20ft Weight limits 26/53/80

Defense
AC 17 = 10 + 2 + 0 + 4 + 1 (wearing leather armor)
Touch(15) Flatfooted(13)
CMD 12 = 10 + 0 + -1 + 4 + -1

Attack
Rapier 0 = 0 - 1 + 1 / 1d4-1
Short Bow 5 = 0 + 4 + 1 / 1d4-1
CMB -2 = 0 + -1 + -1

Saves
2/2 Fort 0 + 1 + 1
7/7 Reflex 2 + 4 + 1
0/2 Will 0 - 1 + 1 (+2 against fear)

Skills

Ranks + Ability Mod + Racial mod + Class skill addition


    10 Acrobatics________ = 1 + 4 + 2 + 3
    ..7 Bluff_____________ = 1 + 3 + 0 + 3
    ..5 Climb____________ = 1 - 1 + 2 + 3
    ..7 Diplomacy________ = 1 + 3 + 0 + 3
    ..8 Disable Device____ = 1 + 4 + 0 + 3
    ..8 Escape Artist_____ = 1 + 4 + 0 + 3
    ..6 Knowledge(Local)_ = 1 + 2 + 0 + 3
    ..5 Perception_______ = 1 - 1 + 2 + 3
    ..8 Sleight of Hand___ = 1 + 4 + 0 + 3
    12 Stealth__________ = 1 + 4 + 4 + 3

Feats


    Run

Equipment


    15 Leather armor
    ..2 Rapier
    ..2 Short Bow
    ..3 20 Arrows
    ..1 Thieves Tools
    ..5 Climber Kit
    ..6 Courtier's outfit
    ..2 Backpack
    .... Pony
    .... Saddle Bags
    .... Saddle Riding