Race |
Paladin | Alignment: LG | AC: 22 (25 w/Smite); FF 22; T 11 | HP 25/44 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: - | Conditions: - | Smite Uses: 1/2 | LoH Uses: 1/10 |
About Emma Blackford
Emma Blackford originally lived in Piren's Bluff and studied under the guidance of her mother and various other paladins and soldiers at the fort there to become a fellow paladin of Iomedae. Her life was one of rigidity and tradition, though it wasn't always evident to her when growing up. Still, as she grew older, she began to chafe a bit under her mother's constant training and lessons, though she still cared a great deal for her mother and what she thought. Ultimately, aside from a brief fling with a pretty bard of Desna who was passing through Piren's Bluff, Emma never had much time for things like romance or having much of a life herself. Her interests and activities tended to be limited to what her lessons entailed.
Upon her mother's death, Emma experienced a crisis of faith and identity - who was she? What was her purpose in life? Without the set path before her, what did she even want from life? The prospect of such freedom was both frightening and enticing at the same time. She set out on the road, intent on finding out if she could fulfill the role she'd been training for - and if it was even something she wanted.
In Saringallow, she joined up with a group of adventurers. Together, they were able to uncover a dark plot that had taken root in the town, saving many of the townsfolk in the process. Through the conflicts, a bond was formed between the group.
Emma tends to be cheerful, if not a bit absent-minded at times. She always tries to provide aid and comfort where she can. She still struggles with her confidence, but recent victories and bonding with her new group of adventurers have helped considerably.
Just don't ask Emma to deal with spiders.
She doesn't like spiders.
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Emma Blackford
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Female Human Paladin 5
LG Medium Humanoid (Human)
Init: +0;
Senses: Perception +0
Aura: Courage (10 ft.)
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Defense
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AC: 22, Touch 11, Flat-Footed 22 (+9 Armor, +1 Deflection, +2 Shield)
HP: 44 (5d10+10)
Fort +10, Ref +5, Will +9; +1 trait bonus vs. evil outsider's spells and effects
Immune: Disease, Fear
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Offense
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Speed: 30 ft. (20 ft. in armor)
Melee: Club +8 (1d6+3) or
... MWK Cold Iron Longsword +10 (1d8+3/19-20) or
... Redemption (Longsword) +10 (1d8+3/19-20 Plus 1 Electricity)
Ranged: Javelin +5 (1d6+3) or
... Shortbow +5 (1d6/×3)
Special Attacks: Channel Positive Energy 5/Day (DC 15, 3d6), Smite Evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; Concentration +8)
... At Will—Detect Evil
Paladin Spells Prepared (CL 4th; Concentration +7) [Can be swapped out daily to something else]
... 1st—Challenge Evil [APG] (DC 14), Hero's Defiance [APG]
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Statistics
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Str 16, Dex 10, Con 13, Int 10, Wis 10, Cha 16
Base Atk +5; CMB +8; CMD 19
Feats: Extra Lay on Hands, Extra Lay on Hands, Persuasive, Weapon Focus (Longsword)
Traits: Artisan, Magical Knack, Purity of Faith, The Word, Entomophobe
Skills: Acrobatics -7 (-11 to jump), Craft (Weapons) +10, Diplomacy +13, Handle Animal +11, Heal +5, Intimidate +5, Knowledge (Religion) +7, Sense Motive +7, Survival +0 (+2 to avoid becoming lost)
Languages: Common
SQ: Divine Bond (Weapon +1, 1/day), Lay On Hands 10/day (2d6), Mercy (Sickened)
Combat Gear: Potion of cure light wounds (2), potion of neutralize poison, wand of bless weapon (10 charges), acid, alchemist's fire, alchemist's fire, antitoxin, vermin repellent[UE] (9); Other Gear: MWK full plate, heavy wooden shield, club, javelin, MWK cold iron longsword, Redemption (longsword), shortbow, "A History of Isger" - +2 on hist/nobility in Isger (worth 50 gp), bedroll, blanket[APG], cloak of minor energy resistance (cast resist energy 1/day for 1 min), compass[APG], flint and steel, masterwork backpack[APG], sunrod (6), sunrod, weaponsmithing tools, wooden holy symbol of Iomedae, 538 GP, 9 SP, 7 CP
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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.
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.
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, 10/day) (Su): As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su): When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (5/day, DC 15) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Smite Evil (2/day) (Su): +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
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Entemophobe: A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.