Grau Soldado

Enoch the Wanderer's page

183 posts. Alias of Dorian 'Grey'.


Full Name

Enoch the Wanderer

Race

Aasimir

Classes/Levels

Paladin (Tortured Crusader ) 3 AC 16, touch 13, flat-footed 13 CMD 20 hp 34 /34 Fort +6 Ref +2, Will +6

Gender

M Initiative+1 Perception+9 Conditions: delusion, hemophobia, Courage/ Health Sanity Score 28/39 Sanity Threshold 3 Sanity Edge 19

Size

M

Age

20

Alignment

LG

Deity

(Pharasma)

Location

Dark side of the Moon

Languages

Delusion madness

Strength 18
Dexterity 13
Constitution 16
Intelligence 13
Wisdom 16
Charisma 10

About Enoch the Wanderer

Back Story:

He is stained.

That may well make the difference.

Iomadae turns her frosty blue eyes in reproach.
I cannot have it.

Pharasma only nods. Her white irises betray no judgement.
Yes. But I can.

Iomadae coughs in surprise!
That has never been done! It's ludicrous! He has been named Stained!

The goddess of Prophecy only nods.
I claim him for this. Judgement will be brought at his appointed time. As are all.

The goddess of Valor nods in concession.
He will be Tortured. He is yours.

Darkness. Distancing echo of....crushing weight of....
...are those screams? Are those my screams?

The disillusionment diminishing. The guillotine of guilt hangs invitingly. His blue-green eyes focused on it.
My Savior?

Pale irises stare back at him. He feels a sudden disconnect. He is lost! Forsaken! Forever dirty, disabled, damaged. The Pale irises only stare. Waiting. Watching. Wondering....

Darkness.

Crunch:

Enoch the Wanderer
LG Male Aasimir(Peri-blooded) Paladin (Tortured Crusader) 3 Humanoid(Native Outsider) Init +1; Darkvision, Perception +9, Aura of good
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +0 shield, +0 deflection, +1 Dex, +0 natural, +2 dodge, +0 size)

hp 34 (3d10+12)
Fort +6 Ref +2, Will +6
*+1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures
*acid resistance 5, cold resistance 5, and electricity resistance 5.

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Offense
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Speed 30 ft.
Melee +2 shortsword +9 1d6+6; longsword +7 1d8+4 S 19-20 x2

Range
...............
Special Attacks
Smite Evil +4 attack/ AC, +2 damage 1/1
Driven By Guilt 1/1 1 Round
Crusader: +1 trait bonus on attack rolls against outsiders with the chaotic subtype.

......... .....
SQ
Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability. 1/1
Aura of good
Torment
Self-Sufficient
All is Darkness
Alone in the Dark
Second Chance (Su):
Lay On Hands (Su): swift, +1d6 6/6
Aura of courage
Divine health
Mercy: Sickened

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Statistics
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Str 18, Dex 13, Con 16, Int 13, Wis 16 Cha 10
Base Atk +3; CMB +7; CMD 20
Feats: Combat Expertise(EitR), Dodge/Mobility, Extra Lay on Hands
Class Skills
The Paladin's class skills are Craft (Int), Heal (Wis)+7(1), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int)+5(1), Knowledge (planes) (Int)+8(2), Knowledge (nobility) (Int), Knowledge (religion) (Int)+7(3), Perception (Wis)+9(3), Profession (Wis), Ride (Dex), Sense Motive (Wis)+8(2), and Spellcraft (Int)+7(1) Stealth (Dex)+5(1), Survival (Wis)+7(1)

Skill Points at each Level: 4 + Int modifier.

Favored class bonus: +1 hp x3
Traits: Threatening Defender , Driven By Guilt, Crusader
drawback: ?
Languages Common, Celestial, Draconic
Other Gear
pathfinder's kit (22 lbs)
Studded leather (Winter)

Carrying Capacity:
Light Medium Heavy
133 lbs. 134-266 lbs. 267-400 lbs.

Current: ? lbs
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Tracked Resources

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Wealth sp 175 gp / spent 12 gp

Racial Traits:

Aasimar Racial Traits
Peri-Blooded (Emberkin)
Source Blood of Angels pg. 23
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

Ancestry Peri
Typical Alignment NG
Ability Modifiers +2 Int, +2 Cha
Alternate Skill Modifiers Knowledge (planes), Spellcraft
Alternate Spell-Like Ability Emberkin gain pyrotechnics as a spell-like ability.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
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.

Traits:

Driven By Guilt [Campaign]
Source Strange Aeons Player's Guide pg. 8
You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.

You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma Wisdom bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Crusader [Faith]
Source Divine Anthology pg. 9
From studying “Prime Commander” and reading accounts of the battles in the Worldwound, you have trained to be a crusader against demonic forces. You gain a +1 trait bonus on attack rolls against outsiders with the chaotic subtype.