Garuda-Blooded Aasimar

Gaedren Bates's page

539 posts. Alias of Endoralis.


Full Name

Gaedren Miles Bates

Race

Aasimar

Classes/Levels

Freebooter Ranger 1/ Sensei Kata Master 3 | HP 34/34 | AC 14 T 14 FF 13 | Fort +7 Ref +6 Will +6 | CMD 20 | Init +3 | Perception +12

Alignment

LG

Deity

Dammeriech

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 16

About Gaedren Bates

Gaedren
Freebooter 1/ Sensei Kata Master 3
LG Medium humanoid (human, native outsider)
Init +3; Perception +12 Darkvision
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Defense
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AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
HP 34 (1d10+3+3d8+6)
Fort +7, Ref +6, Will +6
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Offense
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Speed 30 ft.
Ranged +4 Longbow (1d8/x3)
Melee +7 Mstk Longspear (1d8+3/x3)
Melee +7 Tiger Fork (1d8+3/x2)
Melee +5 Greataxe (1d12+3/x3)
Melee +5 Dagger (1d4+2/19-20x2)
Melee +7 Cestus (1d4+2/19-20x2)
Melee +7 Unarmed (1d6+2/x2)
Melee +5 Cold Iron Longsword (1d8+2/19-20x2)
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Statistics
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Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 16
Base Atk +3; CMB +7; CMD 20
Languages Common
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Feats
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Fey Foundling
Improved Unarmed Strike
Combat Reflexes
Paired Opportunists
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Traits and Drawbacks
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Reactonary +2 Trait bonus to Initiative

Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
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Skills
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Acrobatics +1[-4]
Appraise +0
Bluff +3
Climb +8[3]
Craft +0
Diplomacy +11
Disguise +2
Escape Artist +1[-4]
Handle Animal +3
Heal +1
Intimidate +7
Knowledge (dungeoneering) +4
Knowledge (geography) +4
Knowledge (nature) +4
Knowledge (Religion) +4
Knowledge (local) +4
Knowledge (planes) +4
Linguistics +0
Perception +12
Ride +1[-4]
Sense Motive +9
Sleight of Hand +1[-4]
Stealth +1[-4]
Survival +7
Survival (tracking) +8
Swim +5[-1]
Use Magic Device +0
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Gear
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Four Mirror Armor
Longbow
Great Axe
Cestus x2
Dagger x2
Longspear
Cold Iron Longsword
40 cold iron arrows
20 Bludgeoning arrows

Backpack [
Bedroll
Trail rationsx 5
Hammer
Pitons x4
Waterskin (Filled)
]
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Special Abilities
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Darkvision Aasimars can see in the dark up to 60 feet.

Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

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

Aasimar Trait You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.

Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.

This ability replaces favored enemy.

Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Weapon Proficiency

Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Panache 3/dy

At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and opportune parry and riposte deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.

This ability replaces stunning fist.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex) : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Advice (Ex) 5/dy

A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).

This ability replaces flurry of blows, fast movement, and improved evasion.

Insightful Strike (Ex)

At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.

Menacing Swordplay (Ex)

At 3rd level, a kata master gains the swashbuckler's menacing swordplay deed.

This ability replaces still mind.

Maneuver Training (Ex)

At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
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Backstory
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