Garland the Gallant
Male narinar aristocrat 1/oracle (spirit guide) 6
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 78 (7d8+20)
Fort +5, Ref +2, Will +6 (+4 bonus vs. mind-affecting effects); +2 trait bonus vs. undead's spells or spell-like abilities
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 cold iron scythe +11 (2d4+8/×4) or
. . adamantine short sword +11 (1d6+5/19-20) or
. . cold iron dagger +10 (1d4+5/19-20) or
. . cold iron morningstar +10 (1d8+5) or
. . gauntlet +10 (1d3+5)
Ranged sling +4 (1d4+5)
Oracle (Spirit Guide) Spells Known (CL 6th; concentration +10)
. . 3rd (4/day)—cure serious wounds, dispel magic, fireball (DC 17), speak with plants
. . 2nd (6/day)—barkskin, burst of radiance (DC 16), cure moderate wounds, resist energy, lesser restoration
. . 1st (7/day)—bless, burning hands (DC 15), charm animal (DC 15), cure light wounds, obscuring mist, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, grasp, guidance, mending, oath of anonymity
. . Mystery Nature
. . S spirit magic spell; Spirit Flame
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Statistics
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Str 20, Dex 8, Con 14, Int 12, Wis 10, Cha 19
Base Atk +5.25; CMB +10; CMD 25
Feats Extra Revelation[APG], Mounted Combat, Nimble Moves, Noble Scion of War[ISWG], Power Attack, Steadfast Personality[ACG]
Traits enemy of the undead (geb), two-world magic
Skills Acrobatics -3, Bluff +14, Diplomacy +12 (+15 while talking to an individual one-on-one), Disguise +24, Handle Animal +8, Intimidate +4 (+7 while talking to an individual one-on-one), Knowledge (engineering) +6, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +8, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +8, Ride +0, Sense Motive +6 (+9 while talking to an individual one-on-one), Spellcraft +6, Survival +5; Racial Modifiers +1 Knowledge (engineering), +1 Knowledge (geography), +1 Knowledge (history), +1 Knowledge (local), +1 Knowledge (nature), +1 Knowledge (nobility), +1 Knowledge (planes), +1 Knowledge (religion)
Languages Abyssal, Aquan, Auran, Common, Ignan, Polyglot, Terran
SQ bonded spirit, bonded spirit hex (cinder dance), interaction bonus, oracle's curse (legalistic), revelations (bonded mount, nature's whispers), spirit (), vow to self
Combat Gear wand of cure light wounds, wand of cure light wounds, antiplague[APG] (5), antitoxin (5); Other Gear mwk breastplate, mwk studded leather, cold iron scythe, adamantine short sword, cold iron dagger, cold iron morningstar, gauntlet, sling, sling bullets (20), cracked mulberry pentacle ioun stone, hat of disguise, ring of sustenance, bedroll, blanket[APG], canteen[UE], disguise kit, flint and steel, folding shovel[UE], mask[UE], masterwork backpack[APG], medium tent[APG], mess kit[UE], spell component pouch, spell component pouch, tattoo[UE], tattoo[UE], trail rations (14), waterproof bag[UE], weapon cord[APG], weapon cord[APG], weapon cord[APG], 27 gp, 2 sp, 2 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bonded Spirit Gain a wandering spirit each day.
Darkvision (60 feet) You can see in the dark (black and white only).
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Noble Scion of War You are a member of a proud noble family.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
Background:
Everyone knows the story of Garland the Gallant!
Garland was born the son of humble farmers in the land of Terra. For most of his years, he lived a simple life helping his parents as a laborer on the farm and training to be hopefully become a warrior in the Emperor's noble legions. However, when he was but a young man, an EVIL Ifrit sorcerer attacked his family's farmstead. Thanks to his martial training, Garland managed to slay the wicked villain. Alas, it was at a great cost. Not only was his entire family consumed by the flames, but Garland's handsome face was horribly scarred by terrible burns...
Seeking a new life, Garland donned a lion mask and set out to find his new calling. He ventured to the distant land of Apollonia. Soon after arriving, he learned that the noble Apollonian Guard needed new blood and valiantly offered his service. With his trusty wolf companion Luna at his side, Garland the Gallant now tirelessly combats The Forces of Evil™!!!
Personality:
Garland strives to be a true hero! He is charming, noble, selfless, brave, loyal, trustworthy, dependable, kind, honorable, patient, reasonable, charismatic, affable, courteous, pleasant, clever, diligent, courageous, benevolent, heroic, and, of course, gallant!
Appearance:
A dashing man of Narinar ancestry, Garland is a towering, muscular individual with a powerful build. His hair and eyes are obsidian black, and what few glances can be caught of his skin indicate that he has the classic Narinar tan. He wears the traditional uniform of the Apollonian Guard with a hood and a customized lion mask. Beneath his lion mask, Garland wears additionally coverings and protection to keep his horrible burns concealed. Many in the Apollonian Guard have seen the terrible wounds and vouch for their existence, so Garland does not show his face at all these days.
Luna:
Luna
Female wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 21, touch 13, flat-footed 18 (+2 armor, -1 circumstance, +1 deflection, +3 Dex, +6 natural)
hp 65 (6d8+18)
Fort +7, Ref +8, Will +3 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee unarmed strike +7 (1d3+3) or
. . bite +7 (1d6+4 plus trip)
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Statistics
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Str 16, Dex 17, Con 15, Int 6, Wis 12, Cha 6
Base Atk +4.5; CMB +7; CMD 20 (24 vs. trip)
Feats Dragon Style[UC], Improved Unarmed Strike, Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Watch
Skills Acrobatics +9 (+17 to jump), Linguistics -1, Perception +5, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
Languages Common
SQ attack any target, combat riding, devotion, watch
Other Gear leather armor
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) No damage on successful reflex save.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Watch [Trick] Stands watch over designated area.