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About Gimlet BravoMale small aasimar (angelkin) Paladin (Shining Knight) 3
ministats:
[ooc][b]Round #[/b] AC 23[21 no shield) (+1 size, +9 full plate, +2 hvy metal shield, +1Dex) touch 12, flat-footed 21(19 no shield) hp 35/35 Fort +8, Ref +5, Will +6 Effects:* * action:[/ooc] DEFENSE:
AC 21, touch 12, flat-footed 20 hp 35 (10,10,9 Con +3 FC +3) Fort +7, Ref +5, Will +6 OFFENSE:
Spd 20 ft./x4 Melee Touch, @ +3, damage by spell Ranged Ray, @ +3, damage by Spell Ranged Alchemist fire, @+1, 1d6 Fire Melee Weapon +8 Ranged Weapon +5 STATISTICS:
Middle-aged +1 Mental and -1 Physical Str 18, Dex 12, Con 12, Int 14, Wis 8, Cha 18 Base Atk +3, CMB +6, CMD 18 Feats/Traits:
Feats: Fey Foundling Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Power Attack Traits:
Skills-Languages:
Skills:
Appraise +1 (+2 int) Diplomacy +8 (+4 Cha, +1 rank, +3CS) Bluff +4 (+4 Cha, +0 rank) Fly +1 (+1 Dex) Intimidate +11 (3 rank, +4 Cha, +3CS, +1 trait) Know Arcana Religion +5 (+1 Int, 1 rank +3 CS) Spellcraft +5 (+1 Int, +1 rank, +3 CS) Perception +1 (Wis) Survival -1 (Wis) Ride +7 (+1 Dex, +3 rank, +3 class) Use Magic Device +11 (+4 CHA +3 ranks, +3 class, +1 trait) Languages:
Aasimar abilities:
Standard Racial Traits
Type: Aasimars are outsiders with the native subtype. Size: Gimlet is a small creature Speed: Gimlet has base speed of 20 feet. •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. See the Linguistics skill page for more information about these languages. Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Senses Racial Traits •Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Paladin abilities:
Class Features All of the following are class features of the paladin. Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies. • Fatigued: The target is no longer fatigued. • Shaken: The target is no longer shaken. • Sickened: The target is no longer sickened. At 6th level, a paladin adds the following mercies to the list of those that can be selected. • Dazed: The target is no longer dazed. • Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level. • Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points. At 9th level, a paladin adds the following mercies to the list of those that can be selected. • Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level. • Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy. • Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy. • Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy. • Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level. At 12th level, a paladin adds the following mercies to the list of those that can be selected. • Blinded: The target is no longer blinded. • Deafened: The target is no longer deafened. • Paralyzed: The target is no longer paralyzed. • Stunned: The target is no longer stunned. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Gear:
Cost in gp/weight in lb Wand of shield (25-1 charges) Wand of expeditious retreat (10 charges) Wand of protection from evil (15-1 charges) small plate armor (1500/25) 6 small folded nets (120/-) Small heavy metal shield (9/3) small mwork cold iron greataxe (340/6) small heavy flail (15/5) Small longsword cold iron (30/2) Small alchemical silver dagger (22/1) smsll guisarme (9/6) reach trip small backpack/bedroll/winter blanket (2.6/10) 6 small lt hammers in bandolier (6/6) 5 wooden holy symbols of Iomedae (5/0) •hooded lantern 7 gp 2 lb •4 pints of oil 4 sp 4 lbs •crowbar 2 gp 5 lbs •5 pitons 5 sp 2.5 lbs •grappling hook 1 gp 4 lbs •50-foot hemp rope 1 gp 10 lbs •3x chalk 3 cp •10-foot pole 2 sp 8 lbs •caltrops 1 gp 2 lbs Handy haversack 1 bird feather token 1 swan boat feather token 1 campsite feather token 2 adamantine weapon blanch 2 ghost salt weapon blance 1 ioun torch 2 antiplague/antitoxin Agate Ellipsoid (Ioun Stone) (1 per group) 1 telepathic bond 1 cure critical wounds 1 calm emotion Wealth 98.73gp gear on pony:
Warpony 50gp •leather barding Small 10 gp 15 lbs •bit and bridle 2 gp 1 lb •military saddle 20 gp 30 lbs •saddlebags 4 gp 8 lbs •7 days' feed 3.5 sp 70 lbs background:
The youngest son of a prominent family of do-gooders, Gimlet was always in the shadow of his seven older brothers and famous cavalier father. The family was known for tracing their lineage back to a famous gold dragon from many years ago. His older brothers went on to achieve great things as halflings in a human-dominated world. Gimlet had a further advantage, when his mother died, his father returned with a small celestial boy to raise as his own.
As the result of this delivery and his heritage, Gimlet was expected to be proof that an angelic creature could do even better things. The pressure to do better and be better built up a steady amount of bitterness, resentment, and jealousy. Nevertheless, Gimlet put this aside and joined a noble crusade. |