Male Lesser Gargoyle Paladin/Bloodrager (Primalist)/Unchained Rogue 3
LG Medium Monstrous Humanoid (Gargoyle)
Hero Points 3
Init +4; Senses Perception +6 (+1 vs traps, +1 vs being surprised); darkvision 60 ft.
Aura Aura of Courage
AC 22, touch 14, flat-footed 17 (+4 armor, +4 dex, +3 natural armor, +1 shield) (+1 vs traps)
hp 52 (3d10 + 16 con + 3 toughness + 3 favored class)
Fort +13 (3 base + 6 con + 4 cha), Ref +11 (3 base + 4 dex +4 cha) (+1 vs traps), Will +7 (3 base + 0 wis + 4 cha) (all +2 vs allies)
Immune fear, disease
Speed 40 ft. (30 ft. in armor)
Melee Gargoyle Double Axe +10 (1d8+8)
Ranged Longbow +7 (1d8)
Improved Natural Armor Gargoyles have a rocky hide, granting them a +3 natural armor bonus.
Racial Skill Bonus Gargoyles gain a +2 bonus on Stealth checks.
Natural Attacks Bite (1d6), Claws (1d4), Gore (1d6)
Darkvision Gargoyles have darkvision and so can see perfectly in the dark up to 60 feet.
Carrion Sense Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Gliding Wings Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
Armor Expert When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Gregarious Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.
Sacred Avenger When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is a noted racial or favored enemy this bonus increases to +2.
Weapon & Armor Proficiencies Simple & martial weapons, all armor, all shields except tower shields, hand crossbow
Aura of Good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil 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 Once per day as a swift action, the paladin can choose to target one creature within sight to smite. If this target is evil, the paladin adds her Cha 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.
Bloodline Elemental (electricity)
Elemental Strikes At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
Bloodrage (14/day) At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Sneak Attack +2d6 The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands 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.
Uncanny Dodge At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Evasion At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Powerful Sneak Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s.
Aura of Courage 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 At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (fatigued) 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.
Blood Sanctuary At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Danger Sense At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Light 0-153 lb. Medium 154-306 lb. Heavy 307-460 lb.
Current Load Carried 46 lb.
Money 0 GP 0 SP 0 CP
Akaash was a sylph wizard who lived on the fringes of civilization. He lived in isolation and his passion was to study nearby cultures and advance his magical research. He became well educated and versed in many branches of magic, but he began specializing in conjuration and in crafting constructs. The ability to sculpt non-living material and instill a form of animation and the semblance of life fascinated him. He became immensely good at constructing constructs, but his curiosity and aspiration got him into trouble. He began the momentous task of building an adamantine golem, spending years of his life on the project. But he lacked some of the final components and he turned to the nearest large civilization for resources. With a little investigating he discovered that the most local king was known to collect adamantine for his most elite warriors. Akaash was not comfortable with talking, trading, and definitely not stealing, so he came up with an alternative. He would just borrow the metal, and once he was done with the construction he would give the construct to the king as a gift. He would get to achieve his goal, and the king would get back his metal and much more. It was a win-win situation in Akaash's mind. However, he didn't count on getting caught.
Akaash was caught red-handed and jailed without trial. The king was going to have him executed until he asked Akaash why he was trying to steal the adamantine. Once he learned of Akaash's abilities, he offered a deal instead: If Akaash spent five years working for the king, he would be set free. The choice of five years of conscription versus death for such a long lived race was no choice at all, so Akaash accepted. The next four years was not pleasant for him, but he lived in moderate comfort and was given a small degree of freedom. His major projects were creating constructs to guard key locations and people in the kingdom, and between working on that he did odd jobs handling arcane matters for the king.
On the eve of his last year he was given a new challenge. The king's firstborn son was to be married soon and he wanted a bodyguard for the future queen. However this couldn't be any construct. It couldn't be the normal gauche, ugly, hulking brute that the others were. This guardian had to comforting company for a young girl, strong enough to defend her against significant threats, and congenial in a room full of nobles. It was a tall order and nothing like Akaash had ever made before, but he relished the challenge. He gained inspiration from chimeras to blend human and animal traits, deciding on a human body for pleasant appearances with wings for practicality and a partly lion face to depict strength and nobility. The sculpting process itself wasn't that difficult, but he had to instill some level of sentience in order to obtain the empathy and social graces expected of the construct. But he had no idea how to create sentience and stalled for months while he tried to research an idea. When that failed he turned to theorizing wild ideas, trying senseless idea after idea to no avail. Finally he came up with a hypothesis; sylphs are creatures born of air and lightning, so why can't his creature be born the same way?
Akaash waited for a stormy night and brought his sculpture to the highest tower, eagerly awaiting the storm to come to him. When it finally did he acted quickly, using his magic to direct a bolt of lightning into the lump of dead stone. Then suddenly he felt the lightning bolt pull back against him and absorb the magic before electrocuting him and throwing him over the ramparts. He screamed as he began to fall to his death, but then he felt a cold and strong grip on his ankle and the tower went back under his feet as he was righted. He turned and he saw the regal and compassionate expression of his creation, brought to life, and he knew he had done it. He named the creature Goivan.
Goivan was everything Akaash wanted and more. Not only was he strong of body, he had a keen mind and a kind manner. Goivan was aware that he only existed through the actions of the wizard, so between that and his intrinsic need to find purpose in the world he agreed to do what he was created for. The young princess loved her new bodyguard who would smile and laugh with her while making her feel safe. The year came to an end and Akaash bid his farewells and retired to the wilderness while Goivan remained behind to continue his duty. He found great pleasure in his job as it gave him a purpose while leaving him enough freedom to pursue understanding the world he had been created into. However despite his pleasant manner he was not well liked. He was called an abomination, the spawn of a heretic, the embodiment of a devil. Nobody knew where he came from or why he guarded the princess, but they knew the king protected him, so they thought the king was becoming corrupted. This paranoia was the first domino that lead to Goivan's life being ruined.
A group of citizens gathered and began plotting Goivan's downfall. At first the idea of killing him was put to use, but the attempts failed miserably due to how tough and strong he was. So the citizens turned to something deplorable; they plotted the murder of the princess. It was a cruel way to bring Goivan down, but they reassured themselves that the end justified the means. The gargoyle was standing watch outside the princess's room one night when two assailants charged out of the darkness at him. It was the first actual attempt against the princess's life and he was a little shocked, but he knew where he stood and began fighting. After half a minute he landed a wound on each of them and they fled, but the dark work was already done. He stepped inside the room to check on the princess and saw a dark figure leap out the window. On the bed covered in her own blood was the princess.
There were no other witnesses to the account, and nobody saw anything of the three men who sneaked into the castle that night. Suspicion fell on Goivan, and suspicion turned to conviction. Fate put him in the same place as his creator: waiting in a cell for his execution. But he wouldn't be brought to an end so easily. He still had a burning desire to live, and when the guards came to get him he burst out of their grasps and fled, never looking back. Now he knew men to have wicked hearts and petty souls, so he wanted nothing to do with them. He tried to find his creator but Akaash was a man who respected his privacy. Goivan resigned to being a wild creature, living day to day in the wilderness and taking what he needed to survive.
But everything changed when he was approached by a man calling himself Archmage Gombrian Goodwin. The man glowed with an otherworldly light and Goivan knew him not to be human. Goodwin invited him to join him in a place far away from society, where he would be able to live and learn in a safe environment. With the utter purposelessness of his existence weighing down upon him, Goivan accepted his offer. He was one of the very first of Goodwin's pupils to be taught morality and mortality on Goodwin's plane. He even helped in the construction of some of the learning buildings. He quickly became a star pupil and a prime example of the success of Goodwin's work. From then on, Goivan became a welcomer and mentor to Goodwin's future students. He helped them adapt to the new environment, reinforced Goodwin's lessons on morality, and taught the martially inclined students how to fight. He had a purpose here and got to meet some of the most extraordinary people the world had to offer. It became a happy existence for him.
Appearance and Personality:
Goivan has a silver-gray color and physique close to a humanoid while retaining several aspects of gargoyles. His legs, torso, and arms would look like a strong athletic human if not for the silver-gray color. However his hands and feet have long digits with clawed nails at the end and his back sprouts two bat-like wings that come down to his waist. His facial structure looks like a blend between a lion and a human except for the two horns curving back towards his wings and the large protruding ears. His wavy hair and full beard blend together and look more like a mane, and he has a slightly produced snout sitting above a mouth with carnivorous teeth. While he's clearly not any kind of humanoid, his features actually all come together to look ruggedly handsome. Image
Goivan has a strong demeanor and presence. Combined with his chiseled and regal physique he can be quite intimidating, but those close to him know him to be a gentle friend. He is a positive and patient mentor, but when the situation calls for it he can summon forth a terrible fierceness that withers all but the bravest men. He is sentimental and long-minded but once he decides on a course of action he acts with adamant resolve and swiftness.
Righteous vengeance. War and destruction and death are necessary consequences to cleansing evil and righting wrongs. And somebody needs to be willing to step up to make that kind of sacrifice, to do the dirty work so that good may prevail.
Item name: Gargoyle Double-Axe (as Orc Double-Axe
Description: A heavy and curved double-axe that looks made of stone
Feats Granted (and level): Two-Weapon Defense (1), Weapon Focus (3)
Magic Creation Pool (spent/total): 2000/3000, 2000 (+1)
Flexible Power Pool (spent/total): 1/1
Character Creation Math:
Rolls 14, 16, 13, 16, 16, 13
After bonus 10 18, 18, 13, 18, 18, 13 (increased everything but 13's to 18)
RP Purchases Advanced Charisma (4 RP)
Carrion Sense (1 RP)
Gliding Wings (3 RP)