| Full Name |
Grazyra Meyviere |
| Race |
Aasimar |
| Classes/Levels |
HP 57/57|AC 26 T 12 FF 25| F +13 R +8 W +11|Init +3 |
| Gender |
Female |
About Grazyra
Grazyra Meyviere
Angel-blooded aasimar (angelkin) holy vindicator 1/paladin 5 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 263, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.)
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Defense
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AC 26, touch 12, flat-footed 25 (+10 armor, +1 deflection, +1 Dex, +1 natural, +3 shield)
hp 57 (6d10+17)
Fort +13, Ref +8, Will +11
Defensive Abilities vindicator's shield; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine bastard sword +11/+6 (1d10+5/19-20)
Special Attacks air/sky/wind variant channeling 3/day (DC 17, 3d6 plus 2 channel bonus), smite evil 2/day (+4 attack and AC, +5 damage)
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +6)
. . 1st—cure light wounds (2)
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Statistics
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Str 19, Dex 12, Con 14, Int 12, Wis 11, Cha 18
Base Atk +6; CMB +10; CMD 22
Feats Alignment Channel, Exotic Weapon Proficiency (bastard sword), Power Attack
Traits inspired, reactionary
Skills Acrobatics -4 (-8 to jump), Craft (tattoo) +10, Heal +7, Intimidate +9, Knowledge (planes) +8, Knowledge (religion) +10; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common, Sylvan
SQ divine bond (weapon +1, 1/day), lay on hands 6/day (2d6), mercy (sickened)
Other Gear +1 full plate, +1 mithral heavy steel shield, +1 adamantine bastard sword, bastard sword, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 21,780 gp
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Special Abilities
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Air/Sky/Wind Variant Channeling (±2 Sacred) Grants a Acrobatics bonus or ranged attack penalty
Air/Sky/Wind Variant Channeling 3d6 plus 2 channel bonus (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Vindicator's Sacred Shield +3 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
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