Full Name |
Hitome Murakami |
Classes/Levels |
Female Aasimar Paladin (Enlightened) 11| 154/96 HP | AC 21(25/24/28) T 17 FF 15 | Fort +14 (+17) Ref +10 (+13) Will +11 (+14) (+2 vs fire /evil) | Init +3 | Perception +8, Sense Motive +5| Personal Trial 2/3; LoH 13/day(5d6); Flickering step 3x/day |
Age |
53 |
Alignment |
LG |
Deity |
Shizuru/Tsukiyo |
Strength |
16 |
Dexterity |
16 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
18 |
About Hitome Murakami
Max HP:154 Current HP:96 Non Lethal:
STR 16 DEX 16 CON 16 INT 10 WIS 10 CHA 18
Spell-Like Ability (Sp): alter self (CL 11), dimension door 60ft (3/day) (CL 9)
Darkvision 60ft
Defense
AC:21 (25/24/28) 10+ Dex (2) +Cha (4) +Armor (4)+1 Dodge (+4 Ki / +3 Personal Trial/ +7 both)
Touch:17 (20/19/23)
Flat footed:14 (18/17/21)
Armor Bracers
CMD: 18
Saves: Fort: +14 (+17)* Reflex: +10 (+13)* Will: +11 (+14)* *vs Personal Trial (+2 vs all fire effects/evil descriptor)
Resistance: acid resistance 5, cold resistance 5, electricity resistance 5 fire resistance 5
Offense
Speed: 30
BAB:+11/+6/+1 CMB:+15 Initiative +3
Combat: (All attacks count as both Lawful and Good re: DR)/ Power of Faith: +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear (1 minute)/Ignore 5 pt of DR on all Outsiders
Melee: (Base) +20/+15/+10 Damage 1d8+8 +1d6 acid
Melee: (Base)+Ki strike +20/+20/+15/+10 Damage 1d8+8 +1d6 acid
Melee: (Divine Body) +23/+18/+13 Damage 1d8+11 +1d6 acid / +21/+16/+11 (Defending/flaming/keen/merciful) / +20/+15/+10 (Flaming Burst/Holy/Disruption) Damage (Varies) +1d6 acid
Melee: (Personal Trial) +23/+18/+13 Damage 1d8+12 +1d6 acid
Melee: (Personal Trial+Divine body) +26/+21/+16 Damage 1d8+15 +1d6 acid/ +24/+19/+14 (Defending/flaming/keen/merciful) / +23/+18/+13 (Flaming Burst/Holy/Disruption) Damage (Varies) +1d6 acid
Special Abilities
Enlightened paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Enlightened paladins follow no universal paladin code—each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.
Confident Defense (Ex)
At 1st level, when wearing light or no armor and not using a shield, an Enlightened paladin adds 1 point of his Charisma bonus (if any) per class level to his Dexterity bonus to his Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
This ability replaces his proficiency with medium armor, heavy armor, and shields.
Unarmed Strike
At 1st level, an Enlightened paladin gains Improved Unarmed Strike as a bonus feat. In addition, he gains the unarmed strike monk ability, treating his monk level as half his paladin level (minimum 1) for calculating his unarmed strike damage.
Aura of Law (Su)
The power of an enlightened paladin’s aura of law is equal to his class level.
This ability replaces aura of good.
Sense Perfection (Su)
At 1st level, at will, an enlightened paladin can detect life forces as if he were using a paladin’s detect evil class ability; however, instead of sensing evil creatures, he senses creatures that have a ki pool. Each such creature has an aura like a cleric of an aligned deity, and treats its current number of ki points as its Hit Dice for the purposes of this ability.
This ability replaces detect evil.
Personal Trial (Su) 3/day
Once per day, an enlightened paladin can as a swift action declare one target within line of sight as his personal trial. The Enlightened paladin gains a +1 insight bonus on attack rolls and damage rolls against that creature, to his AC against attacks made by the target, and on saving throws against the target’s spells and special abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter, to a maximum bonus of +6 at 20th level. The personal trial effect remains until the target of the trial is dead or the next time the paladin rests and regains daily uses of this ability. At 4th level and every three levels thereafter, the Enlightened paladin can use personal trial one additional time per day.
This ability replaces smite evil.
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) 13/day 5d6 Cures Shaken, blinded, diseased
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 Excellence (Su)
At 3rd level, an enlightened paladin is immune to any effect that would force him to reroll a die against his will or roll twice and take the lower result. Whenever an ally within 10 feet of him would reroll a die against her will, she can roll twice and take the higher result. Whenever an ally within 10 feet would be forced to roll twice and take the lower result, she can instead roll three times and take the second-lowest result. This ability functions only while the Enlightened paladin is conscious, and replaces aura of courage.
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.
Ki Pool (Su) 11 points
At 4th level, an enlightened paladin gains a ki pool with an effective monk level equal to his class level. The number of points in an Enlightened paladin’s ki pool is equal to 1/2 his class level + his Charisma modifier. By spending 1 point from his ki pool, he can ignore any damage reduction possessed by the target of his personal trial ability for 1 round. This ability otherwise functions as the monk ability of the same name and replaces channel positive energy.
By spending 1 point from his ki pool, an enlightened paladin can do one of the following:
• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive
Divine Body (Su) 2/day
Upon reaching 5th level, an enlightened paladin must form a bond with a weapon, except he can only choose to enhance his unarmed strike. This ability otherwise functions as and replaces divine bond. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Perfection (Su)
At 11th level, whenever an enlightened paladin or ally within 10 feet would reroll a die and take the second result even if it is lower (via the good fortune ability of the Luck domain, for example), he can roll an additional die as part of the reroll and use the higher of the two as the result of the reroll. This ability functions only while the Enlightened paladin is conscious, and replaces aura of justice.
Power of Faith (Su)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
Languages: Common (Tien), Celestial, Sylvan, Auran, Draconic, Elven
Skills: An Enlightened paladin gains Acrobatics, Climb, and Swim as class skills.
Skills: 2+1 (favored)per level
Acrobatics +45, *Diplomacy +7, Disguise +2, *Heal +5, *Intimidate +4, *Knowledge Religion +4, Knowledge Planes +10 *Perception +8, Sense motive +5, *Spellcraft +3, *Swim +8, Stealth +8
Background Skills: 2 per level
Linguistics +4, Knowledge History +4, Perform (Dance) +13, Lore +3,
Feats:
Improved Unarmed Strike(Bonus), Weapon Focus (Unarmed Strike), Blessed Striker , Dodge, Dragon Style*, Extra Ki, Extra Lay on Hands
Blessed Striker
You attacks are augmented by the strength of your and your deity’s shared alignment.
Prerequisite(s): Base attack bonus +11, ability to cast divine spells, alignment must be within one step of your deity’s.
Benefit: All of your attacks are treated as having whatever alignment components you and your deity share for the purpose of overcoming damage reduction.
Dragon strike
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Bonus non-combat feats:
Angelic Blood (+2 vs evil descriptor/+2 to stabilize/ bleed damage deal 1 damage to adjacent evil or undead), Angelic Flesh (Brazen), Heaven’s Light (Conduit), Flickering Step (Conduit), Apotheosis (Story)
Heaven’s Light (Conduit)
You are a luminous beacon in the darkness, an icon of order and kindness through which the light of Heaven itself can shine, even in the most dreadful of realms.
Prerequisite(s): Knowledge (planes) 1 rank.
Benefit(s): As a standard action, you can emit an aura of bright light centered on a glowing halo above or behind your head. The illumination provided is equal in intensity to that of a torch. If you have at least 5 ranks in Knowledge (planes) the illumination is equivalent to that created by a daylight spell. If you have at least 15 ranks in Knowledge (planes), the light becomes further infused with Heavenly power, and each evil creature within 30 feet of you must succeed at a Fortitude save (DC = 10 + half your level + your Charisma modifier) or become sickened by the light for as long as it remains in range plus 1 additional round after leaving the area.
Flickering Step (Conduit)
You can appear and disappear in the blink of an eye.
Prerequisite(s): Knowledge (planes) 9 ranks.
Benefit(s): You can use dimension door as a spell-like ability with a caster level equal to your ranks in Knowledge (planes).
You can’t teleport a distance greater than twice your base speed in this way, and you must have both line of sight and line of effect to your destination.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
Apotheosis
You are marked by fate as a future deity—even before this destiny is realized, fate bends to your will.
Prerequisite(s): You must have had direct contact with a deity or godlike being, or have been risen from the dead at the personal behest of a deity or godlike being.
Benefit(s): You gain a +2 bonus on Constitution checks to stabilize while dying. Anytime you or an ally who worships the god that contacted you casts augury or a similar effect, your chance of receiving a meaningful reply is increased by 5% (to a maximum of 95%).
Traits:
ANCESTOR'S BLADE (RELIGION)
Requirement(s) Shizuru
You were trained by your family with a weapon passed down from a venerable ancestor. You begin play with an heirloom masterwork weapon worth up to 400 gp. You gain a +1 trait bonus on attack rolls with weapons of this type (not just your initial heirloom weapon) when you invoke your Personal Trial.
Martyr’s Blood (Race)
You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism.
Benefit(s): As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.
Racial
• • Ability Score Racial Traits: Aasimars(Angelkin) are insightful, confident, and personable. +2 Str, +2 Cha
• Type: Aasimars are outsiders with the native subtype.
• Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Aasimars have a base speed of 30 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
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus to Heal and Knowledge planes checks.
• Magical Racial Traits
• Spell-Like Ability (Sp): Angelkin gain alter self as a spell-like ability.
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Equipment
Gloves, Deliquescent (Unarmed strikes are Corrosive +1d6 acid),Belt of Physical Might +2,Brawling Bracers of Armor +4 (+2 to unarmed attack and damage), Bodywrap of mighty strikes +2, Amulet of Mighty Fists (Planar), Deep red Ioun stone, bag of holding (II)
Paladin's kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Holy Symbol Tattoo (Symbol of Shizuru across her stomach, centered around her navel)
Appearance
Hitome
Hitome would be considered rather exotic, by any means, her otherworldly heritage unmistakable. A young woman in phenomenal physical condition, her body is a sculpture of athleticism and strength, while still maintaining femininity. A living weapon honed into as much a work of art as an instrument of war. Her flawless, sun-burnished skin carries a bronze glow, highlighted by tattoos along her body (most notably a symbol of the sun centered on her abdomen and one of the crescent moon on her lower back), her hair, shaved on one side begins as a wine-like burgundy, gradiating to snow white at shoulder length.
Tall and sleek, she carries herself with the quiet confidence of an apex predator at ease in its own territory. Though extremely serious and focused in combat, and possessing a noble bearing, she can easily display a ready smile and relaxed friendliness, a stark contrast to her battlefield demeanor.
Her most outstanding characteristic, is perhaps a pair of unique birthmarks, iridescent coppery dragon-like patterns extending from the backs of her hands and coiling around her forearms, that seem almost to move on their own when she fights.
Background
Delivered to a temple of Shizuru, by her mortally wounded mother mere breaths before her death, Hitome knows little of her parents other than her mother was apparently killed by bandits, and that at some point in her ancestry there has been an angelic influence that runs strong within her.
Raised by the monks and priests of the noble goddess, she was taught the precepts of honor and self perfection from an early age, learning to become, not simply a warrior, but a living weapon, a sworn protector of the sacred, and a living testament to the ideal of self improvement.
One aspect of her origin that has been kept from her, is that her mother didn’t die, or at least, none witnessed her death. As soon as the baby was placed in the hands of the head priestess, the wounded woman vanished as a burst of sunlight through a window momentarily dazzled all in the room.
Driven to pit herself against increasingly challenging obstacles, while maintaining an implacable sense of right and wrong, she felt both a sense of delight, and purpose at the discovery of the Ruby Phoenix Tournament, working all the harder to improve herself, and in the process drawing the eyes of a sponsor.
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Wealth
Important info