Valeros

Jing Long's page

44 posts. Alias of Ashe.


Classes/Levels

54/37HP: AC:26, Tch:16, FF:24: F:+10(+12): R: +6, W: +10(+12) Perception:+10: CMB +7(+9): CMD 27(29)

About Jing Long

Gabriel, The Just
Image of Gabriel
Male AngelBlooded Aasimar
Paladin of Iomedae
LG Medium Outsider (Native)
Init -1, Perception +2, Senses darkvision 60

Defense
AC 18, Touch 9, Flat Footed 18
(+7 Armor, +2shield, -1dex)
HP 13
Fort +5, Reflex -1, Will +4
Defensive Abilities

Offense
Speed 40ft

Normal Attack:
Cold Iron Great Sword +8 2d6+9 19-20x2
Cestus +8 1d4+6 x2

Statistics
Str 20, Dex 8, Con 17, Int 8, Wis 15, Cha 19
Base Atk +1, CMB +6, CMD 15
Feats: Fey Foundling
Traits Stolen Fury, Blade of Mercy
Skills: 2 Ranks K. Religion +3, Diplomacy +8
Racial/Template Modifiers +2str, +2cha
Celestial CrusaderSome aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
LanguagesCommon, Celestial
Special Qualities Alter Self 1/Day
Other Gear Cold Iron Longsword, Cold Iron Greatsword, Cold Iron Cestus, Large Wooden Shield, Splint Mail, Pathfinder Kit, 2 potions Cure Light Wounds

Wealth 41gp

Special Abilities:

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, 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 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 7th level, and at every six levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of four times per day at 19th level.

Backstory:

Gabriel was born a man of the north. He was part of a nomadic tribe of hunters and gatherers. His father taught him how to survive and hunt though Gabriel never seemed to take to it very well. One cool summer evening his tribe was attacked by a raiding warband of Orcs. He lost his mother and father that night along with many others. Gabriel managed to escape into the woods. Unable to navigate well he became lost and eventually grew hungry and passed out. He awoke being tortured and experimented on by cultist. He remembers the great horned bulls head looking at him as they prepared their ritual. Fate intervened as the temple was raided by a holy order of Paladins. The group took the young boy back to the church of Iomedae.

Gabriel grew and served the church well. The priest started to train the boy in service to Iomedae. Gabriel lost himself in the religion and became a devout Paladin. One day while off training in the woods he received a vision. It seemed to be one of his dreams, but he was still awake. This time the beautiful maiden that always helped his mother turned and spoke to him. Gabriel, you are pure of heart and have honored me with your faith and service. Your mother and father have done the same and so they were rewarded with you. There will be a time when I will need you my champion. You will know it when it comes to pass. Stay strong and I will continue to bless you and do what I can to aid you. With that the woman touched his forehead. A flash of light knocked Gabriel down. When he awoke he felt a divine energy coursing through him. It had been many years since that vision. Gabriel was now a young man. He had finished his training and now has gathered for the festival where he will swear his oath to the crusade to defend the city and the world from the world wound.

Code:

•Courage of the Heart
To attempt to never lay down arms even when the foe is merciless.
To know when to surrender.

•Faith
A Knight must see into the heart and know that the edge of the cliff may hold wings.
To know they are never really alone.

•Mercy
To feel the touch of tears.
To show kindly forbearance toward any person or creature, that are in one’s power, for a Knight has had to live at the mercy of pain.
Using discretionary power, to show compassion with attitudes and words even to one’s offender, especially those who do not understand.

•Nobility
To uphold nobleness of mind, character or spirit at all times.
To remember even when alone that one has the virtues and duties of a Knight.

•Humility
To make meek one’s heart and be courteously respectful to all.

•Generosity
To give in any manner without the thought of return.
To have the wisdom to see that to give to another is to give to one’s self for all are connected.

•Hope
When one cannot see in the forest, the heart feels the cadence of the voice in the dark, and with bravery the Knight follows in silence.
In times of great distress, to see the droplet of light in a bucket of sorrow, and weave that into one’s armour with cheerfulness.

•Justice
To be fair and not judge others. A Knight knows that to falter is human and to hold out a hand sometimes will strengthen the weak.

•Loyalty
To be faithful to one’s self.
To do no harm to one’s fellow Knights.