Full Name |
Jonakar Hill |
Race |
Aasimar (Angelkin) Ranger 2 / Rogue (Scout) 4 / AC 21/12/20 / HP 70 / F +8 R +9 W +6 (+4 vs. death effects and +2 energy drain, negative energy, necromancy spells, blinded/dazzled effects) (+2 vs spells fm undead) / Init. +1 / Perc. +11) |
Gender |
Male |
Size |
Medium |
Age |
50 (Middle Age) |
Alignment |
Neutral Good |
Deity |
Iomedae |
Location |
Ustalav |
Languages |
Common, Celestial |
Occupation |
Retired Scout. |
Strength |
22 |
Dexterity |
12 |
Constitution |
16 |
Intelligence |
8 |
Wisdom |
14 |
Charisma |
10 |
About Jonakar Hill
Jonakar Hill
Aasimar (Angelkin) Ranger 2 Rogue (Scout) 4
N Medium Outsider (native)
Init +1; Senses Halo; Perception +11 (+13 to locate traps, +13 vs. undead)
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Defense
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AC 20, touch 12, flat-footed 19 (+6 armor, +1 shield, +1 Dex, +1 natural, +1 deflection)
hp 70 (2d10+4d8+18)
Fort +8, Ref +9 (+1 vs. traps), Will +6 (+4 vs. death effects and +2 energy drain, negative energy, necromancy spells and blinded/dazzled effects) (+2 vs spells or spell-like abilities from a undead creature.)
Defensive Abilities trap sense +1; Resist negative energy 5
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Offense
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Speed 30 ft.
Melee Light Shield Bash +10 (1d8+5/x2) and
. . Harbinger +11 (1d8+7/19-20/x2)
Ranged MW Composite Longbow +7 (1d8 +6/x3)
Special Attacks favored enemy (undead +2), scout's charge, sneak attack +2d6
Spell-Like Abilities Lesser age resistance (1/day), Protection from Evil (3/day)
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Statistics
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Str 22 (17 Base, +2 Racial, +1 Lv4, +2 Magic), Dex 12, Con 16, Int 8 (Base 7, +1 Age), Wis 14 (Base 13, +1 Age), Cha 10 (Base 7, +2 Racial, +1 Age)
Base Atk +5; CMB +11; CMD 23
Feats Cornugon Smash, Intimidating Prowess, Iron Will, Power Attack -2/+4, Two-weapon Fighting, Weapon Focus (Longsword)
Traits Hunter’s Blood, Enemy of the Undead
Skills
Acrobatics +9 (+3 jump), (+6 Rank, +3 Class, +1 Ability, -1 Armor)
Bluff +0 (+2 vs. undead), (+0 Ability)
Climb +9 (+1 Rank, +3 Class, +6 Ability, -1 Armor)
Diplomacy +4 (+5 vs. undead), (+1 Rank, +3 Class, +0 Ability)
Disable Device +12 (+6 Rank, +3 Class, +1 Ability, +2 Item)
Intimidate +15 (+17 vs. evil creatures), (+6 Rank, +3 Class, +0 Ability, +6 Feat)
Knowledge (religion) +4 (+7 vs. undead), (+2 Rank, +3 Class, -1 Ability)
Perception +11 (+13 to locate traps, +13 vs. undead), (+6 Rank, +3 Class, +2 Ability)
Sense Motive +6 (+8 vs. undead), (+1 Rank, +3 Class, +2 Ability)
Stealth +9, (+6 Rank, +3 Class, +1 Ability -1 Armor)
Survival +6, (+10 vs. undead, +1 to track), (+1 Rank, +3 Class, +2 Ability)
Swim +9, (+1 Rank, +3 Class, +6 Ability, -1 Armor)
Use Magic Device +9 (+6 Rank, +3 Class)
Languages Celestial, Common
SQ combat styles (two-weapon combat), rogue talents (combat trick, weapon training), track, trapfinding +2, wild empathy
Other Gear
+2 Chainshirt -4250 Gold
Darkwood Light wooden quick Shield of Bashing w/ Shield Spikes -1273 Gold
Harbinger (+1 Lawful Good Intelligent Longsword , Ego 4, Empathy, Purpose: Destroy Undead, Ability: Protection From Evil 3/day (CL 5) -4015 Gold
Amulet of natural armor +1 -2000 Gold
Belt of giant strength +2 -4000 Gold
Cloak of resistance +1 -1000 Gold
Thieves' tools, masterwork -100 Gold
Composite Longbow, masterwork -1000 Gold
50 Silver Tipped Arrows -4.5 Gold
50 Cold Iron Arrows -5 Gold
50 Standard Arrows -2.5 Gold
Silver Dagger, -22 Gold
Cold Iron Dagger, -4 Gold
Wand of Cure Light Wounds (10 Charges Remaining) -150 Gold
Handy haversack -2000 Gold
[spoiler=Contents] Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, Holy Water x3, Alchemist fire x3, 3 Wooden Stakes.
Gold on Hand: 133
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Special Abilities
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Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of thenecromancy school. This racial trait replaces celestial resistance.
Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs Favored Enemy (Undead).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidatecheck as a free action to attempt todemoralize your opponent
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Weapon Focus (Longsword) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Two-weapon Fighting The penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Hunter’s Blood You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Enemy of the Undead You gain a +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
Track +1 +1 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.