About Keela Nasr
Keela Nasr
Female human (Keleshite) paladin (empyreal knight) 10 (Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (human)
Init +4; Senses Perception +0
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 27, touch 17, flat-footed 23 (+10 armor, +2 deflection, +4 Dex, +1 sacred)
hp 90 (10d10+20)
Fort +11 (+4 bonus vs. poison effects), Ref +9, Will +9; +racial bonus on saves versus poison
Immune charm, disease, fear; Resist acid 10, cold 10, electricity 10, fire 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 holy keen cold iron aldori dueling sword +18/+13 (1d8+6/17-20 plus 2d6 vs. evil)
Special Attacks smite evil 4/day (+3 attack and AC, +10 damage)
Paladin Spell-Like Abilities (CL 10th; concentration +13)
. . At will—detect evil
Paladin (Empyreal Knight) Spells Prepared (CL 7th; concentration +10)
. . 3rd—greater magic weapon
. . 2nd—aura of greater courage[APG] (DC 15), weapon of awe[APG] (DC 15)
. . 1st—divine favor (2), liberating command[UC]
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Statistics
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Str 14, Dex 19, Con 14, Int 12, Wis 11, Cha 16
Base Atk +10; CMB +13; CMD 29
Feats Aldori Dueling Mastery[ISWG], Exotic Weapon Proficiency (aldori dueling sword), Quick Draw, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits sword scion, thoroughbred (keleshite)
Skills Acrobatics +1 (-3 to jump), Diplomacy +16, Handle Animal +11, Knowledge (religion) +14, Ride +14, Sense Motive +8
Languages Celestial, Common, Kelish, Osiriani
SQ +4 to fortitude saves vs. poison, celestial ally
Other Gear +2 mithral o-yoroi[UC], +1 holy keen cold iron aldori dueling sword[ISWG], bag of holding, minor, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +2, bedroll, belt pouch, canteen[UE], flint and steel, hip flask[UE], holy text (Mitra)[UE], masterwork backpack[APG], mess kit[UE], platinum holy symbol of Mitra[UE], soap, spider's silk rope (50 ft.)[APG], torch (10), waterskin, 160 gp, 13 sp
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Special Abilities
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+4 to Fortitude saves vs. Poison You get +4 to Fortitude saves against Poison effects.
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Celestial Ally (Summon Monster IV, 3/day) (Sp) Can summon 1 celestial creature at a time, as the spell.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Smite Evil (4/day) (Su) +3 to hit, +10 to damage, +3 deflection bonus to AC when used.
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Shabti CR –
Celestial horse (Pathfinder RPG Bestiary)
LG Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +1
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Defense
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AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 84 (9d8+36)
Fort +10, Ref +9, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 15
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Offense
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Speed 55 ft.
Melee bite +11 (1d4+6), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil
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Statistics
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Str 22, Dex 16, Con 18, Int 6, Wis 12, Cha 6
Base Atk +6; CMB +13 (+17 overrun); CMD 26 (32 vs. overrun, 30 vs. trip)
Feats Charge Through[APG], Eldritch Claws[APG], Greater Overrun, Improved Overrun, Power Attack
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +14 (+22 to jump), Swim +10
SQ combat riding, devotion
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Special Abilities
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Charge Through You can make a free overrun as part of a charge.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +9 to damage when used.
Spell Resistance (15) You have Spell Resistance.
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