Kessa grew up in a minor Taldan noble family. One morning when she was 15, she woke early and could not go back to sleep. She got up and saw the dawn through her window. Somehow, that dawn touched her in a way she could not explain. She left her family (who had been training her to be a warrior) and traveled to other lands where the worship of the Dawnflower was legal. In Qadira, she was taken in by a temple, who finished training her as a holy warrior for Sarenrae. They then sent her out to do good.
Kessa is shy at first when she meets new people. She is intensely loyal to her friends, and deterimined to bring the Dawnflower's redemption to as many evildoers as she can.
*I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
*I will seek out and destroy the spawn of the Rough Beast. If I cannot defeat them, I will give my life trying. If my life would be wasted in the attempt, I will find allies. If any fall because of my inaction, their deaths lie upon my soul, and I will atone for each.
*I am fair to others. I expect nothing for myself but that which I need to survive.
*The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not.
*I will redeem the ignorant with my words and my actions. If they will not turn toward the light, I will redeem them by the sword.
*I will not abide evil, and will combat it with steel when words are not enough. I do not flinch from my faith, and do not fear embarrassment. My soul cannot be bought for all the stars in the sky.
*I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.
*Each day is another step toward perfection. I will not turn back into the dark.
Female Aasimar (Angel-Blooded) paladin 2
LG Medium outsider (native, angel-blooded)
Init +1, Senses darkvision (60 ft.); Perception +3
Aura aura of good
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
Fort +9, Ref +5, Will +10
Resistances acid 5, cold 5, electricity 5
Speed 20 ft.
Melee masterwork greatsword +9 (2d6+7/19-20)
Ranged longbow +3 (1d8/x3)
Special Attacks Smite Evil
Spell-Like Abilitiesalter self (1/day), detect evil (at will), light (1/day)
Str 20, Dex 13, Con 14, Int 14, Wis 16, Cha 19,
Base Atk +2; CMB +7; CMD 18
Feats Weapon Focus (Greatsword)
Skills Diplomacy +9, Heal +10, Knowledge (Religion) +7, Sense Motive +8, Spellcraft +7,
Traits Light-Bringer (Sarenrae)
Languages Celestial, Common, Dwarven, Elven
SQ aura of good, celestial language, celestial resistance, darkvision, detect evil, lay on hands, skilled, spell-like ability,
Combat Gear sunrod (3), rations (trail/per day) (5),
Other Gear masterwork greatsword, masterwork chainmail, outfit (explorer's), arrows (20), longbow, backpack, bedroll, waterskin, holy text (cheap), rope (hemp/50 ft.), holy symbol (wooden), 260.6 gp
Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
Light-Bringer (Sarenrae) You were born with a blessing of the Dawnflower. Once per day, you can use light as a spell-like ability. Your caster level is equal to your character level.
Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +2 to all damage rolls made against the target of your 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 +4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Spell-Like Ability (Sp) Angel Blooded Aasimars can use alter self 1/day as a spell-like ability.