Male Aasimar (Agathion-Blooded) paladin 3
LG Medium outsider (native, agathion-blooded)
Init +2, Senses darkvision (60 ft.); Perception +1
Aura aura of courage, aura of good,
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield, )
hp 32 ((3d10)+7)
Fort +7, Ref +5, Will +6, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Resistances acid 5, cold 5, electricity 5,
Speed 20 ft.
Melee flail +5 (1d8+2)
Melee shield, light steel +1 +5 (1d3+2)
Melee masterwork khopesh +6 (1d8+2/19-20)
Ranged acid (flask) +5 (1d6)
Special Attacks Smite Evil,
Innate Spell-Like Abilities summon nature's ally ii (1/day),
Class Spell-Like Abilities detect evil (at will)
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Good (Ex) You project a moderate good aura.
Aura of Good
Celestial Language (Ex) Aasimars speak Celestial.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision See in the dark up to 60 ft.
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.
Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
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.
Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 3 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.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Mercy (Sickened) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer sickened.
Skilled (Ex) Agathion Blooded Aasimars receive a +2 bonus to Handle Animal and Survival 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 +2 to your attack rolls and +3 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 +6. 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 +2 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) Agathion Blooded Aasimars can use summon nature's ally II 1/day as a spell-like ability.
Undead Crusader You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati's necropolis, you'll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
Born in the city of Wati, Khere was different from his older brother and sisters as well as his parents and grandfather, especially because of his purple catlike eyes. He seemed to possess an inborn charisma and endurance that they lack. His sisters and mother adored him, but his brother was always a bit jealous at him. Khere remembered very little of his father, knowing that he was a bit of a loner and took to the bottle when the family began suffering through a severe drought, and thus hard times had fallen upon Khere’s family and their farm. Khere’s father died a petty man, a victim of alcohol poisoning at the local inn. His death almost tore the family apart, but somehow, young Khere was able to keep things together. Khere worked twice as hard as he could, whether plowing the fields or waking up just moments before the dawn began to reap the harvest.
Then, one day, when he turned 14, puberty set in and he changed. Screaming in the middle of the night, his family saw his body changing as silvery fur began to cover his body, his face sprouts dog-like features and characteristics, and long jackal-like ears appeared on his head. His tears became multicolored while his body became well-muscled, and his knuckles became blackened. His hands and feet soon had sharp, clawlike fingernails and toenails. He began speaking in a strange language as well. His mother, terrified that her beloved son was under some sort of fell curse that had seeped in from the Necropolis, summoned a priest of Pharasma to save her boy. When the cleric arrived, Khere had finished changing. When he observed young Khere, the priest was amazed, recognizing that the language the lad spoke was Celestial. He explained that Khere was not under some curse, but that his celestial heritage had simply awakened for the lad was an aasimar, a child carrying the bloodline of a celestial and heavenly being in his veins, most likely that of an agathion, probably a canine-like one, given his canine-features as well, but this did little to ease Khere’s teenage years. Khere had to endure the taunts and teasing of the other children, who called him the Silver Dog, especially his brother and sometimes his sisters, who had always dotted on their little brother, although their words were more of the overprotective kind than the malice-filled ones from his brother. Other families and neighbors as well as those visiting Wati kept their distance or even bowed their heads in awe at Khere, whether out of fear and jealously or out of respect for one blessed by the divine celestials. Only his mother and grandfather treated him the same as they had done before his changes. So, his time growing up wasn’t that hard, but it was difficult nonetheless.
Then, Khere’s mother fell ill. The family had little money, and the remedy for the sickness was very expensive. Khere noticed his grandfather praying to a god in the ancient tongue of Osirion, but the young idyllkin’s thoughts were on his ailing mother. Despite having heard from others growing up that there was great wealth in the Necropolis, the agathion-blooded aasimar knew it was illegal to set foot in the sacred and hallowed place, but he knew that his mother was dying. Swallowing his pride and his morals, Khere snuck into the Necropolis in order to find enough money to buy the remedy to save his mother from death. He searched long and hard, hiding from both thugs and the living dead until when the full moon’s light shone upon a long deserted and ruined temple to the ancient Osirian god Anubis. He quickly began to rummage around the shrine, hoping to find something of value to pawn off. He found a silver holy symbol of a black jackal’s head on a platinum chain. The holy symbol looked brand new despite being several hundred years old. As he stared in awe at the symbol, a zombie snuck up behind Khere. Just barely hearing the undead monster’s approach, the idyllkin used the only weapon he had on hand: the holy symbol. He thrust the symbol in front of him, his eyes closed, praying to any god that would save him from the zombie’s hunger. The zombie shrieked in horror as holy light surged forth and turned it to dust. Opening his eyes finally, Khere stood in stunned awe as he beheld the ghostly image of Anubis, Guardian of the Tomb towering over him! Bowing on all fours, the young aasimar begged forgiveness from the ancient god, pleading to be spared; Anubis smiled telling the boy in a voice like that of a stern, yet kindhearted father, “Now why would I want to harm you?” The god knew that the boy had violated his shrine, but had not done so out of greed or malice, but out of love for his mother. Still, the boy had committed a crime, and couldn’t go without some form of punishment. The god continued to smile, saying that he had decided on the lad’s punishment: Khere would become a paladin of his, protecting the innocent from the undead and ensuring that those who violated the sanctity of tombs out of greed be punished for their crimes. The jackal-headed god then said, “Go back to your home for you shall find your mother healed and your devotion to your family rewarded! But remember the sentence I have given you!” Khere thanked the god for his mercy and returned home just as the sun dawned over the horizon. Just as the god had said, his mother was healed. Not only that, but his brother explained that he had been apprenticed to a miller in another city who even gave the family a large sum of money to help them out as well as pay for all of Khere’s brother’s travelling expenses. Realizing that Anubis had indeed rewarded him for his devotion to his loved ones, he told them of his encounter in the Necropolis. While his family was shocked and amazed by his story, especially his grandfather who had always been faithful to the Guardian of the Tomb, somehow, they forgave Khere for his transgression. The aasimar’s grandfather then provided his foolish grandson with many ancient texts concerning the rites of Anubis.
Khere then went and trained at the Hall of Blessed Rebirth, studying the ways of a holy warrior of the jackal-headed god. While he still was the hardheaded and adventurous idyllkin who saw a vision of Anubis, he has become strong in heart, mind, and body and he eventually returned home from training under several paladins and clerics of Anubis. Several years after returning home, the current Pharaoh, Khemet III, and the Church of Pharasma have opened up the Necropolis of Wati to foreign explorers and adventurers. He is deeply amazed at the number of foreigners flooding into his hometown, and while curious to their ways and mannerisms, he also knows that some come not to study and learn of the mysteries of the past, but to sate their greed for treasures. Khere is dedicated to punishing such defilers of tombs, but he is just as dedicated to aiding those who seek to learn more of his nation’s ancient history.
Khere is a tall and muscular left-handed aasimar with silvery fur, a face bearing many canine characteristics along with pronounced pearlescent teeth, and pointed jackal-like ears. He also has a blue tongue. His hands and feet have clawlike toenails and fingernails. Also, his hands have blackened knuckles. His jet black hair reaches slightly past his neck, which he keeps in a braided ponytail, a style he became interested in upon encountering foreigners in his training. His amethyst purple eyes are catlike, and were what marked him as unusual when he was born 74 years ago. He tends to wear armored sandals and a kilt, like most Osirians. When he speaks, it is always calm, even when he’s excited or under duress. There are two more things that mark him as unusual: his clothing billows even when there is no wind and he cries multicolored tears. He still carries the holy symbol he found in the Necropolis.
While he has many animalistic features that make him appear vicious and wild, Khere is a friendly and courageous idyllkin who is always eager to make new friends and comrades and is just as eager to protect them from harm. Although, he can be quite hardheaded and headstrong at times, he is deeply fascinated by foreigners and their ways, having lived most of his life in Wati. The undead cause his ire to rise like no other, as well as those who defile tombs and graves out of greed. He does know the difference between an archaeologist and a tomb robber though. He is curious to learn more of these archaeologists and their search for ancient knowledge, wondering how they fit into the goals and views of his faith and god.
Anubis's Code for Paladins:
*Death is as sacred as life, and is to be respected. Without death, there can be no life.