Malachi Amarr
Male Aasimar paladin 10 (Lathander)
LG Medium outsider (native)
Init +5,
Senses darkvision (60 ft.); Perception +10
Aura aura of courage, aura of good, aura of resolve
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 100 ((10d10)+30)
Fort +13,
Ref +8,
Will +13
Resistances acid 5, cold 5, electricity 5
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OFFENSE
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Speed 30 ft. Fly 30 ft. (Average)
Special Attacks Channel Positive Energy (5d6, DC 19), Smite Evil,
Innate Spell-Like Abilities daylight (1/day),
sunbeam (DC 24,1/day)
Class Spell-Like Abilities detect evil (at will)
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STATISTICS
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Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 18,
Base Atk +10; CMB +13; CMD 24
Feats Angelic Blood, Angel Wings, Heavenly Radiance, Improved Initiative, Weapon Focus (Greatsword)
Skills Diplomacy +15, Fly +10, Knowledge (Religion) +10, Perception +10, Sense Motive +7, Spellcraft +6, Use Magic Device +6,
Traits Sacred Touch, Undead Slayer (Pharasma),
Languages Celestial, Common, Draconic
SQ aura of courage, aura of good, aura of resolve, celestial language, celestial resistance, celestial spirit, mercy (cursed), darkvision, detect evil, mercy (diseased), divine health, lay on hands, mercy (poisoned), skilled, spell-like ability, stats, sunbeam,
Combat Gear
Other Gear Holy Symbol, Tattoo (Forehead)
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SPECIAL ABILITIES
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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 strong good aura.
Aura of Good
Aura of Resolve (Su) You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Celestial Language (Ex) Aasimars speak Celestial.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 10 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 5d6 (DC 19 for half) /day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.
Mercy (Cursed) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 10.
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.
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.
Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 10.
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 9 times per day. With one use of this ability, you can heal 5d6 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 5d6 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.
Mercy (Poisoned) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of 10.
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.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 4 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 +10 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 +20. 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) Aasimars can use daylight 1/day as a spell-like ability.
Stats +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Sunbeam By expending a use of daylight, you may use this spell as a spell-like ability.
(Heavenly Radiance feat)
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.