Dinvaya

Lady Erin's page

9 posts. Alias of Melda.


Full Name

Lady Erin, Countess Windmoor

Race

Aasimar

Saves|Skills:
{R:+5};{F:+4};{W:+7}|{Acrobatics:+9}{K(Nobility)+4}{K(Planes)+4}{Prof(Barri ster)+8}{Stealth:+7}
HP|AC:
{HP:13} {AC:17,T:17,FF:14}
{Init:+3}{Perception:+4}

Classes/Levels

Monk(Zen Archer) 1/Cleric 1/Aristocrat 1

Gender

Female

Size

M

Alignment

LE

Deity

Asmodeus

Location

Brandenscar Prison

Languages

Common, Celestial

Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 8

About Lady Erin

---===Statistics===---:
Female Aasimar Monk (Zen Archer) 1 / Cleric of Asmodeus 1 / Aristocrat 1
LE Medium Outsider (Native)
Init +3; Senses Perception +4, Darkvision 60'
-------------------------------=DEFENSE=-------------------------------
Defense: 17, flat-footed: 14. ( +3 Dex, +0 Shield, +0 EB**, +4 wisdom)
Armor DR: 0 (+0 Armor, +0 Magic, +0 NA)
Critical Defense: +7. (+3 Dex, +0 Shield, +0 DB*, +4 wisdom)
*Deflection bonus
**Enhancement bonus

HP: 14 {+1d8,+2Con,+3tough,+1favoured}
Fort: +4, {+2Base,+2Con}
Reflex: +5, {+2Base,+3Dex}
Will: +7,{+2Base,+4Wis,+1trait}
CMD 18 {+0 Base +1 Str +3 Dex +0 size +4 misc}

Celestial Resistance:
Acid resistance 5
Cold resistance 5
Electricity resistance 5
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +1; {+0 Base +1 Str +0 size +0 misc}
Base Atk: +0;
Melee:+1{+0Base,+1Str}
Ranged:+3{+0Base,+3Dex}

--Melee:+1 unarmed strike (1d6+1) x2 B

--Ranged:+3 bow (if found) (1d8) x3 P
--Ranged:+2/+2 bow flurry (if found) (1d8/1d8) x3 P

-------------------------------=STATISTICS=-------------------------------
Str: 13, Dex: 16, Con: 14, Int: 10, Wis: 18, Cha: 8

-------------------------=Traits=----------------------
Fate's Favored (+1 to luck bonuses)
High Treason (+1 will saves)
Focused Mind (+2 concentration)
----------------=Drawbacks=-----------------
Power Hungry (-2 will if promised power)
----------------=Race Traits=-------------------
Spell-like ability: Garuda-blooded aasimars can use see invisible once per day as a spell-like ability (caster level equal to the aasimar's class level).
Skilled: Garuda-blooded aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
--------------=Feats=-----------------
Toughness
Precise shot
Improved unarmed strike
Perfect strike
---------------=Skills=- (4 points; 4 class, 0 INT)---------------
^Acrobatics*(Dex)____+9{+1rank,+3Dex,+2race}
^Appraise(Int)____+0{+0rank,+0Int}
^Bluff(Cha)____-1{+0rank,-1Cha}
^Climb*(Str)____+1{+0rank,+1Str}
^Craft (Int)____+0{+0rank,+0Int}
^Diplomacy(Cha)____-1{+0rank,-1Cha}
Disable Device____+3{+0rank,+3Dex}
^Disguise (Cha)____-1{+0rank,-1Cha}
^Escape Artist*(Dex)____+3{+0rank,+3Dex}
Fly*(Dex)____+5{+0rank,+3Dex,+2race}
^Handle Animal (Wis)____+4{+0rank,+4Wis}
^Heal(Wis)____+4{+0rank,+4Wis}
^Intimidate(Cha)____-1{+0rank,-1Cha}
^Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
^Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
^Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
^Knowledge (Geography)(Int)____+0{+0rank,+0Int}
^Knowledge (History)(Int)____+0{+0rank,+0Int}
^Knowledge (Local)(Int)____+0{+0rank,+0Int}
^Knowledge (Nature)(Int)____+0{+0rank,+0Int}
^Knowledge (Nobility)(Int)____+4{+1rank,+0Int}
^Knowledge (Planes)(Int)____+4{+1rank,+0Int}
^Knowledge (Religion)(Int)____+0{+0rank,+0Int}
^Linguistics(Int)____+0{+0rank,+0Int}
^Perception(Wis)____+4{+0rank,+4Wis}
^Perform(Cha)____-1{+0rank,-1Cha}
^Profession (barrister)(Wis)____+8{+1rank,+4Wis}
^Ride*(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+4{+0rank,+4Wis}
Sleight of Hand*(Dex)____+3{+0rank,+3Dex}
^Spellcraft(Int)____+0{+0rank,+0Int}
^Stealth*(Dex)____+7{+1rank,+3Dex}
^Survival(Wis)____+4{+0rank,+4Wis}
^Swim*(Str)____+1{+0rank,+1Str}
Use Magic Device(Cha)____-1{+0rank,-1Cha}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
+2 acrobatics (race)
+2 fly (race)

-=Languages=- Common, Celestial

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel energy, negative, 1d6.

A zen archer can use Perfect Strike with any bow.

Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons.

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full.

Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.

Class skills: Everything except Disable Device, Fly, Sleight of Hand and Use Magic Device

---===Spells===---:

-------------------------------=Spells=-------------------------------
Concentration: +7 {+1 CL, +4 wis, +2 trait}
-----------------------------=0th (at will)=--------------------------------
DC: 14
Detect Magic (V,S)
Guidance (V,S)
Read Magic (V,S,F{a clear crystal or mineral prism})
------------------------------=1st (1+1+1/day)=------------------------------
DC: 15
Command (V)
Disguise self (V,S)
Divine favor (V,S,DF)

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-=Carrying Capacity=-
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.

-=Current Load Carried=- 2 lb.
Prisoner clothes (2 lb)

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Full title Lady Eleanora, countess of Windmoor.

Daughter of Lady Anne, Countess Windmoor and a garuda outsider, named at birth Eleonora. Raised by Lady Anne and her landless noble husband Harold, trained in combat by Lady Anne's captain of guard. Studied law and government in capital. Granted the title of countess after the death of her parents. Judged guilty of high treason, murder and blashphemy and sent to Branderscar, to be drawn and quartered.

---===Appearance and Personality===---:

Eyes:Green
Hair:Blond
Skin:Fair
Height:5 ft 8 in
Weight:130 lb
Usual appearance
Erin as priestess

Calm to the point of appearing emotionless. Noble and proud demeanor, though lacking the higher levels of sophistication found in richer parts of the country. Blood of her father is showing by giving her feathers, which she hates and tries to pluck out. Dresses in fine clothes, but not to such extravagance it should affect too much practicality or mobility. Apart from being noble, young, healthy, agile and fit, not especially beautiful or remarkable.

Phase 1 Questionnaire::

1. Your experience with the rules.
About two years of Pathfinder. Dungeons & Dragons rules from red box D&D / AD&D first edition, with a pause during 3rd edition. Most play recently in Pathfinder Society, three 10-11 characters and many lower.

2. Your experience with PbP.
A bit under two years, but not in english. Longest PbP game finished took over a year. One ongoing english PbP.

3. Expectations for playing and what you want out of the experience.
I would like a long story with characters developing together as a group, through in-character interaction. The PFS style makes it a bit hard to develop relationships between characters, and I would like to expand that area in my roleplaying.

4. Philosophy as a PbP player.
I try to interact with other characters according to their descriptions, to get their personalities show better in the story. I don't force them to do anything, but try to leave a lot of possibilities they can hook on.

5. Why you are applying to this game?
I would like to experience a long story with a stable group of characters, who develop inter-character relationships during game.
Also, I tried to make a character like this for PFS but due to the amount of feats archery needs found it weak. With gestalt I think it can be made to work nicely.

6. Define what you think good role-playing is in PbP.
PbP offers a great way to bring the role-play aspects of the character forward, without taking the spotlight from other characters. Good role-playing will bring out the character while simultaneously helping other players playing their characters.

7. What is your experience with this adventure path?
None. I have read the player guide and heard some rumors.


Phase 2 The Ten-Minute Background::

Step 1:Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Lady Anne, Countess of Windmoor, and her landless noble husband Harold made a pact with heavenly forces, to further the cause of good in Talingarde. They decided that Anne should give birth to a child of angelic blood and found a garuda who was willing to be the father.

A daughter was born, and named Lady Eleonora of Windmoor. There were signs that she was favored by divine powers, and her mother and stepfather were overjoyed. Windmoor, a remote and insignificant county in the kingdom, could help the king with this destined child.

Harold's younger brother Argus lived with them in Windmoor, and his daughter Joanna befriended Eleonora. Together they played and sneaked around the castle, generally annoying their parents. They were both in love with stories and spent much of their time in library. Their favorite stories were about strange creatures from outside, especially devils and their trickery pacts. Eleonora's favorites were the Erinyes.

Her parents had hoped for a son, to fight for the cause of good. Their slight disappointment soon faded after Eleonora was given basic combat training expected of noble women. She excelled in martial practices, especially with the bow. Her concentration was impressive, and she spent most of the daylight hours training under the guidance of Herman Woods, captain of her mother's men.

With her cousin Joanna, Eleanora spent time searching even more exiting books about devils. To their surprise, in a hidden stash they found texts about Asmodeus, a magic scroll and notes, written by Argus and describing rituals of the forbidden god. Together they started studying the rites.

During the library studies, Eleonora also found out the bloodlines of her ancestors. As with almost every other noble in the land due to intermarriages, she could trace her lineage to an ancient king. She studied the heritage carefully and became convinced that all other lines were in some way illegal and her mother should be queen.

Eleanora's father's blood started to show around puberty. Her body began to grow feathers. She absolutely hated them, and whenever she found one plucked it out. Joanna suggested to her that as she was so good with the bow and feathers suggested flight, she was almost like an erinyes. She liked the idea of having wings, and decided to go with the name of Erin, shortened from erinyes. She had always disliked Eleonora, which was a name of her ancestor, who was known as a example of devoted wife. Erin wanted to be important by herself, not as a wife of someone.

Erin and Joanna met a stranger who called himself Fernando, who somehow knew of their dabbling with the forbidden god. He took the girls to his secret temple and taught them further in the ways of Asmodeus. Joanna was more careful, but Erin took the studies with excitement. Fernando supported Erin in her thoughts about her lineage and helped her find faults in every other family line and skillfully skipping problems in hers.

The sneaky meetings with Fernando came to an end when captain Herman happened upon Fernando's house. Erin was tied up and completely on the mercy of the stranger. Herman charged in and stopped what he perceived as assault on his prime student. Erin had in fact quite enjoyed her time in Fernando's hands, but they had a problem. If they admitted the relationship, her parents would probably stop it, send Fernando away and clean the house. The cleaning would uncover the shrine to Asmodeus. So, as assault on her was a lesser crime, she decided to sue Fernando and demanded the place of crime to be burned to the ground. The blasphemous shrine was destroyed, but her plan failed as her stepfather sent Fernando to Brandenscar anyway.

The relationship left it's mark, as later Erin gave birth to a daughter. She took good care of her, telling herself it was to honor the memory of Fernando. To take her mind off the memories her parents sent her to learn law in the capital, also in preparation for her future as she was to rule the county. She learned the laws of the land, and used her knowledge found stronger cases for invalidating the royal heritage.

Later, the king called her family to a meeting of nobles in the capital. Although she knew she wasn't prepared and was alone, Erin couldn't pass this opportunity to attack. She had the scroll found at Argus's stash and teachings of Fernando, and decided to summon a devil to kill key members of the royal line. She sneaked out of the meeting, and started a summoning ritual. For the first time, she heard a clear voice of command in her head, demanding her to sacrifice her daughter to get the help of a devil. She took her daughter to the summoning ring, but looking at the little girl tears came to her eyes and she stopped, sacrificial knife raised. Erin might have left the summon there, if suddenly her parents hadn't found her. They were horrified, cried, and ran to stop Erin, who panicked and brought the knife down. She got her devil, an erinyes as she had hoped. She commanded it to kill her parents, and devil obeyed, putting several arrows to each. Erin commanded the devil to follow, and ran after the nobles she had planned to kill, but the devil, bound to do only one task, left. She was caught by the king's guards and accused of blasphemy and murder.

Erin used all of her legal knowledge trying to get herself out of the trouble. She managed to drag on the trial for quite long, which made it possible for her to get legal rights to the title of countess. She was, by the laws, innocent until proven guilty and the king didn't want more legal trouble with the skilled young woman. After knowing she wouldn't get out of trouble and would be sentenced to death anyway, she tried to get more time by letting the king's men find her notes of the plan to kill the king and raise to queen. It didn't help much as the trial for high treason was swift and she was sent to Brandenscar without delay.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Erin wants to be the queen. She is not so much interested in everyday ruling, she wants the title so that officially she is the highest authority around. She isn't content of being wife of a king and supporting him, she wants to be a ruling queen, and her possible husband should support her.

I am interested in the vague promise of getting up the ladder step by step, scheming, lying and killing to gain power and status. I like the concept of going through all the way from lowest criminal to high ruler. I would like to see the development of motivations and actions to get power, and the type of power they want.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Erin knows that Argus, who king considers now the rightful ruler of Windmoor, has done blasphemous things in his past. Of course, same holds for Joanna, who is currently ruling Windmoor as Argus is serving in king's military.

Erin also knows a lot of the legality of the noble titles, some questionable and some clearly illegal.

Erin doesn't know that "Fernando", who is almost nothing he claimed to be, is alive and well, and doesn't care at all of Erin. He tried to use her for his own gain.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Argus has always thought Erin is too interested in dangerous knowledge, and wasn't overly happy of her friendship with Joanna. With Erin's verdict, he got the confirmation for his suspicion and thinks quartering is too good for her.

Joanna was a good friend to Erin always. She will welcome her back, and Erin knows this. What she doesn't know is if Joanna wants to join the cult of Asmodeus or if she wants Erin to repent and join the church of Mitra.

Captain Herman Woods trained Erin, and never spent much time with her outside training. He does not believe his best student would do anything so rash, as she was always so calm and dedicated to the martial training.

Her garuda father has followed her fall to the hands of Asmodeus with concern. He believes in free will, but the evil is getting too strong for him to ignore.

Step 5:Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor

Erin hates her feathers. She likes the idea of having wings, but feathers elsewhere are not acceptable. She keeps plucking them out.

She is very calm, to the point of appearing emotionless. When she talks, she likes to get to the point and is very unskilled in small talk. She thinks this manner would make her appear a just ruler.

She acts as noble, she is accustomed to being served. Combined with her style of talk, she appears very impolite toward people such as waiters or coach drivers, communicating with them just by single words. She wants to be addressed as a noble.

When getting something, she is meticulous in checking the suitability. She checks the quality of workmanship and suitability for her use.


Phase 3 Questionnaire::

1.How does your character interact with the others within a group?

Erin is not a leader. She is content in taking part of plans, and following them, as long as she is feeling appreciated. She wants to always have plans and agreements, and everyone should be rewarded in a just way.

2. What is your character's role in a group?

Combat role is archer and summoner. She will summon creatures to block out enemies, and then from relative safety shoot with her bow.
Out of combat, with monk physical abilities and trickery domain powers, she can act as a scout. Her ties with the nobility and knowledge of laws might help getting the group out of trouble, and legal backing to their power.

3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.

Erin is actually quite fun when on free time. She likes to listen to stories, and flirts eagerly. She's dedicated to her studies so it's not often she takes time off, but when she does, she's going all out.

She is good with small children, especially little girls. She thinks children over age of five or so are annoying, but before that she is quite happy with them.

She actually doesn't mind poor conditions as long as they are not constant. She has been in long travels during her training, but as long as there's a warm bath and good meal waiting she doesn't mind getting wet, dirty and tired.

4. What are your character's goals, conscious and, perhaps, subconscious?

She wants to be queen, in title. She wouldn't mind someone being the real power behind the throne as long as she's officially above all.

Erin wants to be a mother again. She won't admit it, and if somehow it shows, she would claim it's just because a queen needs an heir.

5. How easily does your character love? Have they been in love?

She did love "Fernando" with all her heart. Usually, she is quite careful, but by promises of power he charmed her.

Only thing Erin loved more than "Fernando" was her daughter. In any other conditions she wouldn't have killed her, but with a god whispering in her head and getting caught of crime she was pushed over the edge. She misses her, especially in her dreams.

6. Is your character racist at all, either now or in their past?

She isn't racist as she's not happy with her body either. She does believe in the class system, and considers herself above the common people.

7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?

Erin truly believes that she is the rightful queen. She has blocked out the inconsistencies of her family line and only finds faults in others.

She thinks "Fernando" loved her, and if she knew he's still alive, believes he still loves her.

As a priestess of the god of trickery, and with strong will, she is certain she cannot be tricked or manipulated.

8. How is your character about material possessions?

A certain amount of wealth is necessary. Erin is accustomated to a relatively high standard of living, which she considers the minimum acceptable. However, she isn't greedy and doesn't get attached to material possessions. If she hasn't need for something anymore, she will give it away without too much thought. Material possessions are tools to achieve goals, nothing more.

9. What does your character perceive their major problems to be?

The failed plan made her understand she cannot act alone. She needs allies, preferably some who can excel in tasks she lacks skills at.

She feels the moment of rashness was a sign of weakness, not acceptable for someone who has trained her mind as well as she.

Her powers to control the devil were too weak, as it left before all the tasks were complete. She needs to grow in power and in faith.

10. What does he perceive the solutions to those problems to be?

She must find like-minded people to aid her. Meeting "Fernando" gave her hope that there are others who could join her in the fight against the king, and join the faith of Asmodeus.

More training is needed, and a slower approach. She will now go step by step, getting closer to throne and grow in power until time is right for the final blow.

11. What are your character's religious beliefs?

Erin is a devout priestess of Asmodeus. She believes his way is the best for her, and even best for the whole kingdom. Asmodeus did bless Erin with luck, he's delighted in the irony of a garuda-blooded turning evil.

12. What does your character fear?

She isn't afraid of death except that it would prevent her other goals. More frightening is the thought that she would be locked forever in poverty, or worse, slavery.

13. How much of a temper does your character have? What sorts of things set them off?

Erin is unnaturally calm. She fights without hate, and is not vengeful. She doesn't have any qualms about killing, so if someone betrays her she kills not because of vengeance or hate, but because of practicality. Traitor might betray again, and forgiveness is useless.

She will get angry if someone mocks her garuda heritage, most easily by laughing at the feathers or calling her a bird. Also, clear disregards to her nobility will get her wrath, but it takes a bit more effort to anger her this way than by insulting her garuda blood.

She has trouble hurting little children, especially girls. It will get her tears flowing, and she will lose her usual calm, possibly unable to act at all.

Questions and Answers:

Why do you have skill/feat/trait/class/X?

Monk(Zen Archer): Combat training. Why isn't it fighter/ranger/etc? It might as well be, but as a noble woman, the style of combat taught was more philosophical and refined, not the practical way of fighters or the hunter ways of ranger.
Cleric: Taught by Fernando, and fully embraced when promised rise in power and rank.
Aristocrat: Noble birth.

Toughness: Erin has learned to accept pain by plucking her feathers. It even brings her a bit of joy, and that was strengthened by her affair with Fernando.
Precise shot: Fundamental skill for archers, nothing more.

Fate's Favored: Blessed at birth by Asmodeus, for a part because of the irony of turning CG-blooded aasimar to LE.
Focused Mind: The monk-style combat training helped her to concentrate better.
High Treason: Her plan was to kill some key members from the line of succession, she killed only her parents but admitted to high treason to lengthen the trial.
Power Hungry: She will do anything to get the throne.

Acrobatics: From combat training. No other reason but to make combat flashy.
Stealth: Sneaking around with Joanna and Fernando for quite a long while.
Kn(Nobility): Studies of the line of succession, and all of the possible reasons why someone else isn't a legitimate heir.
Kn(Planes): Reading all the stories she could find about devils, including the notes and materials of Argus they found, and training from Fernando.
Profession(Barrister): Law studies at capital, and general studies in leadership at home.

History

Why aren't her parents just raised?
They don't want to be. They are ashamed that their beloved daughter was convicted of treason. They think that the county is in very good hands now, with Argus and Joanna, who would anyway inherit it as Erin is to be killed.

---===Statistics Non-Gestalt===---:
Female Aasimar Cleric of Asmodeus (Herald Caller) 1
LE Medium Outsider (Native)
Init +3; Senses Perception +4, Darkvision 60'
-------------------------------=DEFENSE=-------------------------------
AC: 13, flat-footed: 10, touch: 13 ( +3 Dex, +0 Shield, +0 Armor, +0 wisdom)

HP: 11 {+1d8,+2Con,+1favoured}
Fort: +4, {+2Base,+2Con}
Reflex: +3, {+0Base,+3Dex}
Will: +7,{+2Base,+4Wis,+1trait}
CMD 15 {+0 Base +2 Str +3 Dex +0 size}

Celestial Resistance:
Acid resistance 5
Cold resistance 5
Electricity resistance 5
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +2; {+0 Base +2 Str +0 size +0 misc}
Base Atk: +0;
Melee:+2{+0Base,+2Str}
Ranged:+3{+0Base,+3Dex}
-------------------------------=STATISTICS=-------------------------------
Str: 14, Dex: 16, Con: 14, Int: 10, Wis: 18, Cha: 10

-------------------------=Traits=----------------------
Fate's Favored (+1 to luck bonuses)
High Treason (+1 will saves)
----------------=Drawbacks=-----------------

----------------=Race Traits=-------------------
Spell-like ability: Garuda-blooded aasimars can use see invisible once per day as a spell-like ability (caster level equal to the aasimar's class level).
Skilled: Garuda-blooded aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
--------------=Feats=-----------------
Point-blank shot
---------------=Skills=- (7 points; 4 class, 2 bonus, 1 background, 0 INT)---------------
Acrobatics*(Dex)____+5{+0rank,+3Dex,+2race}
^Appraise(Int)____+0{+0rank,+0Int}
^Bluff(Cha)____+4{+1rank,+0Cha}
Climb*(Str)____+2{+0rank,+2Str}
^Craft (Int)____+0{+0rank,+0Int}
^Diplomacy(Cha)____+0{+0rank,+0Cha}
Disable Device____+3{+0rank,+3Dex}
^Disguise (Cha)____+4{+1rank,+0Cha}
Escape Artist*(Dex)____+3{+0rank,+3Dex}
Fly*(Dex)____+5{+0rank,+3Dex,+2race}
Handle Animal (Wis)____+4{+0rank,+4Wis}
^Heal(Wis)____+4{+0rank,+4Wis}
Intimidate(Cha)____+0{+0rank,+0Cha}
^Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
Knowledge (Geography)(Int)____+0{+0rank,+0Int}
^Knowledge (History)(Int)____+0{+0rank,+0Int}
Knowledge (Local)(Int)____+0{+0rank,+0Int}
Knowledge (Nature)(Int)____+0{+0rank,+0Int}
^Knowledge (Nobility)(Int)____+4{+1rank,+0Int}
^Knowledge (Planes)(Int)____+4{+1rank,+0Int}
^Knowledge (Religion)(Int)____+0{+0rank,+0Int}
^Linguistics(Int)____+0{+0rank,+0Int}
Perception(Wis)____+4{+0rank,+4Wis}
Perform(Cha)____+0{+0rank,+0Cha}
^Profession (barrister)(Wis)____+8{+1rank,+4Wis}
Ride*(Dex)____+3{+0rank,+3Dex}
^Sense Motive(Wis)____+8{+1rank,+4Wis}
Sleight of Hand*(Dex)____+3{+0rank,+3Dex}
^Spellcraft(Int)____+0{+0rank,+0Int}
^Stealth*(Dex)____+7{+1rank,+3Dex}
Survival(Wis)____+4{+0rank,+4Wis}
Swim*(Str)____+1{+0rank,+2Str}
Use Magic Device(Cha)____+0{+0rank,-1Cha}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
+2 acrobatics (race)
+2 fly (race)

-=Languages=- Common, Celestial

---===Special Abilities Non-Gestalt===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Channel energy, negative, 1d6.

---===Spells Non-Gestalt===---:

-------------------------------=Spells=-------------------------------
Concentration: +5 {+1 CL, +4 wis}
-----------------------------=0th (at will)=--------------------------------
DC: 14
Detect Magic (V,S)
Guidance (V,S)
Read Magic (V,S,F{a clear crystal or mineral prism})
------------------------------=1st (1+1+1/day)=------------------------------
DC: 15
Command (V)
Disguise self (V,S)
Divine favor (V,S,DF)