Full Name |
Max Angel |
Race |
Aasimar |
Classes/Levels |
Guard Soldier 2: Spd:25, Init:4, EAC:16, KAC:18, SP:00/18, HP:0/18, RP:4/5, Fort:5, Ref:3, Will:3, Perc:7, Darkvision |
Gender |
M |
Size |
M |
Age |
20 |
Special Abilities |
Solar Disciple |
Alignment |
NG |
Deity |
Sarenrae |
Location |
Castrovel: The Wild |
Languages |
Common, Castrovelian |
Occupation |
Archaeologist |
Strength |
10 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
11 |
Charisma |
12 |
About Max Angel
XP: 4
Hirelings 3 and 4 at basic level.
Abilities and Themes
Celestial Resistances
Aasimars gain acid resistance 5, cold resistance 5, and electricity resistance 5. In addition, aasimars gain spell resistance 6 + their character level against spells with the evil descriptor.
Exalted Presence
Aasimars gain a +2 racial bonus on Diplomacy and Intimidate checks.
Exalted Lineage
Aasimars have darkvision, allowing them to see with no light source at all to a range of 60 feet in black and white only. Additionally, they gain a +2 racial bonus on Perception checks.
Light of the Heavens (Sp)
Aasimars can manifest a halo of light as a standard action, which functions like a portable light with an item level equal to or less than the aasimar’s level. An aasimar chooses what model of portal light that the halo functions as each time the halo is manifested. Additionally, aasimars gain the following spell-like ability: 1/ day—daylight. The caster level for these effects is equal to the aasimar’s level.
You’ve read extensively about the physics of the sun and its associated planes and the best theories about how they interact to produce the solar environment. You’ve also made a study of every sun-based religion of the Pact Worlds, from the Church of the Dawnflower down to the most primitive sun cult. Reduce the DC of Physical Science checks to recall knowledge about scientific questions concerning the sun and light by 5. Reduce the DC of Mysticism checks to recall knowledge about sun-focused religions, the Elemental Plane of Fire, and the Positive Energy Plane by 5. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Armor Training: Reduce armor penalty by 1, 1 more dex bonus.
Feats
1. Level 1: Skill Focus Acrobatics
2. Combat Feat: Weapon Focus Long Arms.
Skills
1. Acrobatics: 2 Point, 3 Dex, 3 Trained, -1 armor, 3 skill focus: 10
2. Perception: 2 Point, 0 Wis, 3 Trained, 2 Racial: 7
3. Profession Archaeologist: 2 Point, 0 Int, 3 Trained, 5 tools and and clothing: 10
4. Sleight of Hand: 2 Point, 3 Dex, -1 armor: 4
5. Diplomacy: 2 Racial, 1 Cha: 3
6. Intimidate: 2 Racial, 1 Cha: 3
Equipment
1. Hidden Soldier Armor: 465 Credits. 3 EAC. 5 KAC. Max Dex 3. Armor penalty 2. -5 Speed. Bulk 2. Upgrades 1.
2. Professionals Clothing: 5 Credits
3. Professionals Tools: 20 Credits
4. Infrared Sensors: 200 Credits
5. Tactical Baton: 90 Credits
6. Pulsecaster Rifle: 100 Credits. 50 Feet. 1d6 Electric. 40 Charges. Uses 2. Bulk 1. Nonlethal.
7. Industrial Backpack: 25 Credits
8. 4 R2E Rations: 4 Credits
9. Credstick: 3504 Credits
Attacks
1. Baton: +5 to hit. 1d4 blunt dmg. Analog and Operative
2. Pulsecaster Rifle: +6 to hit. 1d6 Electric. 40 Charges. Uses 2. (used 12 charges)