![]()
About Monsieur Aflon La Mart-tellAbout Axo la Mar Steel
Stats
Saves
Vigor: 8/8
Defense: 12 / 12 Touch/ 10ff
Initi + 2
Combat ----
Reach 5', Area 5'
Description:
Aasimars Garuda-Blooded (Plumekith) Sex - Male Height 5'8" Wright - 68lb Eyes: metallic Hair: metallic Skin: metallic scales Wings: metallic dragon Other: melodic laugh Other: always look clean Monsieur Aflon La Mart-tell, is a happy chap, good to be with and always up beat in life, he was once rish he will tell you, but have all his wealth away to help the poor. He is not joking he did just that setting up an orphanage and school. Short Back story:
Monsieur Aflon La Mart-tell never new his mother but his father was a powerful cleric, working with other world powers, there was a time of light and joy in his fathers house. His wings came late in his teen life, one summers day he just found himself flying, it was odd as if some on had been talking to him and had shown him what to do, yet he had no memory of it. The faith came to him by his farther who said he should take the cloth like himself, Aflon was a natural working hard and tending the sick and ill. It was at this time that his farther passed away, and Aflon gifted his whole estate to the Church. What little his has is all he needs looking to set his own course in life and do good in the world. Aasimars Garuda-Blooded (Plumekith) Racial Traits:
Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment. Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle. Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears. Ability Modifiers +2 Dex, +2 Wis Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed:
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Celestial Resistance
Halo
Alternate Skill Modifiers
Variant Abilities and Physical Features
Lawbringer Race Traits:
Feats and Treats:
Feat
Treats
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it. Rich Parents (Miner Noble)
Special Abilities:
Skills:
5 points spent +4 Acrobatics (Dex +2, Ranks 0 Race+2)< +2 Appraise (Int +2, Ranks 0)< +1 Bluff (Cha +1, Ranks 0) +1 Climb (Str +1, Ranks 0)< +* Craft, Alchemy (Int +1, Ranks 0)< +1 Diplomacy (Cha +1, Ranks 0)< +* Disable Device (Dex +2, Ranks 0) +2 Disguise (Cha +1, Ranks 0) +2 Escape Artist (Dex +2, Ranks 0) +8 Fly (Dex +2, Ranks 1 Race+2)< -- Handle Animal (Cha +1, Ranks 0) +7 Heal (Wis +3, Ranks 1)< +2 Intimidate (Cha +2, Ranks 0) +* Knowledge, Arcana (Int +1, Ranks 0) +* Knowledge, Dungeoneering (Int +1, Ranks 0) +* Knowledge, Engineering (Int +1, Ranks 0) +* Knowledge, Geography (Int +1, Ranks 0) +* Knowledge, History (Int +1, Ranks 0)< +* Knowledge, Local (Int +2, Ranks 0) +* Knowledge, Nature (Int +2, Ranks 0) +6 Knowledge, Nobility (Int +2, Ranks 1)< +* Knowledge, Planes (Int +2, Ranks 0)< +5 Knowledge, Religion (Int +1, Ranks 1)< +- Linguistics (Int +1, Ranks 0,) +7 Perception (Wis +3, Ranks 1 Class+1) +5 Perform, Untrained (Cha +1, Ranks 0) +3 Sense Motive (Wis +3, Ranks 0)< +* Sleigh of Hand (Dex +2, Ranks 0) +5 Spellcraft (Int +1, Ranks 1)< +2 Stealth (Dex +2, Ranks 0) +3 Survival (Wis +3, Ranks 0) +1 Swim (Str 1, Ranks 0)< +* Use Magic Device (Cha +1, Ranks 0) Special-Abilities:
Aura - LG (Class) Channel Pos Eng 4/day 1d6+0 DC11 (Class) Damage Resistance 5 cold, Fire and Electric (Race) Skilled (Race) Secured touch (trait) Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. Natural fly speed of 20 feet (poor)* -8 on rolls
whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect). Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Halo
Class Cleric and Domains - Erastil - Growth + Feather:
Cleric Chanel Ps Energy 4/day 1d6 DC11 Spontaneous casting Feather Domain
Add Fly to your list of class skills.
Granted Powers: Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions). Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—mass fly, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. Growth Domain
Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants. Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler. Spells:
O Level 3 Unlimited Detect Magic 1r Light 10mins Guidance 1r 1st level 2+1 3/day
Spells used
CLW* class Spell DC 13+Spell Level
Equipment:
Starting Coin - 300gp +900 trait Spent
Weapon: MW Com-Long Bow 400gp
Long Spear 5gp
ST= -155gp Weapon Cords used on bow and Spear to belt, 2sp
Belt Pouch belt X2 1lb +Items 10sp
Strapped Satuel pack - 5sp
ST -43gp 8sp 1cp Left 624gp (+/- 1gp) 38.5lb/150lb light |