About Naraj Drost
Male Ifrit
Gestalt: Paladin (Hospitaler)/Bard (Arcane Duelist) 2
LG Medium Outsider (Native)
Init: +2, Senses:Darkvision (60'), Perception +5
Languages: Common, Ignan, Terran
Deity: Saerenrae
Age: 21 Birthday: 5 Sarenith
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DESCRIPTION/BACKGROUND
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T.B.D.
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DEFENSE
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AC 17, Touch 11, Flat-footed 16, CMD 16 -- Resist Fire: 5
HP 20 (2HD) [(10,8)+2]
Fort: +7, Ref: +7, Will: +6 (+2 vs. divine spells, save by Sarenrae's followers)
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee:
- Masterwork Cold Iron Longsword +7 (1d8+3[+4]/19-20) [Slashing]
- Light Flail +5 (1d8+3[+4]/x2) {Trip, Disarm} [Bludgeoning]
- Dagger +5 (1d4+3[+4]/19-20) [Piercing/Slashing]
Ranged:
- Longbow +3 (1d8[+1]/x3) [100' increment]
- Dagger (thrown) +3 (1d4+3[+4]/19-20) [10' increment]
Special: Smite Evil (+3 to hit, +2 damage); Arcane Strike (+1 dmg)
Base Atk: +2, CMB: +5
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STATISTICS
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Str 17, Dex 13, Con 13, Int 13, Wis 10, Cha 17
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TRAITS
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Efreeti Magic (Sp)
Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Energy Resistance (Ex)
Ifrits have fire resistance 5.
Fire in the Blood (Su) (Up to 2 rounds/day)
Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Disdainful Defender (Faith)
You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.
Arcane Temper (Magic)
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
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FEATS
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Armour Proficiencies: Light, Medium, Heavy, Shield (not tower).
Weapon Proficiencies: Simple, Martial.
Selected Feats:
Bonus Feats:
- Arcane Strike (Swift action, weapon treated as magical and +1 to damage)
- Combat Casting (+4 bonus to concentration checks when casting defensively)
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SKILLS
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Trained are marked with *, italics for class skills.
[6+int, from bard]
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [-1] = 0.0 + 1 + 0 - 2 AC
Appraise [+1] = 0.0 + 1 + 0
Bluff* [+8] = 2.0 + 3 + 3
Climb* [+5] = 1.0 + 3 + 3 - 2 AC
Diplomacy* [+8] = 2.0 + 3 + 3
Disguise [+0] = 0.0 + 3 + 0
Escape Artist [-2] = 0.0 + 1 + 0 -2 AC
Heal [+0] = 0.0 + 0 + 0
Intimidate* [+8] = 2.0 + 3 + 3
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Perform (Oratory)* [+8] = 2.0 + 3 + 3
Perception* [+5] = 2.0 + 0 + 3
Sense Motive* [+4] = 1.0 + 0 + 3
Spellcraft* [+5] = 1.0 + 1 + 3
Sleight of Hand [+0] = 0.0 + 3 + 0
Stealth* [+4] = 2.0 + 1 + 3 -2 AC
Use Magic Device* [+7] = 1.0 + 3 + 3
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MAGIC
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Known Spells (Concentration: +6 [+10 Defensive], CL 2)
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Level 0: (DC 13, at will) Detect Magic, Light, Prestidigitation, Spark, Unwitting Ally.
Level 1: (DC 14 - 3/day [ooo]) Grease, Touch of Gracelessness, Vanish.
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SPECIAL ABILITIES
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Armoured Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level (2, Faint).
Bardic Performance (ooooo oooo)
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 9 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
- Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
- Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
- Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) (1/day: o) -- (+3 to hit and deflection bonus to AC vs. target, +2 damage)
As a swift action, the paladin chooses one target within sight to 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 is doubled. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. (Reflected in saves, above)
Lay On Hands (Su) (4/day: oooo - 1d6)
A paladin can heal wounds (her own or those of others) by touch. Each With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
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EQUIPMENT
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Carried/Equipped
leather lamellar; heavy darkwood shield; outfit (traveler's); masterwork cold iron longsword; light flail; dagger; longbow; Spell Component Pouch ; Iron Holy Symbol (Sarenrae); 20 arrows, 2 grappling arrows
Backpack, Masterwork [ Bedroll; Rations (Trail/Per Day) (x5); Waterskin (Filled); Slate; 50' silk rope; grappling hook; mess kit; iron holy symbol (Sarenrae); spell component pouch; soap; torches (x7)];
Bandolier [ Holy Water (x1) ]
Pouch (Belt) [ Mirror (Small/Steel); ];
Pouch (Belt) [ Whetstone, Chalk ];
Scrollcase [<empty>]
Coinpurse: 3gp, 8sp, 20cp.
Current Weight: 95.5 lbs (Light)
Limits: 100 (Light), 200(Medium), 300 (Heavy).