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About Nolath VandoranStats:
Male Angelkin Aasimar Half-Celestial Steelblood/Crossblooded Bloodrager 1/Oath of Vengeance Paladin 1
LG Medium Outsider (Native) Init +4; Senses Darkvision 60'; Perception +5 ==================== Defense ==================== AC 20, touch 13, flat-footed 17, +1 vs charge HP 14/14 Fort +6, Ref +2(+1 vs. trample), Will +1, +4 vs. poison Immune to disease CMD 20, +1 vs overrun Resistance Acid 10, Cold 10, Electricity 10 DR 5/Magic SR 11 SLAs: Protection From Evil(3/day), Bless 1/day Alter Self 1/Day ==================== Offense ==================== Speed 20 ft., Fly 40 Feet(Good) Melee +1 Bardiche +9 (1d10+11/19-20) Warhammer +8 (1d8+10/X3) Range Longbow +3 (1d8/X3) BAB +1 CMB +8 Destined Strike 3/3 Smite Evil 2/2 Bloodrage Rounds 8/8 ==================== Statistics ==================== Str 25, Dex 14, Con 18, Int 12, Wis 12, Cha 21 Skills: Diplomacy +9(+7 after pride is affected), Intimidate +9, Knowledge(Planar) +7, Knowledge(Religion) +5, Perception +5 Feats: Power Attack Languages: Common, Celestial Traits: Reactionary; Fate’s Favored; Pride(Drawback); Magical Knack(Paladin) Bloodlines-Arcane, Destined ==================== Special Abilities ==================== Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day. Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. 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): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. ==================== Gear ==================== 1 +1 Bardiche 1 Cold Iron Warhammer 1 Longbow 40 Arrows 1 Paladin’s Kit 1 Chainmail 1 Vial of Acid 1 Potion of CLW 3 GP Skills(ACP=5):
Acrobatics -3 Appraise +1 Bluff +5 Climb +2 Craft +1 Diplomacy +9(+7 after pride is affected) Disguise +5 Disable Device -3 Fly -3 Heal +3 Intimidate +9 Knowledge(Planar) +7 Knowledge(Religion) +5 Perception +5 Perform +5 Ride -3 Sense Motive +1 Stealth -3 Survival +1 Swim +2 Backstory and other Character Info:
Backstory-Nolath was born different. He was born to human parents, who saw his unique appearance(angelic, blonde skin despite raven-haired parents, etc.), and presumed that he was a sign from the gods, although of what they were unsure. Not wishing to find out, they gave him up to the nearest priesthood, who recognized him for what he was, an Aasimar. The priests were members of a paladin order, and they raised him as such. He was once a normal, albeit physically strong, young paladin in training, but things changed for him when he got in a fight on the training grounds. The already well-muscled boy seemed to grow in size, his anger fueling him as he pummeled his opponent until his teachers pulled them apart. From then on, he was taught that he had to keep an even stricter code than his fellows, for he could cause far more damage should he break it. From then on, he was kept somewhat isolated, undergoing far more intense training than a normal paladin in order to help him control his powers, both divine and otherwise, which made him something of an outcast from the other boys. Because of this, he requested missions as far away as possible, so he wouldn’t have to look at those who had never accepted him. Because of his overwhelming success, he has been assigned a unique mission, an ongoing quest to banish those summoned from another plane. He has begun to realize just how powerful he is, and how much potential he has, which has helped him to accept his solitary role, so long as he is protecting those who are weaker than him. Character Goals-His order has assigned him an unusual role, that of keeping the balance. He is not to directly interfere with tyrants or would-be conquerors, unless he has some other reason to do so, but rather to ensure that none dares to give themselves an advantage by summoning allies from other realms to aid them, be it dark wizards using necromancy to raise undead slaves or misguided cultists making infernal pacts. As a result, he travels far and wide in the name of Iomadae, seeking out rumors of these who would do such things.
Roleplaying-He’ll be playing a somewhat unusual kind of paladin, in that he understands his own power(when your strength is 21 and you have rage/smite, you’re pretty freaking physically powerful), so he is very restrained whenever possible. He has a very strict code, and he’ll stick to that in order to avoid combat whenever possible. As soon as the fighting begins, he will hold nothing back. His intentions are to win as quickly and brutally as possible, in order to discourage anyone else from challenging him in the future, and to ensure that in the present he and his comrades remain safe(to help with this, later down the road he’ll be taking intimidation feats).
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