Paladin of Iomedae

Otiophon's page

235 posts. Organized Play character for FurtiveZoog.


Full Name

Otiophon

Race

Aasimar (Angel-kin)

Classes/Levels

Pal 2 HP22/22 NL0 AC21* T11* FF20* CMD16* F+9* R+5* W+5* (+6 charm/compul.; +2 Deathless Spirit) Init+1 SPD20 Perc-2 SM+5 DV

Other:
Longsword +6/1d8+4/19-20/x2; Shortbow +2/1d6/20/x3

Gender

M

Size

Medium

Age

76

Alignment

Lawful Good

Deity

Iomedae

Location

Absalom (from Greengold, Kyonin)

Languages

Aklo, Common, Celestial, Elven, Undercommon

Occupation

Pathfinder, Demon slayer

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 7
Charisma 18

About Otiophon

Otiophon is a paladin looks and acts the part. He is outfitted in armor and clothing emblazoned with holy symbols of Iomedae and symbols of the Silver Crusade, with a deep voice, strong chin - persistently, unavoidably 'clean-shaven' - and eyes that are like burning coals. (His breath and scent are floral, however, and this only gets stronger the more the more he exerts himself - a fact he can find deeply embarrassing: after a desperate march and his first fierce battle, he smelled stronger than a Calistrian temple.)

Intelligent and charismatic, Otiophon is, at times, a bold personality, somewhat lacking in common sense and perceptiveness - try as he might, and despite the reputation of aasimar for keen senses. But, especially for a paladin, he is rather subdued and self-effacing, primarily setting a good example by the works he does, and even then doing so a bit too conscientiously and modestly.

Otiophon was born to human paladin parents in Greengold, the non-elven settlement in the elven stronghold of Kyonin, but exhibited traits that harkened back to an angelic ancestor for whom he is named. Growing up, he trained under his parents, who served in the many battles against the nascent demon lord Treerazer and all that he led and corrupted. (Among the elves, with their pleasant smells and exotic eyes, Otiophon could often forget his peculiar marks.)

When both parents were lost in battle, Otiophon grew frustrated at the slow pace of his training among the elves (and his own position, at over 70 years, as a mere member of the junior watch). Leaving the elven lands to continue his training and to broaden his experiences, he joined the Pathfinders, determined to support their efforts at Good - exemplified by the Silver Crusade - and hoping to one day mend the relations between the elven land and the powerful organization.

PFS # and stats:

PFS#: 92489-5
XP:3
FP:6
PP:4

Otiophon
Male Aasimar
Paladin 2
LG Medium Outsider (Native)
Init: +1, Senses: Darkvision (60 ft.), Perception: -2
Aura: Languages: Aklo, Celestial, Common, Elven, Undercommon
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DEFENSE
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AC 21, Touch 11, Flat-footed 20, CMD 16
HP 25 (2HD)
Fort: +9, Ref: +5, Will: +5 (+6 charm/compulsion; +2 Deathless Spirit)

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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Cold Iron Longsword +6 (1d8+3/19-20)
Melee Shield, Light Steel +5 (1d3+3)
Melee Dagger (alchemical Silver) +5 (1d4+3/19-20)
Ranged Dagger (alchemical Silver/thrown) +3 (1d4+3/19-20)
Melee Dagger (cold Iron) +5 (1d4+3/19-20)
Ranged Dagger (cold Iron/thrown) +3 (1d4+3/19-20)
Melee Sap +5 (1d6+3)
Ranged Shortbow +3 (1d6/x3)
Face: 5 ft. Reach: 5 ft.
Base Atk: +2, CMB: +6
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STATISTICS
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Abilities: Str 16, Dex 12, Con 14, Int 12, Wis 7, Cha 18

Feats: Quickdraw

Skills:
Acrobatics -4,
Acrobatics (Jump) -8,
Appraise +1,
Bluff +4,
Climb -1,
Craft (Untrained) +1,
Diplomacy +9, 2 Rank, +4 Cha, +3 Class
Disguise +4,
Escape Artist -4,
Fly -5,
Heal -2,
Intimidate +4,
Knowledge (Planes) +2, 1 Rank, +1 Int
Knowledge (Religion) +5, 1 Rank, +1 Int, +3 Class
Linguistics, +3, +2 Racial, 1 Rank
Perception -2,
Perform (Untrained) +4,
Ride -4,
Sense Motive +5, -2 Wis, +2 Racial, 1 Rank, +3 Class
Stealth -4,
Survival -2

Possessions:
Weight: Medium, 138.5 lbs (117–233 lbs.)

Cold Iron Longsword, MW
Mace, Heavy (Alchemical Silver)
Gauntlets
Shortbow, Arrow (Cold Iron), 20 (10 w/Alch. Silver blanch)
Dagger (Alchemical Silver)
Dagger (Cold Iron)
Shortspears (Cold Iron), 2
Sap
Plate, Full, MW
Shield, Light Steel, Quickdraw

Traveler's Outfit
Holy Symbol of Iomedae (Wooden)
Hammer, Piton (4)
Alchemist's Fire (2), Acid (Flask), Alkali (Flask), Caltrops (2)
Wrist Sheath (Spring Loaded): Wand of Cure Light Wounds
Wrist Sheath (Spring Loaded): Wand of Protection from Evil

Backpack (MW): (4+45 lbs.) Grappling Hook, Rope (Silk/50 ft./Pre-knotted), Waterskin (Filled)(4/4), Rations (Trail/Per Day)(7), Bag (Waterproof)(2), Torch (5), Flask (Oil, 1 Pint), Blue Book (Cassomir), Whetstone, Armor Ointment

Case (Map or Scroll)(in Backpack): Parchment Sheet (5), Rice Paper Sheet (4)

Pouch (Belt), Air Crystals, Antitoxin, Chalk (1 Piece)(2), Charcoal (1 Piece)(2), Earplugs, Flint and Steel, Inkpen, Oil of Magic Weapon, Potion of Touch of the Sea, Smelling Salts
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SPECIAL ABILITIES
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Class Features
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): Moderate
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.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. 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.
Smite Evil (Su): (1/day) Against target of smite: +4 to hit, +2 to damage; +4 Deflection to AC; bypasses any DR. A swift action. 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.

Racial Attributes
+2 Strength, +2 Charisma: Angel-kin Aasimars are strong and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
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.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
True Speaker: There are some Aasimars whose language transcends all boundaries. They gain a +2 racial bonus on Linguistics and Sense Motive checks, and learn one additional language each time you take a rank in Linguistics. This racial trait replaces skilled.

Traits
Irrepressible (Faith): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Treerazer’s Bane (Regional): Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Abilities, Equipment, and Money remaining:
Lay on Hands (1d6): 5/5
Smite Evil: 1/1

Air Crystals: 1/1
Antitoxin: 1/1
Armor Ointment: 1/1
Arrows, Cold Iron: 10/10
Arrows, Cold Iron/Alch. silver: 10/10
Caltrops: 2/2
Flasks: Alchemist's Fire (2/2); Acid; Alkali; Oil (1/1)
Oil of Magic Weapon
Potion of Touch of the Sea
Rations: 7/7
Wand of Cure Light Wounds: 36/50 (36)
Wand of Protection from Evil: 45/50 (45)
Waterskins (Filled): 4/4

Money: (274.43 gp) (Start)
Spent: 0 gp