-party role is trapfinder and melee
-carries a sentient sword that is his father's spirit. The sword acts as his guide and councelor
-believed to be destined to end the invasion. Will try to live up to the responsibility
Background Story:
Shedinn Delmirev Jr. was not a soldier. He never was, but he could have been. His father was a crusader and so was his mother. Just as their parents were. Delmirev Sr. was a great leader in the battlefield, a renown Cleric of Ragathiel, the General of Vengeance. Chivalry, Duty and Vengeance were everything in the Delmirev family. The young boy was taught these values since he could walk and trained to follow the family line. They lived on the temple grounds that were both a religious sanctuary and barracks. Crimson and gold were the only colors Shedinn had ever worn. (trait)
The fact that he wasn't drafted when reaching adulthood was uncommon, but his father had bigger plans for his Aasimar son, whom he believed to be the chosen one that could bring an end to the demon menace. Fathers can be a little over optimistic regarding their offspring. But an Aasimar born to two humans was indeed spectacular. Instead Shedinn Jr. was enlisted in the support battalion as a scout and trapper (class one). He had never seen the front line and would do so only once the great general deemed him ready. Shedinn was of course disappointed about his situation, but he also believed in his father and trusted him.
That was three months ago. Today Shedinn is back on the temple grounds training with the bastard swords. His time has come. His father involuntarily decided so, when he died honorably on the battlefield. It was a great battle with a minor but important victory, where General Delmirev had made the ultimate sacrifice. Shedinn had found his father already dead, fell on his knees and cried. His mourning didn't last long, though. When suddenly he heard his father's voice, he shuddered. "It is your turn, son. You're ready." First he was afraid of some undeath phenomenon, but that wasn't the case. He could hear his father's spirit reach out to him. Talk to him, give him hope and purpose. He was overwhelmed with relief and a sense of destiny. If only he could get a better grasp of his late father's spirit - and then he did. Literally. He grasped a bastard sword that was not the one in his sheath and not the one laying next to the corpse, but one that had materialized out of nothing (class two). And it felt as familiar as sitting on his father's lap.
The soldiers on the temple grounds that used to follow his father now look at him with great expectations in their eyes. They, too, believe in the prophecy that the late general and Cleric had dreamed of.
Appearance:
Due to his heritage, Shedinn has always been bald. It did look weird during childhood, even made the other children laugh at him at times, but later he decided to compensate with a long beard. He has never touched a razor in his life.
He is a muscular and man with unusually long legs who despite his celestially attractive appearance suffers a great lack of self-confidence. This may change in the future with his new responsibilities, though. His height will definitely help him, when people look up to him figuratively and literally.
His most obvious physical feature is a birthmark (trait) in the middle of his forehead that some people believe resembles a feathered wing. During emotional times it even glows red! To him, the symbol ranges from pretty useless, when you already have darkvision, to annoying, when people line up to worship you.
(42, 47 and 91 on the Random Aasimar Features table)
Touched by Divinity Spell-like Ability
Divine Favor 1/day
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STATISTICS
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Str 18 (16+2), Dex 14, Con 14, Int 12, Wis 16, Cha 10 (8+2)
Base Atk +1; CMB +5; CMD 17
Feats Power Attack (EitR), Alertness, Iron Will
Skills Disable Device +7 (+2 vs traps); Knowledge (local) +4; Knowledge (planes) +4 (+2 vs. Evil Outsiders); Knowledge (religion) +4; Perception +9; Stealth +6; Survival +7
Background Skills Craft (Traps) +4; Profession (Trapper) +7;
Traits Touched by Divinity, Birthmark
Languages Common, Celestial, Abyssal
Adventurer Gear Four-mirror armor, Ranger's kit, mw thieves' tools, silver holy symbol of Ragathiel, spring loaded scroll case, 36 gp
Consumables Scroll of Expeditious Retreat
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SPECIAL ABILITIES
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Racial Celestial crusader Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
Phantom Blade Spiritualist Phantom Weapon A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype (Pathfinder RPG Ultimate Magic 47) except as noted on the Phantom Weapon Progression table on page 6 and in the descriptions below. A phantom blade with this class feature can’t have a phantom of any kind, even from another class.
This replaces phantom, phantom recall, spiritual bond, and dual bond.
Spell Combat A phantom blade can cast spells and wield her phantom weapon at the same time. This functions as the magus’s spell combat class ability (Ultimate Magic 10).
This replaces etheric tether, shared consciousness, fused consciousness, and empowered consciousness.
Alertness While the phantom blade is wielding or harboring her phantom weapon, she gains the Alertness feat.
Phantom Touch A phantom weapon is always treated as a ghost touch weapon, regardless of weapon type or any other abilities modifying the weapon. If the phantom weapon would ever be destroyed, it is instead harbored in the spiritualist’s consciousness for 24 hours.
Telepathy While the phantom blade is wielding or carrying her phantom weapon, she can communicate telepathically with the weapon.
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SWORD
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Name The General
Goal counsel Shedinn during his crusade
Enhancement master work Ghost-Touch Bastard Sword
Cha 10, Int 6, Wis 6, Ego 5
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PLANNED FEAT PROGRESSION
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2: Two-Weapon Fighting (stupidly redundant with Spellstrike, but I want to dual-wiel Bastard Swords (my father and my own) later on)
3: Endurance, Quick Draw, Weapon Focus (Bastard Sword)
5: Deific Obedience (Ragathiel)
6: Improved Two-Weapon Fighting
7: Favored Defense or Vital Strike (maybe go into Crimson Templar prestige class)
8: Weapon Specialization (Bastard Sword)
9: Improved Critical (Bastard Sword)
10: Two-Weapon Rend
11: Dimensional Agility