| HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19
Classes/Levels
| Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:
Gender
| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 |
Age
HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +18
Location
Ressources Spent: 49 clw charges, 4 x tea of transference, animal glue, antitoxin
Languages
Temporary items: amulet of natural armor +1, potion of invisibility, potion of cure serious wounds
About Taariik’
Paladin (Mind Blade) 2, Ninja 2, Medium (Spirit Dancer) 4
Male Solar Ifrit
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
— BOT ME IN COMBAT —:
-- DESCRIPTION --:
Taariik is a massive Ifrit. His hair is blazing and burning so that he almost warms his surroundings.
He has a greatsword and a bardiche on his back, a longsword at his side and a heavy shield in his hand.
He wears a fullplate that looks like it has seen battle recently.
Resting on top of his chest, an amulet showing the holy symbol of Irori is visible.
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Bluff +12 (Rank 1, Class +3, Cha +5, Circlet of Persuasion +3)
Diplomacy +19 (Rank 8, Class +3, Cha +5, Circlet of Persuasion +3)
Intimidate +19 (Rank 8, Class +3, Cha +5, Circlet of Persuasion +3)
Perception +2 (Rank 1, Class +3, Wis -2)
Use Magic Device +19 (Rank 8, Class +3, Cha +5, Circlet of Persuasion +3)
Lvl 1 & 2: 1 Skill Points = Min 1 (2 Paladin - 2 Int) Lvl 3 & 4: 6 Skill Points = 8 Ninja - 2 Int Lvl 5 & 6 & 7 & 8: 3 Skill Points = 4 Medium - 2 Int + 1 Favored Class
buffering cap, 2000 gp
- quickrunner's shirt, 1000 gp
- 1 x scroll of breath of life, 1,125 gp -> to Grunyak
- 1 x Remove Disease, 375 gp -> to Grunyak
- 1 x Remove Paralysis, 150 gp -> to Grunyak
- 2 x Neutralize Poison, 2 x 700 gp -> to Grunyak
- 5 x Lesser restoration, 6 x 150 gp -> to Grunyak
-- GEAR --
MW Silver Bardiche
Adamantine +1 Greatsword (weapon cord attached)
Belt of Strength +2
Headband of Charisma +2
Circlet of Persuasion
Cloak of Resistance +2
MW Cold Iron Morningstar
Cold iron dagger
CLW wand, 41 charges
Silver dagger
Heavy Wooden Shield
MW Full Plate
Sling, 20 bullets
2 x Tanglefoot bag
Weapon blanch (ghost salt)
8 x Tea of Transference
2 x holy water
Crowbar
Rope
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
2 x Potion of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Detect Alignment’
Scroll of ‘Air bubble’
Scroll of ‘Hide from Undead’
3 x Oil of grease (in bag of holding)
3 x Potion of 'Touch of Sea', 0 lbs. (in bag of holding)
3 x Acid flask, 1 lbs.
2 x Alchemist fire, 1 lbs.
Backpack
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Spiked Gauntlet
Bell string, 0 lbs.
Smoked Goggles, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Whip
Rope, 3 lbs. (in bag of holding)
3 x Vermin repellent, 0 lbs.
2 x Holy Symbol of Irori
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Bladeguard, 0 lbs.
2 x Potion of Invigorate, 0 lbs.
2 x Antiplague, 0 lbs
2 x Antipoison, 0 lbs
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–– RETRAINING ––
• On 2nd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 1 Hit Points; each HP costs 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 1 Hit Points: 3 PP and 150 gp.
–– HIT POINTS –– Lvl 1 - 13 Hit Points: 10 Paladin + 3 Con Lvl 2 - 11 Hit Points: 6 Paladin + 3 Con + 2 Retraining Lvl 3 - 10 Hit Points: 5 Ninja + 3 Con + 2 Retraining Lvl 4 - 10 Hit Points: 5 Ninja + 3 Con + 2 Retraining Lvl 5 - 9 Hit Points: 5 Medium + 3 Con + 1 Retraining Lvl 6 - 8 Hit Points: 5 Medium + 3 Con Lvl 7 - 8 Hit Points: 5 Medium + 3 Con Lvl 8 - 8 Hit Points: 5 Medium + 3 Con
Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit.
• Exotic Weapon Proficiency: Whip
—
Trickster's Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).
• 1st skill: Acrobatics
• 2nd skill: Climb
—
Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage.
• 0th level spell: Grasp - Retry a Climb check as an immediate action
• 1st level spell: Comprehend Languages: You understand all languages 10m/l
• 2nd level spell: Defending BoneR: Animate a bone to float near you and block physical attacks. 1hour /level
—
Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.
• 0th level spell - Stabilize
• 1st level spell - Recharge Innate Magic - Regain a use of all 0-level and 1st-level spell-like abilities
• 2nd level spell - Resist Energy 10 min / lvl
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-- FEATS --
• Lvl 1: NOBLE SCION: Prerequisites: Cha 13, must be taken at 1st level. Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
• Lvl 3: POWER ATTACK
• Lvl 5: EXTRA NINJA TRICK: Benefit: You gain one additional ninja trick. You must meet all of the prerequisites for this ninja trick. Special: You can gain Extra Ninja Trick multiple times.
• Lvl 7: CORNUGON SMASH : Prerequisites: Power Attack, Intimidate 6 ranks. Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
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-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• MAGICAL KNACK (Magic: Medium): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
* CLASS ABILITIES - Paladin (Mind Blade) 2 *
• CLASS SKILLS: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
• PALADIN 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: 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 Charisma 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.
• DIVINE GRACE (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
• MIND ARSENAL (Su): At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma. At 6th level, a mind sword can expend two uses of this ability as a fullround action to attack the same opponent multiple times, as if using the full-attack action. At 12th level, a mind sword can expend one use of this ability as a full-round action to combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action. This ability replaces lay on hands.
* CLASS ABILITIES - Ninja 2 *
Ninja Class Abilities
• NINJA TRICK:
- Level 2: Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
- Extra Ninja Trick Feat: Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.
• KI POOL (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
—IFRIT: Sunsoul (Solar Ifrit) RACIAL TRAITS --
• Wis: -2, Str: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: 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.
• FIRE IN THE BLOOD: 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.
-- IRORI's PALADIN CODE --
Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel.
An Iroran paladin embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent.
An Iroran paladin avoids entanglements that would distract him from the pursuit of perfection, i.e. he would not incur debts nor give loans to others—though he could be encouraged to give freely to those in need.
Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.