Full Name |
Takahiro |
Race |
Male Tien Aasimar HP:86/86, - AC: 21/T:12/FF:20 - Perception: +12(Dark Vision) F: +16/R: +9/W: +15 - CMB: +12 - CMD: 24, Speed: 30ft, Init: +4 |
Strength |
18 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
20 |
About Takahiro
Takahiro
Male angel-blooded aasimar (angelkin) cleric of Shizuru 3/paladin 6 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.)
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Defense
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AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 86 (9 HD; 3d8+6d10+31)
Fort +16, Ref +9, Will +15
Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 keen silversheen katana +13/+8 (1d8+7/15-20) or
. . club +12/+7 (1d6+4) or
. . cold iron spiked gauntlet +12/+7 (1d4+4) or
. . mwk cold iron armor spikes +13/+8 (1d6+4)
Ranged mwk composite longbow +10/+5 (1d8+4/×3) or
. . sling +9 (1d4+4)
Special Attacks channel positive energy 5/day (DC 18, 3d6), channel positive energy 8/day (DC 16 [18 to damage undead], 2d6), smite evil 2/day (+5 attack and AC, +6 damage)
Spell-Like Abilities (CL 9th; concentration +14)
. . 1/day—alter self
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—touch of glory (+3), touch of law
Paladin Spell-Like Abilities (CL 6th; concentration +11)
. . At will—detect evil
Cleric Spells Prepared (CL 3rd; concentration +5)
. . 2nd—align weapon (law only)[D], augury, delay poison
. . 1st—air bubble[UC], liberating command[UC], obscuring mist, shield of faith[D]
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, stabilize
. . D Domain spell; Domains Glory, Law
Paladin Spells Prepared (CL 3rd; concentration +8)
. . 1st—hero's defiance[APG], honeyed tongue[APG], lesser restoration
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Statistics
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Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 20
Base Atk +8; CMB +12; CMD 24
Feats Additional Traits, Extra Lay on Hands, Greater Mercy[UM], Power Attack, Ultimate Mercy[UM]
Traits extremely fashionable, fast-talker, reactionary, valashmai veteran
Skills Acrobatics +0, Bluff +13, Climb +1, Diplomacy +14, Disguise +8, Handle Animal +12, Heal +9, Intimidate +13, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (planes) +7, Knowledge (religion) +5 (+7 to identify undead and their special abilities), Perception +12, Perform (wind instruments) +11, Sense Motive +7, Spellcraft +4, Survival +3, Swim +0, Use Magic Device +9; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ divine bond (weapon +1, 1/day), lay on hands 10/day (3d6), mercies (diseased, fatigued)
Combat Gear cloak of the hedge wizard (abjuration)[UE], oil of bless weapon (2), oil of feather step, oil of magic weapon, potion of invigorate, potion of negate aroma, potion of remove sickness, potion of spider climb, potion of touch of the sea, scroll of air bubble, comprehend languages, endure elements, longstrider, obscuring mist, protection from evil, protection from evil, wand of bless (50 charges), wand of cure light wounds, wand of protection from evil (50 charges), wayfinder, shining, acid (2), air crystal, alchemical grease[APG] (2), alchemist's fire (2), alkali flask[APG] (2), antiplague[APG] (2), antitoxin (2), bladeguard[APG], healer's kit, heatstone[ISWG], holy water (2), vermin repellent[UE], weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear +2 armor spikes o-yoroi[UC], +1 keen silversheen katana[UC], club, cold iron spiked gauntlet, mwk composite longbow (+4 Str), sling, belt of physical might +2 (Str, Con), boots of striding and springing, circlet of persuasion, cracked amethyst pyramid ioun stone, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked incandescent blue sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked pale blue rhomboid ioun stone, cracked pale blue rhomboid ioun stone, cracked pearly white spindle ioun stone, cracked scarlet and blue sphere ioun stone, cracked scarlet and blue sphere ioun stone, eyes of the eagle, handy haversack, headband of alluring charisma +2, ioun torch ioun stone[APG], ring of protection +1, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Shizuru)[UE], masterwork Shakuhachi, mess kit[UE], pot, smoked goggles[APG], soap, sunrod (2), torch (2), trail rations (5), waterskin, wooden holy symbol of Shizuru
[ioun stones embedded]
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Cleric Channel Positive Energy 2d6 (8/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +5 to hit, +6 to damage, +5 deflection bonus to AC when used.
Touch of Glory +3 (5/day) (Sp) Grant +3 to a CHA-based skill or ability check.
Touch of Law (5/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Ultimate Mercy Expend 10 uses of lay on hands to bring a dead creature back to life.
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