Aasimar

Tjehetiaa's page

1 post. Alias of SCKnightHero1.


Full Name

Tjehetiaa

Race

Angel-blooded (Angelkin) Aasimar

Classes/Levels

Paladin (Holy Guide, Hospitaler, Warrior of the Holy Light) 1 of Wadjet

Gender

Female

Age

22

Alignment

Lawful Good

Deity

Wadjet

Occupation

Protector of Travelers, Bringer of Healing, and the Green Empress's Holy Defender

About Tjehetiaa

Stats:

Tjehetiaa
Female Aasimar (Angel-Blooded) paladin 1 Archetypes Holy Guide, Hospitaler, Warrior of the Holy Light,
LG Medium outsider (native, angel-blooded)
Init +1, Senses darkvision (60 ft.); Perception +1
Aura aura of good,
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex, )
hp 12 ((1d10)+2)
Fort +4, Ref +1, Will +3, +1 trait bonus vs. divine magic., +2 trait bonus on all Will saves against divine spells of worshiper of another deity
DR2/evil; Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 30 ft.
Melee khopesh +4 (1d8+3/19-20)
Melee light mace +4 (1d6+1)
Special Attacks Smite Evil,
Innate Spell-Like Abilities shield other (DC 10,1/day),
Class Spell-Like Abilities detect evil (at will)

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TACTICS
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STATISTICS
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Str 16, Dex 12, Con 14, Int 14, Wis 13, Cha 16,
Base Atk +1; CMB +4; CMD 15
Feats Exotic Weapon Proficiency (Khopesh)
Skills Heal +7, Knowledge (Geography) +3, Knowledge (Religion) +7, Linguistics(Ancient Osiriani) +3,
Traits Devotee of the Old Gods (Knowledge (History)), Disdainful Defender, Planetar's Visions,
Languages Ancient Osiriani, Celestial, Common, Osiriani, Sylvan
SQ dr/evil, shield other 1/day, two variations, aura of good, bonus paladin aura save bonus, celestial language, celestial resistance, darkvision, detect evil, skilled, variant ability,
Combat Gear bread (loaf), rations (trail/per day) (2), potion of cure light wounds,
Other Gear khopesh, light mace, outfit (hot weather), lamellar (leather), backpack, masterwork, survival kit (common), waterskin (filled) (2), holy symbol (gold), 6.98 gp
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SPECIAL ABILITIES
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DR/evil You gain DR 2/evil.

Shield other 1/day You can cast shield other once per day as a spell-like ability.

Two Variations You may have two of these Variant Abilities.

Aasimar (Angel Blooded) Angel Blooded Aasimars Receive a +2 bonus to Strength and Charisma and a +2 bonus to Heal and Knowledge (planes) checks. They can cast Alter Self as a spell like ability.

Aura of Good (Ex) You project a faint good aura.

Bonus Paladin Aura Save bonus Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin's auras.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Darkvision See in the dark up to 60 ft.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.

Devotee of the Old Gods (Knowledge (History)) Osirion has a history stretching back over 8,000 years, and the deities worshiped today in modern Osirion are not the same ones revered in Ancient Osirion's heyday deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however, and your devotion to one of the deities of Ancient Osirion has helped keep the memory of Osirion's past alive - a past that still lingers on in the untouched necropolis of Wati. You gain a +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and one of those skills is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.

Disdainful Defender You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.

Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

No Spellcasting

Planetar's Visions Ever since you were a child, you've experienced vivid dreams of cutting down hordes of shrieking, twisted demons. Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider's damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature's damage reduction to below 0).

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled (Ex) Angel Blooded Aasimars receive a +2 bonus to Heal and Knowledge (planes) checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your 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. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.

Variant Ability (Sp) Some aasimars are blessed or cursed with unusual abilities.