Snow Leopard

Trok!'s page

63 posts. Alias of hustonj.


Full Name

Trok of the Ildfugl-Quah

Race

HP:23/23 | AC:16 ; T:13 ; FF:14 ; CMD:18 | Fort:+5 ; Ref:+5 ; Will:+2 | Init:+2 ; PER:+7 (Darkvision)

Classes/Levels

Specials:
Aspect of Tiger, Minor | Exalted Resistance 7 | Spear of Purity

Size

M

Special Abilities

Fast movement, rage, shifter aspect, shifter claws, wild empathy, darkvision, exalted resistance, spell like ability, defensive instinct, invulnerability, rage power, track

Alignment

NG

Deity

Green Faith

Languages

Taldane (Common), Celestial, Sylvan; Druidic; Abyssal, Hallit, Infernal, +1

Occupation

Conquerer

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 9

About Trok!

Description: Trok wishes that he looked like all the other Sarkorians. A big, Kellid human, dressed for mobility and ready to bash the demons back through the gate, wherever it might be. But he doesn't.

He's humanoid, but covered in a short, soft fur. His face is feline, complete with a fore-shortened muzzle and eyes that clearly belong to an animal, not a human. His boots are shaped for normal feet, and his hands, while furred, otherwise look normal. He's wearing a suit of bone-studded leather armor and has the packs and pouches you expect someone to use while traveling. He even has a bow and an earth breaker ready to pull for use.

Image

Background:
As the Sarkorian clans were forced out of the Worldwound, some of the clans simply collapsed as their surviving members fled. Other clans were destroyed, attempting to maintain their place in the world, or failing to flee quickly enough. A few began gathering in an attempt to retake their ancestral home, to prove that they are not the insects the demons were treating them as.

Some of these who gathered near Gundrun combined into a new clan, one they called Ildfugl-Quah (The Phoenix Clan) after the legendary bird which rises from the ashes to live again, stronger and more powerful than it was when struck down. The Ildfugl-Quah depends heavily on the more normal citizens of Gundrun for support, as the vast majority of the clan is dedicated to training and attempting to retake their homelands.

Dannog and Veshka grew up training at the same time, though for different skill sets. Dannog was a traditional Kellid Barbarian and Veshka a Green-Faith Druid. They went into the Worldwound as part of the same Ildfugl-Quah expedition. After some time exploring and learning, they encountered a pack of yaenits. A pair of solid bites took Veshka's lower left leg clean off. This particular expedition ended as quickly as they could return to Gundrun.

Veshka began assisting the farmers and herders as only a Druid can, before learning something of leatherworking and then also directly assisting the clan's efforts by creating armor and goods for the groups heading into the Worldwound. During this time Dannog and Veshka paired off, and Veshka gave birth to Trok.

Trok attracted attention immediately. His cat-like eyes and face marked him as something other. As he got older, and the fine down over his skin, not uncommon for newborns, grew into a soft fur, it became that much harder to get the other children to treat him as one of their own. The clan seers identified him as a positive force, a sign of good for the future of the clan. As he grew, it was obvious that the other children simply saw him as different. He tended to spend more time with his mother, and his father when home, and so his early training focused more on the things that they knew, the skills that they used.

As Trok began his 9th Autumn, his father's returning expedition shared that Dannog had fallen. Veshka and Trok both accepted the news calmly, because such deaths are far more normal within the Ildfugl-Quah than happy returns. If anything, the news simply better focused Trok on his own training, in an effort to increase his own survivability.

The clan leaders couldn't deny the way the young man was developing, though, and expanded his training to include other experts who had survived the Worldwound, but not tamed it. As he developed, he worked closely with Nagur (young mother and barbarian), Kokek (young barbarian who lost his eyes), Granum (old male druid), and Bala (old female ranger). Not the first to fail at learning all the secrets of the druids while still grasping a more primal connection than others, his talent towards shifting was precedented, but truly rare. His peers continued to ostracize him, of course. Every success he had during training was another reason for them to hate him, and every failure was more proof that he didn't belong. And another opportunity for Trok to learn to harness his anger.

Through it all, Veshka worked hard to keep him focused on the truth that the others were simply afraid of him. That the clan goal of restoring the Worldwound to a natural state, to moving back into the territory and living within that nature was why the Ildfugl-Quah exists, not to have everyone else like you. She taught him that this sort of hardship is what teaches the strongest patience and gentleness and ensured that he understood defending himself was one thing, but abusing others would never be tolerated, regardless of how they treated him.

The original calls of the seers that Trok is a positive force for the clan's future helped Veshka ensure he received the best goods the Quah could provide before he left on his first expedition. The refusal of his peers to accept him as one of their own meant that he had to seek out these "crusaders" to find an expedition worth joining, to find an opportunity to earn the praise the seers had been providing him since birth.


Combat:
Init +2 (Dex+2)
Move 40'

Melee+5, Ranged+4, CMB+5 (BAB+2, Str+3, Dex+2)

Standard Attacks
Shifter Claw +6 for 1d4+3 @ x2, P or S
(Melee, Weapon Focus)
Earth Breaker +5 for 2d6+4 @ x3, B
(Melee, two-handed)
Longbow +4 for 1d8 over 100' @ x3, P (20 arrows)
(Ranged)

Full Attacks
Shifter Claw +6/+6 for 1d4+3 each @ x2, P or S
(Melee, Weapon Focus)

Accurate Stance Rage Power: +1 to melee/thrown attacks
Minor Aspect (Tiger): +1 Ranged
Rage: +2 melee attack/damage
Stolen Fury: +2 CMB vs Demons

AC 16, T 13, F 14, CMD 18 (Armor+3, Dex+2, Wis+2, BAB+2, Str+3)

Minor Aspect (Tiger): +1 AC/T/CMD
Rage: -2 AC

HP 23 (12 + 1x7 + 2xCon+2)

Invulnerability: DR 1/-
Rage: +4 HP

Fort +5 (Base+3, Con+2)
Ref +5 (Base+3, Dex+2)
Will +2 (Base+0, Wis+2)

Demon-Proof Mind: +2 vs Mind effects form Evil Outsiders
Exalted Resistance: Spell Resistance 7 vs spells/spell-like abilities with Evil descriptor or cast by Evil Outsiders
Minor Aspect (Tiger): +1 Ref
Rage: +2 Will


Gestalat specific Selections/Features:
** Barbarian **
Rage: 8 Rounds/Day
+2 melee attacks
+2 melee/thrown damage
+2 Will saves
+2 HP/HD
-2 AC

* Rage Powers *
Accurate Stance: The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power. Move Action to activate.

** Shifter **
Aspects: Minor: 5 minutes/day; Major: 0 hours/day
1) Tiger
Minor: +2 Enhancement to Dex
Major: Beast Shape II into Dire Tiger


Skills & Languages:
Class+4 + Int+1 + FavoredClass+1 + Background+2 = 6 Trained Adventuring Skills and 2 Background Skills/Gestalt Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[Notes]
+ 7-Acrobatics (Dex) 2+2+3+ACP
+ 1 Appraise (Int) 1+0+0
- 1 Bluff (Cha) -1+0+0
+ 8-Climb (Str) 3+2+3+ACP
+ 1 Craft (Any) (Int) 1+0+0
- 1 Diplomacy (Cha) -1+0+0
- 1 Disguise (Cha) -1+0+0
+ 2-Escape Artist (Dex) 2+0+0+ACP
+ 2-Fly (Dex) 2+0+0+ACP
- 1 Intimidate (Cha) -1+0+0
+ 3 Knowledge (History) (Int) 1+2+0 [Background]
+ 2 Knowledge (Planes) (Int) 1+0+0+1 Army Training
+ 5 Linguistics (nt) 1+2+0+2 True Speaker [Background]
+ 7 Perception (Wis) 2+2+3
- 1 Perform (Any) (Cha) -1+0+0
+ 6 Profession (Soldier) (Wis) 2+1+3 [Army Training]
+ 2-Ride (Dex) 2+0+0+ACP
+ 4 Sense Motive (Wis) 2+0+0+2 True Speaker
+ 7-Stealth (Dex) 2+2+3+ACP
+ 7 Survival (Wis) 2+2+3(+1 Tracking)
+ 8-Swim (Str) 3+2+3+ACP
+ 1 Wild Empathy (Cha & Level) -1+2

AC Penalty: -0
Minor Aspect (Tiger): +1 dex-based skills

Languages Known: Taldane (Common), Celestial, Sylvan; Druidic; Abyssal, Hallit, Infernal, +1


Feats & Traits:
** Feats **
1 Weapon Focus (Shifter Claws)
3 (Power Attack?)
5 (Shifter's Rush)
7 (Improved Natural Weapons?)
9 (Powerful Shape?)
11
13
15
17
19

** Traits **
Campaign: Stolen Fury: +2 trait on CMB vs Demons
Region (Worldwound): Demon-Proof Mind: +2 trait vs mind affecting effects of evil outsiders


Gear:
300 GP budget
175.0.0 MW Studded Leather (20#, +3/+5/-0/15%/30')
x75.0.0 Longbow (3#, 1d8/x3/100'/P)
xx1.0.0 Arrows, 20 (3#)
x40.0.0 Earth Breaker (14#, 2d6/x3/B)
xx9.0.0 Barbarian's Kit (26#, backpack, belt pouch, blanket, flint & steel, iron pot, rope, soap, torches (10), trail rations (5 days), waterskin)
-xx.0.5 Sell back torches (-10#)

299.0.5 spent for 56# - 9 SP & 5 CP on hand

Light <= 76# (By armor)
Medium <= 153# (+3/-3/20'/x4)
Heavy <= 230# (+1/-6/20'/x3)


Gestalt Unchained Barbarian (Invulnerable Rager)/Shifter:
Alignment: Neutral Good (combined class and campaign restrictions)
Hit Die: d12.
Starting Wealth: 300 GP (campaign specified)
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Fast movement, rage, shifter aspect, shifter claws, wild empathy
2nd +2 +3 +3 +0 Defensive instinct, invulnerability 1/-, rage power, track
3rd +3 +3 +3 +1 Extreme endurance, shifter claws increase, woodland stride
4th +4 +4 +4 +1 Defensive instinct +1, invulnerability 2/-, rage power, wild shape
5th +5 +4 +4 +1 Second aspect, trackless step
6th +6/+1 +5 +5 +2 Extreme endurance 1, Invulnerability 3/-, rage power, shifter's fury
7th +7/+2 +5 +5 +2 Shifter claws increase
8th +8/+3 +6 +6 +2 Defensive instinct +2, invulnerability 4/-, Rage power
9th +9/+4 +6 +6 +3 Chimeric aspect, extreme endurance 2
10th +10/+5 +7 +7 +3 Invulnerability 5/-, rage power, third aspect
11th +11/+6/+1 +7 +7 +3 Greater rage, shifter claws increase
12th +12/+7/+2 +8 +8 +4 Defensive instinct +3, extreme endurance 3, Invulnerability 6/-, rage power
13th +13/+8/+3 +8 +8 +4 Shifter claws increase
14th +14/+9/+4 +9 +9 +4 Greater chimeric aspect, indomitable will, Invulnerability 7/-, rage power
15th +15/+10/+5 +9 +9 +5 Extreme endurance 4, fourth aspect
16th +16/+11/+6/+1 +10 +10 +5 Defensive instinct +4, invulnerability 8/-, rage power
17th +17/+12/+7/+2 +10 +10 +5 Shifter claws increase, tireless rage
18th +18/+13/+8/+3 +11 +11 +6 A thousand faces, extreme endurance 5 Invulnerability 9/-, rage power, timeless body
19th +19/+14/+9/+4 +11 +11 +6 Shifter claws increase
20th +20/+15/+10/+5 +12 +12 +6 Defensive instinct +5, final aspect, invulnerability 10/-, Mighty rage, rage power
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.
Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.
A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.
Bonus Languages: A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.
A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.
Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Shifter Aspect (Su): At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level. Aspects are detailed in their own section starting on page 28.
Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.
Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces danger sense.
Woodland Stride (Ex): At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.
[b]Wild Shape (Su)
: At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.
A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.
A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.
A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.
Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.
Shifter's Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don't benefit from shifter's claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
Chimeric Aspect (Su): At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.
Greater Rage (Ex): At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Greater Chimeric Aspect (Su): At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.
Indomitable Will (Ex): At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.
Tireless Rage (Ex): At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.
A Thousand Faces (Su): At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.
Final Aspect (Su): At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter's aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will.
Mighty Rage (Ex): At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

Aasimar (Archon-Blooded/Lawbringer):
+2 Consitution, +2 Wisdom: Lawbringers are hardy and insightful.
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.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Spell-Like Ability: Rolled for Spear of Purity once per day.
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. 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.

Attributes:
20 Point Buy
Points Race Level Gear Current
10 16 +0 16 +0 16 +0 S 16 +3
x5 14 +0 14 +0 14 +0 D 14 +2
x2 12 +2 14 +0 14 +0 C 14 +2
x2 12 +0 12 +0 12 +0 I 12 +1
x2 12 +2 14 +0 14 +0 W 14 +2
-1 x9 +0 x9 +0 x9 +0 H x9 -1