Garuda-Blooded Aasimar

Tyrel's page

155 posts. Alias of Lecky.


Full Name

Tyrel

Classes/Levels

Paladin 3;Hp 35/35; AC 19, T 13, FF 16; F +8, R +7, W +6; CMD 20; CMB +7; Per +2; Init +5; Melee +8; Ranged +6; Speed 20 ft

About Tyrel

Tyrel, Paladin of Sarenrae
Male Aasimar Paladin 3
Neutral Good Medium Outsider (Native) (Aasimar)
Init +5; Senses Darkvision (60ft); Perception +2

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Defense
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AC 19; Touch 13; Flat-footed 16 (+3 Dex, +6 Four Mirror)
Hp 35 (d10 + 2) +2 Favored Class Bonus
Fort +8; Ref +7; Will +6 (+3 Cha on all saves, Divine Grace)
Defensive Abilities Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

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Offense
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Speed 30 ft (20 ft with armor on)
Melee MWK Greatsword +8 (2d6+4) 19-20/x2 crit
Ranged MWK Composite Longbow +6 (1d8+4)

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Statistics
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Str 18 (+3 house rules)
Dex 16
Con 14
Int 10 (-3 house rules)
Wis 11 (+2 racial)
Cha 16 (+2 racial)
Base Attack +3; CMB +7; CMD 20
Feats Power Attack, Furious Focus
Languages Common, Celestial
Paladin Class Skills: 2 + 0 Skill Ranks
+0 Craft
+9 Diplomacy (+3 Cha, +2 Racial bonus, +1 Rank, +3 CS)
+3 Handle Animal (+3 Cha)
+0 Heal
+0 Knowledge Nobility
+6 Knowledge Religion (+3 Rank, +3 CS)
+0 Profession
+3 Ride (+3 Dex)
+4 Sense Motive (+1 Rank, +3 CS)
+0 Spellcraft
+5 Survival (+1 trait, +1 Rank, +3 CS)

Class Features:

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 (Ex): 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.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

• Fatigued: The target is no longer fatigued.

• Shaken: The target is no longer shaken.

• Sickened: The target is no longer sickened.


Racial Features:

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

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.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

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.

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Traits
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Reactionary - +2 to initiative
Poverty-Stricken - +1 to Survival and it becomes a class skill

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Equipment
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MWK Elven court blade (350gp) 9 lbs
MWK Greatsword (50gp) 8 lbs
Four Mirror (45gp) 45 lbs
- +6 AC, +2 Max Dex, -5 Armor Check, 30% Spell Failure
Paladin's kit (11gp) 30 lbs
- This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Spring-Loaded Wrist Sheath (5gp) 1 lb
Weapon Cord - Greatsword tied with cord(1sp)
Iron Spike x10 (50cp) 10 lbs
Alchemist's Fire x2 (40gp) 2 lbs
Composite Longbow 3 lbs
40 arrows (2gp) 3 lbs
Total 101 lbs (including weapons and armor) - medium load
139 gp

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Spells and Abilities
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Smite Evil - 1/day
Lay on Hands - 4/day (3/2 + 3 Cha)
Mercy - No longer sickened
Favored Class - Paladin (+2 HP)

Background:

Born from a noble family by knighthood from a distant land, Tyrel was taught by his father at a very young age how to wield a sword and board, although he prefers the greatsword for that matter.
"Having a shield, grants you defense, son."
"But I don't need to defend if they're dead right?" replied the young Tyrel which caused his father to laugh
"Oh well training is enough for the both of you, here enjoy this juice. I used the freshly picked fruits from our own backyard." such are the days in the Tyrel household. Almost everything is perfect, the people loved them for they always help the town even the little things. It is also the reason why there are some who are jealous of their life and tries to ruin it. Unfortunately for the Tyrel's these people managed to plant a story that they were trying to usurp the control from the Baron, in which they Baron believed, thanks for the help of the Baron's adviser of course. The whole family was sentenced to die, no matter how good they are with their swordsmanship, it would be hard to fight against an army. Luckily for the young Tyrel, he was found first by a knight, who reported to the Baron that the boy perished by falling to a cliff while running from him. That same knight took him as a squire, and took him around the world, teaching him new things, training him. When he thought it was time, they returned to the Baron's castle and extract their revenge but when Tyrel was about to slice the Baron's head in half, he stopped.
"Killing you will not bring my family back alive, the Baron was left crying in shame, knowing what he did was wrong.
"Why did you stop?" asks his Master
"Father said, vengeance consumes you. I'm sure that he will be proud of me if I use my skills to help other people instead of being consumed by my hatred."
"Good, then I guess it's time to welcome you to the brotherhood."
His master brought him in front of their sworn brotherhood, a secret organization which goes around the world earning allies to help their just cause of bringing corrupt empires down. Their adventures lead them to Cheliax.

The sounds of metals slicing against each other, moans of men as they hit the floor are a daily thing with this travelling group. Though they don't really have an organization they work for, they just go from town to town, city to city recruiting warriors and artisans alike to join their cause in serving their deities and helping the local authorities with upholding the law. They call themselves knights of Sarenrae. There's really not much of a requirement to join, you just need the courage and everything else will be provided to you, be it materials for your next experiments or training so you can improve your swordsmanship.

Upon arriving at Cheliax, the group was drawn towards the number if merchants and aspring warriors and mages around. Unknown to Tyrel, his master used to be a friend of the Vice-captain and it is one the reasons why they were brought here. "A favor goes a long way lad. Always remember that." says his master. "The vice-captain asked me for some help with his 'problems' here, being as one of my best men, I want you to represent us in all of your abilities. I want you to serve the vice-captain in his endeavors," Tyrel bowed in respect in front, "As you wish, when will I see you guys again?" "I'll be around , you will know where to find me, one more thing, I want you to report every detail of your missions. Every single detail." with an emphasis on the last sentence, asked the master. Though they have a noble deed, they would not raise arms for an unjust cause.

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TL;DR
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Tyrel is a lawful and just paladin. He is bound to serve for the greater good of their brotherhood. Under certain circumstances, he was ordered to follow the Vice-Captain's orders be it just or not, but he is supposed to report every thing to his master. They want to know if it would be right to help the Vice-Captain's cause. They also follow brother first before mission, if someone's down, he tends to save them first even if it means they would fail the mission.