![]() About Uathach of IomedaeUathach of Iomedae (Pronounced OOO-AH-THOCK) JOUST! Race: Aasimar
STR 14 (+2)
Hit Points 25 [11+1d10+1=10[url=http://invisiblecastle.com/roller/view/2227224/]1d10+1=3[/url]+1 favored]
ACTF 22/11/21
Born in Mendev, Uathach is the son of Junea Taliesen and the Archangel, Ezekiah, an Emissary of Iomedae. Ezekiah provided Junea with enough gold to provide for Uathach's upbringing, and eventual outfitting. When Uathach was seven, he became a pageboy in the church or Iomedae, he eventually became a squire at 14, and a fully-trained Knight of Iomedae at 21. His main focus during the academy was The Great Beyond, with a specialization on the planes. Queen Galfrey sensing something important happening in Riddleport has sent him on his first mission, to seek for fiends in the hive of filth that is Riddleport. Uathach is a striking man, standing 6'0" in height, and weighing around 200 lbs. 22 years of age, His hair is golden in color, his eyes a silvery grey. He wears a white lacquered breastplate with gold tracery over a clean white tabard, and a Shield to match. Every bit the knight in shining armor, wearing a thick white cloak, and red-dyed boots. His sword is of cold-iron, with silver hilt and pommel, etched with Iomedae's prayer of atonement, it rests upon his left hip in a simple leather scabbard. The rest of his gear is simple yet functional, a long quiver of 6 javelins slung below his backpack, and a silvered dagger on his inner forearm. Uathach reads from his copy of Act's of Iomedae daily. Uathach hates Riddleport with a passion, he knows that it is beyond redemption and that all he can do is assist those who need assistance wherever he finds it. He knows that money doesn't help the helpless as drug and alcohol abuse is rampant, he may buy someone food, but he'll never give away money, as it may be used for drugs or alcohol instead of helping them. He likes to sit on the corner and tell glorious stories of Iomedae to the children, even if he has to coax them with a loaf of bread. Combat
Spoiler:
MW Cold-Iron Long Sword +5 [+2 BAB, +2 STR,+1MW] 1d8+2 S(19-20/x2) Morningstar +4 [+2 BAB, +2 STR, +0MW] 1d8+2 B/P (20/x2) Javelin +4 [+2 BAB, +1 size, +2 STR, +0MW] 1d6+2 P(20/x2)Range:30 Alchemical Silver Dagger +4 [+2 BAB, +2 STR or DEX,+0MW] 1d4+2 P(19-20/x2) Range:10 Feats
Racial Abilities
Class Abilities
Spoiler:
(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 its strength 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 Spoiler:
(Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, a paladin adds her Charisma bonus (if any) on her attack rolls and deals 1 extra point of damage per paladin level whenever she attacks an evil creature. If the creature hit by a paladin using smite evil is an outsider with the evil subtype or undead creature, the bonus to damage increases to 1d6 points of damage per two levels the paladin possesses (minimum +1d6) and the damage automatically bypasses 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 evil creatures. If the paladin accidentally smites a creature that is not evil, she does not gain any bonuses on attack or damage rolls, but she retains the AC bonus against evil creatures. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 4–9, to a maximum of seven times per day at 19th level. At 8th level and 16th level, the duration of the smite increases by 1 round, to a total of 3 rounds at 16th level. Divine Grace (2nd):At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands(2nd): 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 bonus. With one use of this ability, a paladin can heal one target a number of hit points equal to her level. As a paladin gains levels, she can use this ability to create other effects. The DC for any of these abilities is based off the paladin’s Charisma. Alternatively, a paladin can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. This attack deals an amount of damage equal to the paladin’s level. Undead do not receive a saving throw against this damage. SPELLS
Spoiler:
Level 1 [DC x] 0: Level 2 [DC x] 0: Level 3 [DC x] 0: Level 4 [DC x] 0: Spells Readied Level 1 [DC 14] 0: Level 2 [DC 15] 0: Skills
Bold Skills are class skills
Carrying Capacity:
Belt Pouch 1#
Spoiler:
Caltrops Neck Pouch
Spoiler:
159gp 4sp Backpack
Spoiler:
bedroll (5#) winter blanket (3#) 50' Hemp Rope (10#) 10 days trail rations (10#) 2 waterskins (8#) Iomedae Prayer book. Gambling:
Spoiler:
Started with 159.4gp
Entry fee, 1gp. Dis Table 5gp-gained 8 teeth, 5 silver, doubled after the combat.+22.5gp=181.9gp XP GAINED: Spoiler:
520xp-The Robbery 200xp-The Sailors 600xp - The Rescue & The Escape 1320xp Total ----------------------------------------------------------------------- Initiative Rolls. (1d20+2=17, 1d20+2=10, 1d20+2=7, 1d20+2=19, 1d20+2=9, 1d20+2=14, 1d20+2=19, 1d20+2=12, 1d20+2=18, 1d20+2=8, 1d20+2=12, 1d20+2=5, 1d20+2=9, 1d20+2=17, 1d20+2=17, 1d20+2=18, 1d20+2=21, 1d20+2=13, 1d20+2=12, 1d20+2=20) ----------------------------------------------------------------------- point purchase: 14str(5) 14dex(5) 12Con(2) 12Int(2) 11wis(1) 14CHA(5) 5+2+5+2+1+5=20 Modify +2CHA/+2WIS Aasimar Skillpoints: 4(2+1int+1favored)/level
Spoiler:
rollsUathach of Iomedae (Pronounced OOO-AH-THOCK) Race: Aasimar
STR 14 (+2)
Hit Points 11 [1d10+1 con] [2d10+2con]
Born in Mendev, Uathach is the son of Junea Taliesen and the Archangel, Ezekiah, an Emissary of Iomedae. Ezekiah provided Junea with enough gold to provide for Uathach's upbringing, and eventual outfitting. When Uathach was seven, he became a pageboy in the church or Iomedae, he eventually became a squire at 14, and a fully-trained Knight of Iomedae at 21. His main focus during the academy was The Great Beyond, with a specialization on the planes. Queen Galfrey sensing something important happening in Riddleport has sent him on his first mission, to seek for fiends in the hive of filth that is Riddleport. Uathach is a striking man, standing 6'0" in height, and weighing around 200 lbs. 22 years of age, His hair is golden in color, his eyes a silvery grey. He wears a white lacquered breastplate with gold tracery over a clean white tabard, and a Shield to match. Every bit the knight in shining armor, wearing a thick white cloak, and red-dyed boots. His sword is of cold-iron, with silver hilt and pommel, etched with Iomedae's prayer of atonement, it rests upon his left hip in a simple leather scabbard. The rest of his gear is simple yet functional, a long quiver of 6 javelins slung below his backpack, and a silvered dagger on his inner forearm. Uathach reads from his copy of Act's of Iomedae daily. Uathach hates Riddleport with a passion, he knows that it is beyond redemption and that all he can do is assist those who need assistance wherever he finds it. He knows that money doesn't help the helpless as drug and alcohol abuse is rampant, he may buy someone food, but he'll never give away money, as it may be used for drugs or alcohol instead of helping them. He likes to sit on the corner and tell glorious stories of Iomedae to the children, even if he has to coax them with a loaf of bread. Combat
Feats
Racial Abilities
Class Abilities
Spoiler:
(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 its strength 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 Spoiler:
(Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, a paladin adds her Charisma bonus (if any) on her attack rolls and deals 1 extra point of damage per paladin level whenever she attacks an evil creature. If the creature hit by a paladin using smite evil is an outsider with the evil subtype or undead creature, the bonus to damage increases to 1d6 points of damage per two levels the paladin possesses (minimum +1d6) and the damage automatically bypasses 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 evil creatures. If the paladin accidentally smites a creature that is not evil, she does not gain any bonuses on attack or damage rolls, but she retains the AC bonus against evil creatures. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 4–9, to a maximum of seven times per day at 19th level. At 8th level and 16th level, the duration of the smite increases by 1 round, to a total of 3 rounds at 16th level. Divine Grace (2nd):At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands(2nd): 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 bonus. With one use of this ability, a paladin can heal one target a number of hit points equal to her level. As a paladin gains levels, she can use this ability to create other effects. The DC for any of these abilities is based off the paladin’s Charisma. Alternatively, a paladin can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. This attack deals an amount of damage equal to the paladin’s level. Undead do not receive a saving throw against this damage. SPELLS
Spoiler:
Level 1 [DC x] 0: Level 2 [DC x] 0: Level 3 [DC x] 0: Level 4 [DC x] 0: Spells Readied Level 1 [DC 14] 0: Level 2 [DC 15] 0: Skills
Bold Skills are class skills
Carrying Capacity:
Belt Pouch 1#
Spoiler:
Caltrops Neck Pouch
Spoiler:
159gp 4sp Backpack
Spoiler:
bedroll (5#) winter blanket (3#) 50' Hemp Rope (10#) 10 days trail rations (10#) 2 waterskins (8#) Iomedae Prayer book. Gambling:
Spoiler:
Started with 159.4gp
Entry fee, 1gp. Dis Table 5gp-gained 8 teeth, 5 silver, doubled after the combat.+22.5gp=181.9gp XP GAINED: Spoiler:
520xp-The Robbery 200xp-The Sailors 600xp - The Rescue & The Escape 1320xp Total ----------------------------------------------------------------------- Initiative Rolls. (1d20+2=17, 1d20+2=10, 1d20+2=7, 1d20+2=19, 1d20+2=9, 1d20+2=14, 1d20+2=19, 1d20+2=12, 1d20+2=18, 1d20+2=8, 1d20+2=12, 1d20+2=5, 1d20+2=9, 1d20+2=17, 1d20+2=17, 1d20+2=18, 1d20+2=21, 1d20+2=13, 1d20+2=12, 1d20+2=20) ----------------------------------------------------------------------- point purchase: 14str(5) 14dex(5) 12Con(2) 12Int(2) 11wis(1) 14CHA(5) 5+2+5+2+1+5=20 Modify +2CHA/+2WIS Aasimar Skillpoints: 4(2+1int+1favored)/level rolls[/spoiler] ***********************************************************************
Race: Aasimar
STR 14 (+2)
Hit Points 11 [1d10+1 con] [2d10+2con]
Born in Mendev, Uathach is the son of Junea Taliesen and the Archangel, Ezekiah, an Emissary of Iomedae. Ezekiah provided Junea with enough gold to provide for Uathach's upbringing, and eventual outfitting. When Uathach was seven, he became a pageboy in the church or Iomedae, he eventually became a squire at 14, and a fully-trained Knight of Iomedae at 21. His main focus during the academy was The Great Beyond, with a specialization on the planes. Queen Galfrey sensing something important happening in Riddleport has sent him on his first mission, to seek for fiends in the hive of filth that is Riddleport. Uathach is a striking man, standing 6'0" in height, and weighing around 200 lbs. 22 years of age, His hair is golden in color, his eyes a silvery grey. He wears a white lacquered breastplate with gold tracery over a clean white tabard, and a Shield to match. Every bit the knight in shining armor, wearing a thick white cloak, and red-dyed boots. His sword is of cold-iron, with silver hilt and pommel, etched with Iomedae's prayer of atonement, it rests upon his left hip in a simple leather scabbard. The rest of his gear is simple yet functional, a long quiver of 6 javelins slung below his backpack, and a silvered dagger on his inner forearm. Uathach reads from his copy of Act's of Iomedae daily. Uathach hates Riddleport with a passion, he knows that it is beyond redemption and that all he can do is assist those who need assistance wherever he finds it. He knows that money doesn't help the helpless as drug and alcohol abuse is rampant, he may buy someone food, but he'll never give away money, as it may be used for drugs or alcohol instead of helping them. He likes to sit on the corner and tell glorious stories of Iomedae to the children, even if he has to coax them with a loaf of bread. Combat
Spoiler:
MW Cold-Iron Long Sword +4[+1 BAB, +2 STR,+1MW] 1d8+2 S(19-20/x2) Morningstar +3 [+1 BAB, +2 STR, +0MW] 1d8+2 B/P (20/x2) Javelin +3 [+1 BAB, +1 size, +2 STR, +0MW] 1d6+2 P(20/x2)Range:30 Alchemical Silver Dagger +3 [+1 BAB, +2 STR or DEX,+0MW] 1d4+2 P(19-20/x2) Range:10 Feats
Racial Abilities
Class Abilities
Spoiler:
(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 its strength 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 Spoiler:
(Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. This ability is activated as a swift action and lasts for 1 round. When smiting evil, a paladin adds her Charisma bonus (if any) on her attack rolls and deals 1 extra point of damage per paladin level whenever she attacks an evil creature. If the creature hit by a paladin using smite evil is an outsider with the evil subtype or undead creature, the bonus to damage increases to 1d6 points of damage per two levels the paladin possesses (minimum +1d6) and the damage automatically bypasses 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 evil creatures. If the paladin accidentally smites a creature that is not evil, she does not gain any bonuses on attack or damage rolls, but she retains the AC bonus against evil creatures. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 4–9, to a maximum of seven times per day at 19th level. At 8th level and 16th level, the duration of the smite increases by 1 round, to a total of 3 rounds at 16th level. Divine Grace (2nd):At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. Lay on Hands(2nd): 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 bonus. With one use of this ability, a paladin can heal one target a number of hit points equal to her level. As a paladin gains levels, she can use this ability to create other effects. The DC for any of these abilities is based off the paladin’s Charisma. Alternatively, a paladin can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. This attack deals an amount of damage equal to the paladin’s level. Undead do not receive a saving throw against this damage. SPELLS
Spoiler:
Level 1 [DC x] 0: Level 2 [DC x] 0: Level 3 [DC x] 0: Level 4 [DC x] 0: Spells Readied Level 1 [DC 14] 0: Level 2 [DC 15] 0: Skills
Bold Skills are class skills
Carrying Capacity:
Belt Pouch 1#
Spoiler:
Caltrops Neck Pouch
Spoiler:
159gp 4sp Backpack
Spoiler:
bedroll (5#) winter blanket (3#) 50' Hemp Rope (10#) 10 days trail rations (10#) 2 waterskins (8#) Iomedae Prayer book. Gambling:
Spoiler:
Started with 159.4gp
Entry fee, 1gp. Dis Table 5gp-gained 8 teeth, 5 silver, doubled after the combat.+22.5gp=181.9gp XP GAINED: Spoiler:
520xp-The Robbery 200xp-The Sailors 600xp - The Rescue & The Escape 1320xp Total ----------------------------------------------------------------------- Initiative Rolls. (1d20+2=17, 1d20+2=10, 1d20+2=7, 1d20+2=19, 1d20+2=9, 1d20+2=14, 1d20+2=19, 1d20+2=12, 1d20+2=18, 1d20+2=8, 1d20+2=12, 1d20+2=5, 1d20+2=9, 1d20+2=17, 1d20+2=17, 1d20+2=18, 1d20+2=21, 1d20+2=13, 1d20+2=12, 1d20+2=20) ----------------------------------------------------------------------- point purchase: 14str(5) 14dex(5) 12Con(2) 12Int(2) 11wis(1) 14CHA(5) 5+2+5+2+1+5=20 Modify +2CHA/+2WIS Aasimar Skillpoints: 4(2+1int+1favored)/level rolls[/spoiler] |