Jhavhul

Urah's page

No posts. Organized Play character for Big Joe.


Full Name

Urah

Race

Ifrit

Classes/Levels

Paladin 5

Gender

Male

Size

Medium

Age

74

Alignment

Lawful Good

Deity

Sarenrae

Languages

Commoon, Ignan

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 8
Charisma 15

About Urah

Urah
Male ifrit paladin 5 (Pathfinder RPG Advanced Race Guide 126)
LG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +8
Aura courage (10 ft.)
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Defense
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AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +3 Dex)
hp 44 (5d10+10)
Fort +9, Ref +8, Will +6
Immune disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy mace +7 (1d8+2) or
. . unarmed strike +7 (1d3+2 nonlethal)
Ranged +1 adaptive darkwood composite longbow +10 (1d8+3/×3)
Special Attacks channel positive energy 2/day (DC 14, 3d6), smite evil 2/day (+2 attack and AC, +5 damage)
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—burning hands (DC 13)
Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +4)
. . 1st—burning hands (DC 13), divine favor, hero's defiance[APG]
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Statistics
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Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 15
Base Atk +5; CMB +7; CMD 22
Feats Point-blank Shot, Precise Shot, Rapid Shot
Traits reactionary, seeker
Skills Acrobatics +1 (-3 to jump), Handle Animal +7, Perception +8, Ride +7, Survival -1 (+1 to avoid becoming lost), Use Magic Device +7
Languages Common, Ignan
SQ divine bond (mount), lay on hands 4/day (2d6), mercy (fatigued), wildfire heart
Combat Gear adamantine durable arrow (50), potion of endure elements (4), wand of cure light wounds, thistle arrows (10); Other Gear mwk agile breastplate, +1 adaptive darkwood composite longbow (+2 Str), arrows (20), heavy mace, cloak of resistance +1, efficient quiver, ring of protection +1, wayfinder, backpack, bedroll, belt pouch, cold weather outfit, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Sarenrae, camel, 2,704 gp
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Tracked Resources
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adamantine arrow, durable - 0/50
Arrows - 6/20
Burning Hands (1/day) - 0/1
Lay on Hands (2d6 hit points, 4/day) (Su) - 0/4
Light (At will) - 0/0
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) - 0/2
Potion of endure elements - 2/4
Smite Evil (2/day) (Su) - 0/2
Summon Mount (1/day, 1/day) (Sp) - 0/1
Thistle arrows - 10/10
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 1/50
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wildfire Heart +4 racial bonus on initiative

Pi
Male camel
N Large animal
Init +3; Senses low-light vision, scent; Perception +4
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Defense
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AC 16, touch 13, flat-footed 12 (+3 Dex, +1 dodge, +3 natural, -1 size)
hp 37 (+15)
Fort +7, Ref +7, Will +3
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee unarmed strike +8 (1d4+6 nonlethal) or
. . bite +8 (1d4+9)
Space 10 ft.; Reach 5 ft.
Special Attacks spit
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Statistics
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Str 22, Dex 17, Con 16, Int 6, Wis 11, Cha 4
Base Atk +3; CMB +10; CMD 24 (28 vs. trip)
Feats Dodge, Iron Will, Stable Gallop
Tricks Attack, Attack, Attack Any Target, Bury, Combat Riding, Come, Defend, Deliver, Detect, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Seek, Stay, Track, Watch
Skills Acrobatics +7 (+15 to jump), Climb +10, Linguistics -1, Perception +4, Swim +10
Languages Common
SQ attack any target, bury, combat riding, deliver, detect, fetch, flank, flee, get help, hunt, menace, seek, stay, track, watch
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Tracked Resources
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Spit (1/hour, DC 15) (Ex) - 0/1
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Bury [Trick] Buries an item in its possession
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deliver [Trick] Delivers item to indicated point or person.
Detect [Trick] Indicates unusual smells, noises, etc.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Flee [Trick] Attempts to run away or hide.
Get Help [Trick] Attempts to bring back people it considers "help"
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Spit (1/hour, DC 15) (Ex) Ranged touch attack vs foe in 10 ft sickens 1d4 rds (Fort neg).
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Watch [Trick] Stands watch over designated area.