Arueshalae

Vael Dahl's page

314 posts. Alias of Deaths Adorable Apprentice.


Full Name

Vael Dahl

Race

HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33

Classes/Levels

| Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Gender

female LG Tiefling Chosen One Paladin 5

About Vael Dahl

Vael Dahl is a fairly tall woman, standing almost 6ft tall. Though her most notable features are the solid red eyes, the tall horns, and the thin tail that whips around behind her. Blue leaf or feather shaped tattoos cover both of her cheeks and a few others are hidden beneath layers of blue fabric and silvery breast plate armor. Sarenrae's holy symbol is forever colored on her right forearm, a laughing devil mask is on her ribs, and a sun nestled in a crescent moon framed by twisting vines in a vague wing shape cover her upper back. A great many scars litter her pale skin as well.

Her well used scimitar has an inscription on the blade. "When I life this sword I wish that this poor sinner will receive eternal life."

Vael Dahl
Female tiefling Choose One Paladin 5
LG med outsider, native subtype.
Init +2; Senses Darkvision 60ft
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex )
hp 44 cold resistance 5, electricity resistance 5, and fire resistance 5.
Fort +4 class, +2 cha, +2 mod =8
Ref +1 class, +2 cha, 2 mod = 5
Will +4 class, +2 cha, -1 mod= 5
(immune to fear, allies in 10ft +4 saves vs fear) (immune to diseases, including supernatural and magical diseases,)
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Offense
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Speed 30 ft.
Melee +1 scimitar +9 (1d6+4 18-20x2)
kukri +8 (1d4+3 18-20x2)
mwk Earthbraker +9 (2d6+4 x3)
Ranged 3srt comp long bow (1d8+3 x3 110ft)
Special AttacksSmite Evil : 2/day (+1 every 3 lvls after 2dn). swift action, single target, if evil add cha to att & paladin level to dmg. If evil outsider, evil dragon, or undead at 2 dmg per lvl. bypass any DR. add cha to AC vs target.

[Class] Spells Known/Prepared (CL 2st; concentration +3)
. . 1st (1/day) - Keep Watch, Bless
darkness once per day as a spell-like ability. CL 5
At will: detect evil. Move action, concentrate on single item or individual within 60ft
Lay on Hands : 4/day, 2d6. swift for personal, standard for others, removes Fatigued condition
Channel : 2d6 costs 2 uses of lay on hands
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Statistics Str16, Dex15, Con14, Int14, Wis8, Cha14
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Base Atk +5; CMB+8; CMD 20
Feats: Combat Reflexes, Dodge, Mobility,
Skills: 2 +1+ 2Int modifier.
Acrobatics (Dex)+3 rank, +2 mod= 5
Appraise (Int) +3* rank, +2 mod= 5
Bluff (Cha) +2 rank, +2 mod, +2 racial= 6
Craft (Int) (cooking) +2* rank, +2 mod, +3 class= 7
Diplomacy (Cha)+4, rank, +2 mod, +3 class, +3 familiar= 12
Handle Animal (Cha),
Heal(Wis)
Intimidate(Cha)+1, rank, +2 mod, +3 class= 6
Knowledge (nobility) (Int)+1, rank, +2 mod, +3 class= 6
Perception (Wis)+4 rank, -1 mod= 3
Profession (Wis),
Ride (Dex),
Sense Motive (Wis)+2, rank, -1 mod, +3 class= 4
Sleight of Hand (Dex) +3* rank, +2 mod, = 5
Survival (Wis) +3, rank, -1 mod, +3 class+1 trait = 6
Spellcraft (Int).
Stealth (Dex) +5 rank, +2 mod, +2 racial= 9

Traits:
Born Damned (Tiefling)
The inherent sacrilege that taints your soul sometimes crowds out lesser banes.
Benefit: You gain a +2 trait bonus on saving throws against curses and magical effects that produce curses.
Orphaned
You grew up separated from your birth parents, and had to learn to watch out for yourself.
Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Languages:Common, Infernal, Celestial, Draconic
SQ
Other Gear: 1336gp, 5sp, 9cp
Mithral breastplate 2,200 gp +6 +5dex, -1 penalty
1 scimitar 2015 gp, kukri 8gp,
Sleeves of many garments 200 gp, Handy haversack 2,000 gp, Gloves of reconnaissance 2,000 gp
Golden Holy symbol of Sarenrae with a hidden compartment 105gp (DC 20 perception to notice. can hold one potion)
Kit, Cooking Price 3 gp; This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Kit, Gear Maintenance Price 5 gp; This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Kit, Grooming Price 1 gp;This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Outfit, Explorer’s This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Waterskin 1 gp, Bedroll 1 sp, Blanket 5 sp, Tent, small 10 gp, Compass 10 gp, Rope, hemp (50 ft.) 1 gp, x6Rations, trail 3gp,
x10 Animal feed, bird (per day) 5sp, Flint and steel 1 gp, Soap1 cp,
Bandolier 5 sp (x3 Pass without trace150 gp, x3Vanish150 gp, x2 Hidden presence600 gp)

Class info:

Chosen One Paladin
Most paladins train for years at a temple to attain a holy status, but rarely, an emissary of the divine appears to one of humble origins and calls her directly to the charge.
These chosen ones may lack experience, but their teamwork with their emissaries allows them to defeat any evil.
Bondless: A chosen one does not gain the divine bond class feature.
Divine Emissary (Ex)
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.
Religious Mentor (Ex)
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
Delayed Grace (Su)
A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.
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.
Lay on Paws (Su)
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiarcan use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.
This ability alters lay on hands and channel positive energy.
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 Chabonus (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 2nd level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table:
Divine Grace (Su)
At 4th 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 unconsciousor 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.
Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
True Form (Ex)
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiargains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.
Emissary’s Smite (Su)
At 11th level, a chosen one’s familiar also benefits from the paladin’s smite evil ability whenever the chosen one uses smite evil.

Tiefling:

Standard Racial Traits
• Ability Score Modifiers: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
• Type: Tieflings are outsiders with the native subtype.
• Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
• Speed: Tieflings have a base speed of 30 feet.
• Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Feat and Skill Racial Traits
• Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Magical Racial Traits
• Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Senses Racial Traits
• Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Other Racial Traits
• Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.