Lion Blade

Varian Amari's page

1,262 posts. Organized Play character for JAF0.


Full Name

Varian Amari

Race

Aasimar Oracle (Metal)/8 Paladin/3 | -02 *

Classes/Levels

skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Gender

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 |

Size

M

Age

33

Special Abilities

* +2 vs fire, + 2 vs spells and SLAs

Alignment

LG

Deity

Arshea

Languages

Common, Celestial, Infernal, lip reading, Abyssal, goblin, draconic, giant, auran, terran, aquan, ignan, sylvan, undercommon, dwarven, thassilonian, ancient osiriani, osiriani, Azlanti, Tien

Occupation

weaponmaker

Homepage URL

PFS #52335-2

Strength 16
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 10
Charisma 19

About Varian Amari

Varian
Male angel-blooded aasimar (angelkin) oracle 8/paladin 3 (Pathfinder Player Companion: Blood of Angels
21, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.)
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 80 (11 HD; 8d8+3d10+19)
Fort +12, Ref +11, Will +17; +2 vs. [evil], +2 bonus vs. fire effects
Immune disease, fear; Resist acid 7, cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor), swim 30 ft.
Melee +1 adamantine greatsword +13/+8 (2d6+5/19-20) or
+2 light flail +14/+9 (1d8+5) or
iron weapon earth breaker +13/+8 (2d6+5/×3) or
iron weapon lucerne hammer +13/+8 (1d12+5) or
unarmed strike +12/+7 (1d3+3)
Ranged light crossbow +11 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with iron weapon lucerne hammer)
Special Attacks smite evil 1/day (+4 attack and AC, +3 damage)
Spell-Like Abilities (CL 11th; concentration +15)
1/day—alter self
Paladin Spell-Like Abilities (CL 3rd; concentration +7)
At will—detect evil
Oracle Spells Known (CL 8th; concentration +12)
4th (4/day)— blessing of fervor APG (DC 18), cure critical wounds , dimensional anchor , versatile
weaponAPG (DC 18)
3rd (6/day)— cure serious wounds , invisibility purge , keen edge , stone shape
2nd (7/day)— cure moderate wounds , graceAPG, heat metal (DC 16), levitate, minor image (DC 16),
silence (DC 16), weapon of awe APG (DC 16)
1st (7/day)— aspect of the nightingale , cure light wounds , lead blades APG, liberating command UC, magic
weapon, obscuring mist , shield of faith
0 (at will)— create water , detect magic , ghost sound (DC 14), guidance, mage hand , mending, purify
food and drink (DC 14), resistance, sparkAPG (DC 14), stabilize
Mystery Metal
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Statistics
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Str 16, Dex 14, Con 13, Int 13, Wis 10, Cha 19
Base Atk +9; CMB +12; CMD 24
Feats Angel Wings ARG, Angelic Blood ARG, Angelic Flesh (brazen) ARG, Improved Unarmed Strike, Iron Will,
Word Of Healing UM
Traits observant, unscathed
Skills Acrobatics -1 (-5 to jump), Bluff +14, Craft (weapons) +8, Diplomacy +16, Disable Device +12,
Disguise +5, Fly +4, Heal +4, Intimidate +7, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics
+10, Perception +12, Sense Motive +6, Spellcraft +6, Survival +0 (+2 to avoid becoming lost), Swim +8
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Giant, Ignan, Infernal, Osiriani, Sylvan, Terran, Thassilonian, Undercommon
SQ lay on hands 5/day (1d6), mercy (fatigued), noqual, oracle's curse (haunted), revelations (dance of the bladesUM, iron weapon UM, vision in iron UM), truespeaker ARG
Combat Gear crossbow bolts (50), potion of cure moderate wounds , potion of fly (4), scroll of dismissal , scroll of magic circle against evil , scroll of restoration , wand of cure light wounds (45 charges) , wand of
cure moderate wounds (29 charges) , alchemist's fire, tanglefoot bag; Other Gear +1 determination noqual
chain shirt , +1 adamantine greatsword , +2 light flail , iron weapon earth breaker UE, iron weapon lucerne
hammerAPG, light crossbow, amulet of natural armor +1 , belt of incredible dexterity +2 , circlet of
persuasion, clear spindle ioun stone , cloak of resistance +2 , golembane scarab , handy haversack ,
wayfinderISWG, bedroll, blanket APG, cold weather outfit, flint and steel, ink (3), inkpen (20), masterwork
thieves' tools, paper (100), silk rope (50 ft.), spell component pouch, waist pouch UW, 19,702 gp, 14 sp
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if
bleeding.
Angelic Flesh (Brazen) +2 saves vs. fire effects.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Dance of the Blades +1 (Ex) +10 Speed while wielding a metal weapon. If you move at least 10', add
+1 to hit for all metal weapons.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fly (20 feet, Poor) You can fly!
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Weapon (7/day) (Su) Create simple or martial weapon for limited duration.
Lay on Hands (1d6 hit points, 5/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.
Noqual Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron
despite its appearance. It is associated with abjuration magic, charity, and envy. Noqual is light—half as
heavy as iron, yet just as strong. More importa
Smite Evil (1/day) (Su) +4 to hit, +3 to damage, +4 deflection bonus to AC when used.
Swim (30 feet) You have a Swim speed.
Truespeaker Learn two languages for each rank you put in Linguistics.
Vision in Iron (8 rounds/day) (Sp) Use any piece of polished metal as scrying device.
Word of Healing Use lay on hands from a distance

*******

racial abilities:

Aasimar +2 wis, +2 cha,
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
celestial resistance cold 5, elec 5, acid 5 (also fire 5, see feats)
60' darkvision
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.

oracle abilities:

curse: haunted
mystery: metal
revelations:
iron weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 7x/day -
Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.
Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive. You must be at least 7th level to select this revelation.
Rusting Grasp (Sp): Once per day as a standard action, you can perform a melee touch attack that rusts iron, as the rusting grasp spell. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation. 2x/day with abundant revelations feat.

paladin abilities:

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 Cha 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.
.... Shaken: The target is no longer shaken.

traits:

Eyes & Ears of the City +1 perception, and it's a class skill
Speech of the Wilds (Aasimar) Benefit: You can speak one extra language.

feats:

Angelic Blood (Aasimar) Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Angelic Flesh (Aasimar) Your skin shines like burnished metal. Benefit: You take a –2 penalty on Disguise and Stealth checks but gain the following benefits Brazen: You gain fire resistance 5 and a +2 bonus on saves against fire effects.

iron will You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws.

Extra Revelation Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times.

Improved Unarmed Strike (Combat) You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Angel Wings Prerequisites: Angelic Blood, aasimar, character level 10th. Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

Word of Healing Using the same divine energy as your lay on hands ability, you can heal others at a distance. Prerequisites: Lay on hands class feature. Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.

weapons:

+1 adamantium great sword +11 to hit, 2d6+6 dmg (3d6+6 w/ lead blades) 19-20/x2, S
+2 flail, +12 to hit, 1d8+5 dmg (2d6+5 w/lead blades) 20/x2, B
lucerne hammer, +11 to hit, 1d12+6 dmg (3d6+6 w/ lead blades), x2, P/B, reach, brace
earthbreaker, +11 to hit, 2d6+6 dmg (3d6+6 w/ lead blades), x3, B
great sword, +11 to hit, 2d6+6 dmg (3d6+6 w/ lead blades), 19-20/x2, S
dagger, +10 to hit, 1d4+3 dmg, 19-20/x2, S/P
crossbow, +10 to hit, 1d8, 19-20/x2, P

equipment:

for this adventure only:

****
+2 flail
+1 adamantium great sword
golembane scarab
belt of incredible dexterity +2
circlet of persuasive disguise (acts as circlet of persuasion AND hat of disguise)
wand of cmw 29 chgs
handy haversack
cloak of protection +2
scroll of dismissal
scroll of magic circle vs evil
scroll of restoration
backpack
bedroll
rope 50' silk
flint/steel/tinderbox
belt pouch
thieves' tools
+1 noqual ore chain shirt of determination (looks green, crystalline)
amulet of natural armor +1
100 sheets of paper
25 artist's charcoal
ink (10 bottles) and pens (20)
cold weather gear
dagger
potion fly x4
288 gp
wand of CLW
cracked mulberry pentacle ioun stone +1 bluff, +1 diplomacy
crossbow, 20 bolts
1x alchemist fires
tanglefoot bag
Messenger Wayfinder (ioun stone inside the Wayfinder)
Arcanolembic (+2 effective lvl of potions dispensed from it)
cure mod potion - in arcanolembic -
amulet of the god caller - wearer has gills, can breathe underwater indefinitely and gains a swim speed = to land based speed. (30 or 40)
wayfinder with clear spindle ioun stone (sustains without food/water)

spells:

0 - det magic, stabilize, purify food/drink, mending, spark, create water, mage hand, ghost sound, Guidance

1 (5/7/day, dc 15) - CLW, liberating command, sun metal, shield of faith, lead blades, magic weapon, obscuring mist, aspect of the nightingale

2 (7/7/day, dc 16) - CMW, heat metal, grace, weapon of awe, levitate, minor image, remove paralysis, lesser restoration, silence

3 (6/7/day, dc 17) - CSW, keen edge, invisibility purge, dispel magic, stone shape, resist energy, communal, prayer

4 (3/5/day, dc 18) - CCW, blessing of fervor, dimensional anchor, dismissal

fluff/description:

Varian has six long, slim fingers on each hand.
His shadow is winged, as if he had wings himself (which he doesn't)

description:
Varian is medium height at 5'11" and of medium build... His skin is a dark bronze color, offset by long fair hair. His eyes are a deep golden brown that spark with a fiery brilliance when he's aroused to ire or passion. He wears a chain shirt that he keeps very clean, and is only armed with a dagger and a crossbow. He has six fingers on each hand, and while coordinated with them, has unfortunately never mastered a stringed instrument. When the light catches him just right, his shadow sometimes has the image of a winged humanoid, though varian himself doesn't have wings.

expenditures to put on current chronicle::

not an expediture, but to know for next chronicle:
You develop enough of a rapprt with Iozef that he offers to allow you to use his forge and anvil for any work you do while in Thornkeep (+2 to your next Day Job check Varian)