Classes/Levels |
Hp 16/16 AC 18 , touch 11 , flat-footed 17 Fort +2, Ref +2, Will +0 Resist 5 acid, electricity, fire Sr 11 Dr 2/silver |
Strength |
16 |
Dexterity |
10 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
8 |
Charisma |
17 |
About Visirik Shadokage
Visirik Shadokage- Evangelist 2 (Paladin)
Lawful Good Outsider (Native)
Init +0;
SensesDark Vision 60ft Perception +6
--------------------DEFENSE--------------------
AC 18 , touch 11 , flat-footed 17
HP 16
Fort +2, Ref +2, Will +0
DR2/Silver
SR 11
Resist 5 acid, electricity, fire
--------------------OFFENSE--------------------
Speed 30 ft. 20ft armored
Melee Mw Jade Daiklave +5 2d6+5
Ranged
--------------------STATISTICS--------------------
XP
Str 16
Dex 10
Con 12
Int 11
Wis 8
Cha 17
Base Attack +1;
CMB +1;
CMD
Feats
Nature souled +2 survival and handle animal +4 with ten ranks
Traits
Adopted Linguistic Genius (Dhampir)
Words and letters say more to you than their writers ever intended.Benefit: You gain a +1 trait bonus on Linguisticschecks, and learn to speak and read one additional language from your list of racial languages.Linguistics is always a class skill for you.
Fiend blooded intimidate is always a class skill for and gains a +1 bonus
Best Friend: You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend. NPC Choices: Ameiko,
Armor Check Penalty -6
Favored Class Paladin
Skills
Imtimidate 1+3+3+1+2=10
Know Relgion 1+3=3
know nobility 1+3=4
handle animal 1+3+3+2=9
heal 1-1+3=3
perception 2-1+3+2=6
ride 1+3=4
diplomacy 2+3+3+2=10
survival 1-1+3+2=5
Linguistics 1+3+1=5
Languages
Common, Tien, goblin, Draconic
Equipment
MW Jade Daiklave (mw greatsword)
Banded Mail
Paladin KIt
Deluxe Dungeonneering kit
Riding Kit
Heavy Combat Trained Horse
Explorers clothes
4 clw potions
100gp in jade coins
Cash
Encumbrance
--------------------SPECIAL ABILITIES--------------------
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 leve
Obedience (Ex)
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.
diety Aspu
Skilled
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can't be changed.
survival, know planes
Aligned Class (Ex)
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. Paladiin
Protective Grace (Su)
The evangelist's chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC.
This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
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.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Story.....
Tiānshàng fāng
The Fang of Heaven.
This fang shaped greatsword was forged from jade infused steel. When heaven first passed down the Mandate of Rule. Used in countless battles by the champions of the royal family its name was once so well known people swore oaths by it. Then the unthinkable happened. It was lost in battle. Due to trickery and betrayal by those he was sworn to protect the last champion to wield was killed and his body hidden deep within the earth. Oni tried to destroy it but couldn't the best they were able to do was seal it away and hope the passage of the ages would weaken it. And they did by the time Visirik found it the Fang had faded to the point where it had no detectable magic left in it. Still it had the power of Heaven behind and perhaps oneday the sword might reawaken to its purpose. Visirik carries it now only vaguely aware of the swords age and purpose which mirrors his own.....