Post by philzee on Apr 13, 2008 9:13:39 GMT -5
Name: Eltumal Arcanscape
Race: Celestial Aasimar (Level Adjustment: +2)
Faction: Believers of the Source (Godsmen)
Alignment: CG
Class and Level: Favored Soul-Paladin 1 (Sif)
Home Plane: Arborea
Sex: M
Eyes: Ice Blue
Hair: Golden
Height: 5'6"
Weight: 165
Age: 20
Max HP: 12
Reputation: +0
Honor: +5
AC: 13 (+2 Studded Leather, +1 Dex)
DC: 2
DR: 1/Bludgeoning
Speed: 33
Initiative: +1
Base Attack Bonus: +1
Fortitude Save: +3 (+2 Base, +2 Con, -1 Imperfect Faith)
Reflex Save: +2 (+2 Base, +1 Dex, -1 Imperfect Faith)
Will Save: +2 (+2 Base, +1 Wis, -1 Imperfect Faith)
Weapon and Armor Proficiencies
Simple Weapons
Crossbows
Heavy Blades
Axes
Light Armor
Medium Armor
Heavy Armor
Basic Shields
Feats
Heavy Blade Focus
Eschew Material Components
Racial Abilities
Darkvision, 120'
Fire resistance 5
Cold resistance 10
Acid resistance 5
Electricity resistance 5
Spell Resistance: 7 + character level (8)
+1 Racial bonus to Listen, Spot
-2 Racial penalty to Disguise
Arborean Smite 1/day
Favored Class: Paladin
Class Abilities
Alignment Aura
Detect Law or Evil
Smite Law or Evil 1/day
Favored Soul Spheres: All, Charm, Creation, Guardian, Healing, Plant, Protection, Summoning, Weather
Paladin Spheres: Guardian, Healing, Protection, Weather
Funds
GP: 85
SP: 7
Equipment
Studded Leather Armor (wt 20)
Greatsword (wt 8) -- 2d6 damage
Dagger (wt 1) -- 1d4 damage
Quiver (total wt 2.4)
Backpack, Traveler's (total wt 17.2)
Small Belt Pouch (total wt 1.5)
Total weight carried: 47.7 lbs.
Clothing
Baladrana
Bandoleer, Leather
Belt
Boots
Cassock
Chemise
Gloves
Handkerchief, Silk
Pantaloons
Signet Ring
Tabard
Favored Soul Spell Repertoire
Four 0-level spells chosen from the following:
0. Detect Magic: Detects spells and magic items within 60 ft.
0. Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
0. Putrefy Food and Drink: Putrefies 1 cu. ft./level of food or water.
0. Read Magic: Read scrolls and spell books.
0. Virtue: Subject gains 1 temporary hp.
0. Create Water: Creates 2 gallons/level of pure water.
0. Light: Object shines like a torch.
0. Mending: Makes minor repairs on an object.
0. Cure Minor Wounds: Cures 1 point of damage.
0. Inflict Minor Wounds: Touch attack, 1 point of damage.
0. Resistance: Subject gains +1 on saving throws.
Three 1st-level spells chosen from the following:
1. Bless: Allies gain +1 on attack rolls and saves against fear.
1. Bless Water M: Makes holy water.
1. Comprehend Languages: You understand all spoken and written languages.
1. Curse: Enemies take -1 on attack rolls and saves against fear.
1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
1. Detect Evil: Reveals creatures, spells, or objects of selected alignment.
1. Detect Good: Reveals creatures, spells, or objects of selected alignment.
1. Detect Law: Reveals creatures, spells, or objects of selected alignment.
1. Calm Animals: Calms (2d4 + level) HD of animals.
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
1. Charm Animal: Makes one animal your friend.
1. Charm Person: Makes one person your friend.
1. Command: One subject obeys selected command for 1 round.
1. Doom: One subject takes -2 on attack rolls, saves, and checks.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1. Badberry: 2d4 berries each deal 1 hp damage when eaten.
1. Detect Animals or Plants: Detects kinds of animals or plants.
1. Detect Snares and Pits: Reveals natural or primitive traps.
1. Entangle: Plants entangle everyone in 40-ft.-radius.
1. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
1. Pass without Trace: One subject/level leaves no tracks.
1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
1. Summon Nature’s Ally I: Calls creature to fight.
1. Endure Elements: Exist comfortably in hot or cold environments.
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Shield of Faith: Aura grants +2 or higher deflection bonus.
1. Summon Monster I: Calls extraplanar creature to fight for you.
1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
1. Obscuring Mist: Fog surrounds you.
Race: Celestial Aasimar (Level Adjustment: +2)
Faction: Believers of the Source (Godsmen)
Alignment: CG
Class and Level: Favored Soul-Paladin 1 (Sif)
Home Plane: Arborea
Sex: M
Eyes: Ice Blue
Hair: Golden
Height: 5'6"
Weight: 165
Age: 20
Ability | Score | Modifier |
Strength | 15 | +2 |
Dexterity | 13 | +1 |
Constitution | 14 | +2 |
Intelligence | 13 | +1 |
Wisdom | 13 | +1 |
Charisma | 17 | +3 |
Max HP: 12
Reputation: +0
Honor: +5
AC: 13 (+2 Studded Leather, +1 Dex)
DC: 2
DR: 1/Bludgeoning
Speed: 33
Initiative: +1
Base Attack Bonus: +1
Fortitude Save: +3 (+2 Base, +2 Con, -1 Imperfect Faith)
Reflex Save: +2 (+2 Base, +1 Dex, -1 Imperfect Faith)
Will Save: +2 (+2 Base, +1 Wis, -1 Imperfect Faith)
Class Skill | Skill | Ranks | Ability Modifier | Other Modifiers/ Notes |
Climb | +2 | |||
X | Jump | +2 | ||
Swim | +2 | |||
Balance | +1 | |||
Escape Artist | +1 | |||
Hide | +1 | |||
Move Silently | +1 | |||
Open Lock* | ||||
Ride | +1 | |||
Sleight of Hand* | ||||
Tumble* | ||||
Use Rope | +1 | |||
X | Concentration | +2 | ||
Appraise | +1 | |||
X | Craft (Armorer) | 2 | +1 | |
Decipher Script* | ||||
Disable Device* | ||||
Forgery | +1 | |||
X | Knowledge (Arcana)* | |||
Knowledge (Art)* | ||||
Knowledge (Dungeoneering)* | ||||
X | Knowledge (Factions)* | 2 | +1 | |
Knowledge (Geography)* | ||||
X | Knowledge (High Society)* | |||
Knowledge (History)* | ||||
Knowledge (Law and Bureaucracy)* | ||||
Knowledge (Local)* | ||||
Knowledge (Medicine)* | ||||
Knowledge (Nature)* | ||||
Knowledge (Physical Sciences)* | ||||
X | Knowledge (the Planes)* | 2 | +1 | |
X | Knowledge (Religion and Philosophy)* | 2 | +1 | |
Knowledge (Social Sciences)* | ||||
X | Language* | +1 | Common, Eladrin | |
X | Literacy* | 1 | Common | |
Search | +1 | |||
Spellcraft* | ||||
Control | +1 | |||
X | Heal | +1 | ||
Listen | +1 | +1 racial bonus | ||
Planar Expertise* | ||||
X | Profession (Miner)* | 2 | +1 | |
X | Profession ( )* | |||
X | Sense Motive | 1 | +1 | |
Spot | +1 | +1 racial bonus | ||
Survival | +1 | |||
Bluff | +3 | |||
X | Diplomacy | +3 | ||
Disguise | +3 | -2 racial penalty | ||
Gather Information | +3 | |||
Handle Animal* | ||||
Intimidate | +3 | |||
Perform ( )* | ||||
Use Magic Device* |
Weapon and Armor Proficiencies
Simple Weapons
Crossbows
Heavy Blades
Axes
Light Armor
Medium Armor
Heavy Armor
Basic Shields
Feats
Heavy Blade Focus
Eschew Material Components
Racial Abilities
Darkvision, 120'
Fire resistance 5
Cold resistance 10
Acid resistance 5
Electricity resistance 5
Spell Resistance: 7 + character level (8)
+1 Racial bonus to Listen, Spot
-2 Racial penalty to Disguise
Arborean Smite 1/day
Favored Class: Paladin
Class Abilities
Alignment Aura
Detect Law or Evil
Smite Law or Evil 1/day
Favored Soul Spheres: All, Charm, Creation, Guardian, Healing, Plant, Protection, Summoning, Weather
Paladin Spheres: Guardian, Healing, Protection, Weather
Funds
GP: 85
SP: 7
Equipment
Studded Leather Armor (wt 20)
Greatsword (wt 8) -- 2d6 damage
Dagger (wt 1) -- 1d4 damage
Quiver (total wt 2.4)
- 24 light quarrels
Backpack, Traveler's (total wt 17.2)
- Light Crossbow (wt 4) -- 1d8 damage
- Rations, Iron, 6 Weeks (wt 15)
- Flask, Wooden (wt .1)
- Waterskin (wt .1)
- Boots
- Gloves, Workman's
Small Belt Pouch (total wt 1.5)
- Funds
Total weight carried: 47.7 lbs.
Clothing
Baladrana
Bandoleer, Leather
Belt
Boots
Cassock
Chemise
Gloves
Handkerchief, Silk
Pantaloons
Signet Ring
Tabard
Favored Soul Spell Repertoire
Four 0-level spells chosen from the following:
0. Detect Magic: Detects spells and magic items within 60 ft.
0. Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
0. Putrefy Food and Drink: Putrefies 1 cu. ft./level of food or water.
0. Read Magic: Read scrolls and spell books.
0. Virtue: Subject gains 1 temporary hp.
0. Create Water: Creates 2 gallons/level of pure water.
0. Light: Object shines like a torch.
0. Mending: Makes minor repairs on an object.
0. Cure Minor Wounds: Cures 1 point of damage.
0. Inflict Minor Wounds: Touch attack, 1 point of damage.
0. Resistance: Subject gains +1 on saving throws.
Three 1st-level spells chosen from the following:
1. Bless: Allies gain +1 on attack rolls and saves against fear.
1. Bless Water M: Makes holy water.
1. Comprehend Languages: You understand all spoken and written languages.
1. Curse: Enemies take -1 on attack rolls and saves against fear.
1. Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
1. Detect Evil: Reveals creatures, spells, or objects of selected alignment.
1. Detect Good: Reveals creatures, spells, or objects of selected alignment.
1. Detect Law: Reveals creatures, spells, or objects of selected alignment.
1. Calm Animals: Calms (2d4 + level) HD of animals.
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
1. Charm Animal: Makes one animal your friend.
1. Charm Person: Makes one person your friend.
1. Command: One subject obeys selected command for 1 round.
1. Doom: One subject takes -2 on attack rolls, saves, and checks.
1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
1. Badberry: 2d4 berries each deal 1 hp damage when eaten.
1. Detect Animals or Plants: Detects kinds of animals or plants.
1. Detect Snares and Pits: Reveals natural or primitive traps.
1. Entangle: Plants entangle everyone in 40-ft.-radius.
1. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
1. Pass without Trace: One subject/level leaves no tracks.
1. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.
1. Summon Nature’s Ally I: Calls creature to fight.
1. Endure Elements: Exist comfortably in hot or cold environments.
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1. Shield of Faith: Aura grants +2 or higher deflection bonus.
1. Summon Monster I: Calls extraplanar creature to fight for you.
1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
1. Obscuring Mist: Fog surrounds you.