Argos, Aasimar Cleric
CR 7 XP: 3,200Male aasimar fighter 7/cleric of Torag 1
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
AC 24, touch 12, flat-footed 22 (+9 armor, +3 shield, +2 Dex)
HP 70 (7d10+1d8+23)
Fort +9, Ref +4, Will +6
Defensive Abilities bravery +2; Will +8 vs. fear; Resist acid 5, cold 5, electricity 5, fire 10
Speed 30 ft. (20 ft. in armor)
Melee +1 flaming holy longsword +11/+6 (1d8+4/19-20 plus 1d6 fire) or mwk silver dagger +11/+6 (1d4+3/19-20)
Ranged light crossbow +9/+4 (1d8/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel positive energy 6/day (1d6, DC 13), spontaneous casting (cure spells)
Spell-Like Abilities (CL 8th) 1/day—daylight Domain Spell-like Abilities (CL 1st) 5/day—battle rage, touch of good
Spells Prepared (CL 1st)
1st-Bless, Detect Evil, Protection from Evil (D)
0th-Create Water, Light, Virtue (D domain spell)
Domain: Good, War
Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 16
Base Atk +7; CMB +10; CMD 22
Feats Cleave, Great Cleave, Improved Sunder, Leadership, Mounted Combat, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Diplomacy +14, Knowledge (planes, religion) +10, Perception +10, Ride +11, Swim +8
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
SQ armor training 2, weapon training 1 (heavy blades)
Gear 5 javelins of lightning, 3 potions of cure moderate wounds (CL 5)
Other Gear celestial armor, +1 mithral heavy shield, helm of minor fire resistance (functions as ring), +1 holy flaming longsword named Carathax, masterwork silver dagger, backpack with diamond worth 500 gp, 50 pp, and a silver cylinder with a crystal orb at one end worth 25 gp.
Environment any land
Organization solitary, pair, or team (3-6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)
This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence.
Aasimars are humans with a signif icant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos. Aasimar Characters Aasimars are defined by class levels-they do not possess racial Hit Dice. Aasimars have the following racial traits. +2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Half ling, and Sylvan.
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