|Eyes:||Brown laced with gold|
|Experience:||Experience and Rep Tallies|
|Played by Jennibear|
|Conditional defense Modifiers Here|
|AC||32||10+12Armor+2 Dex +5Shield +1Defl +2Nat||Fortitude||+20||+7 base +5con +6Cha +2Resist|
|Flat||29||10+12Armor +5Shield +1Defl +2Nat||Reflex||+13||+3 base +2Dex +6cha +2Resist|
|Touch||18||10 +2Dex +5shield +1Defl||Will||+16||+3 base +5Con +6Cha +2Resist|
3/- for 30 points per day, Resistance acid 5, cold 5, electricity 5
|Conditional offense modifier Here|
|Sword||+15/+10||1d8+5(+2d6 vs evil)||Slashing/holy||19-20/x2||2d8+10||Melee|
|Smite Evil||+21||1d8+11(+2d6 vs evil)||Slashing/holy||19-20x2||2d8+22||Melee|
|Spells per Day||conditional DC modifier here|
|-||U||Climb (Str)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 0|
|-||U||Jump (Str)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 0|
|-||U||Swim (Str)||+ 0||+ 3||+ 0||+ 0||+ 0||+ 0|
|-||U||Balance (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Escape Artist (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Hide (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Move Silently (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||-||Open Lock (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|C||U||Ride (Dex)||+13||+ 2||+ 2||+ 0||+ 0||+17|
|-||-||Sleight of Hand (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||-||Tumble (Dex)||+ 0||+ 0||+ 0||+ 0||+ 0||+ 0|
|-||U||Use Rope (Dex)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|C||U||Concentration (Con)||+ 0||+ 5||+ 0||+ 0||+ 0||+ 0|
|-||U||Appraise (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Craft (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||-||Decipher Script (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||-||Disable Device (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Forgery (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|C||-||Knowledge (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Search (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||-||Spellcraft (Int)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|C||U||Heal (Wis)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Listen (Wis)||+ 0||+ 2||+ 0||+ 2||+ 0||+ 4|
|C||-||Profession (Wis)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|C||U||Sense Motive (Wis)||+13||+ 2||+ 0||+ 0||+ 0||+15|
|-||U||Spot (Wis)||+ 0||+ 2||+ 0||+ 2||+ 0||+ 4|
|-||U||Survival (Wis)||+ 0||+ 2||+ 0||+ 0||+ 0||+ 0|
|-||U||Bluff (Cha)||+ 0||+ 6||+ 0||+ 0||+ 0||+ 0|
|C||U||Diplomacy (Cha)||+13||+ 6||+ 2||+ 0||+ 0||+21|
|-||U||Disguise (Cha)||+ 0||+ 6||+ 0||+ 0||+ 0||+ 0|
|-||U||Gather Information (Cha)||+ 0||+ 6||+ 0||+ 0||+ 0||+ 0|
|C||-||Handle Animal (Cha)||+13||+ 6||+ 0||+ 0||+ 0||+19|
|-||U||Intimidate (Cha)||+ 0||+ 6||+ 0||+ 0||+ 0||+ 0|
|-||U||Perform (Cha)||+ 0||+ 6||+ 0||+ 0||+ 0||+ 0|
|-||-||Use Magic Device (Cha)||+ 0||+ 6||+ 0||+ 0||+ 0||+ 0|
|-||-||Speak Language||+ 0|
-U = usable untrained
-C = class skill
Rep - Shield Specialization - Kite - +1 AC on kite shields.
Rep - Shield Ward - Shield bonus added to touch AC, resist various special attacks.
Rep - Endurance - Capable of incredible feats of stamina.
Level 1 - Steadfast Determination - Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive.
Level 3 - Sacred Healing - You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions.
Level 6 - Sacred Purification - You serve as a conduit of divine energy, filling the area around you with power that aids the living and saps the undead.
Level 9 - Protection Devotion - You exude an aura that protects you and those around you.
Level 12 - -: Description
Level 15 - -: Description
Level 18 - -: Description
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.
Smite Evil (Su)3/day: Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
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 with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning 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 while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
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 the above table. In addition, she receives bonus spells per day if she has a high Charisma score, see: Bonus Spells. When the Paladin class table 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 The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, through meditation. A paladin may cast any spell on the paladin spell list spontaneously, provided that she can cast spells of that level.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
This bond replaces the Paladin's Special Mount.
The Weapon bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (Melee Weapon Special Abilities on SRD). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Remove Disease (Sp)2/week: At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
- +2 Wisdom, +2 Charisma.
- Medium size.
- An aasimar’s base land speed is 30 feet.
- Darkvision: Aasimars can see in the dark up to 60 feet.
- Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
- Racial Feats: An aasimar gains feats according to its class levels.
- Special Attacks: Daylight. (As the spell, 1/day)
- Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
- Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
- Favored Class: Paladin.
- Level adjustment +0.
|TyrantBane||1d8||19-20/x2||Melee||Slashing||+2 holy Longsword|
|Ammo Here||# of ammo here|
|+2 Mithril Dwarven plate||+12||Armor||+4||-6||35%||30ft||-|
|+1 Mountain Kite Shield||+5||Shield||-||-3||25%||-||-|
|Head||Item Here||Description Here|
|Face||Item Here||Description Here|
|Neck||Unicorn Pendent||Description Here|
|Shoulders||Item Here||Description Here|
|Torso||Tabard of Restiance +2||This tabard bears the symbol of bahamut stitched in platinum on a white background|
|Arms||Item Here||Description Here|
|Hands||Gloves of Dextarity +2||Description Here|
|Right Ring||Ring of Protection +1||Description Here|
|Left Ring||Ring of Natural Armor +2||Description Here|
|Waist||Gridle of Giant's strength +2||Description Here|
|Feet||Boots of Striding and Springing||Description Here|
|Pack||Item Here||Description Here|
List of Items Here:
Rope: 100 foot hemp, bedroll, backpack, 8 days rations, 2 water skins, 1 pound soap, chalk, Hooded lantern, 2 pints oil, flint and tinder, healer's kit, various sets of peasant outfits and cloaks.
Heavy Warhorsex2 (Storm- grey Ebony - Black) Military Saddle and barding for both
Girdle of Giant Strenth +2
Mountain kite shield +1 (Arms and Armour
Unicorn Pendant (MiC p144)
Boots of Striding/Springing
Lesser iron ward diamond (CR 3/- against up to 30 damage/day, 2,000 gp) - armor crystal. (mic)
Mithril Dwarven Plate +2
Tabard of Resistance +2
Gloves of Dexterity +2
Cloak of Charisma +2
Ring of Protection +1
|Quest Name||Quest DM||Experiance||Gold/reward|
|Giant s Pets||Gid||540||1200gp|
|Kobold Cult Leader||Gid||900||1300gp|
|Necromancer s Lair||Dallys||1475||1900gp|
|Protection Racket||Dallys||900||650gp and a heavy war horse|
|Wings of Freedom||Gid||800||1050gp Alchemical silver longsword(sold), 4 years removed from age|
|King Leoric and Archbishop Lazarus||Pale||1600||1500gp and shield (sold)|
|Hungry Hungry Myconids||Pale||480||500gp|
|The Nymph s Plea||Shelindria||6700||7,500 gp and +1 ghost touch longsword(sold)|
|Traitorous Tourney part 1||TBG||950||-|
|The Trial of Fang and Pack||Jack||1580||2000gp and Unicorn Pendant(MiC pg 144) Ring of Vengeance(MiC pg128)(sold)|
|Rolling Stones||TBG||2160||2500 and Helm of battle (sold)|
|First Frost||Gid||1050||1450g and Lesser Iron Ward Diamond|
|One Last Riddle||Lisa||1250||1583gp, Ring of natural armor +2|
|Start at the End, part 1||Lisa||4500||None|
|Start at the End, part 2||Lisa||4838||None (see quest discussion page Here)|
Inara is the last child of Baron Aleskander Surr of the Freeholds. An unbelievably dark and militaristic man His oppressive reign on his daughters life and schooling left Inara sheltered but highly disciplined, knowing more of war before her 12th year than some battle hardened veterans but without much in the way of social skills. What comfort and love she did receive came from her submissive and rather weak willed mother, Sofia. The marriage of Aleskander and Sofia was never one of love, or even one of convenience, it was one of conquer, Sofia selected only due to her royal lineage and bloodline by the xenophobic Surr.
Sofia bore two children, Inara's birth nearly killing her, leaving her apparently unable to bear another child after her second daughter. Older Eleni and Inara shared many tutors, and spent much of their time together, though never in play, as Play was considered a waste of time. Tired of this life by her age of 13 ( Inara was 11) Eleni hatched a brave plan of escape, saving what little money she could. The passage she arranged was bought with the help of a guard captain who proved loyal not to the innocent girls and their beleaguered mother but to the Barony itself. He informed the Baron of their plan to escape. The day of escape dawned misty and cold, Fate perhaps that it was also Eleni's 13th birthday and her last day of life. The plan dissolved when the small group was stopped in a trap by Baron Surr himself.
He needed not all of them and Eleni had already proved traitorous, Sofia was of no use which left Inara alone physically untouched by the events of that day. Eleni died a terrible death, her life cut short in front of her mother and sister in the most tortuous ways possible for a young woman. This pain led Sofia to the one selfless act of courage of her life, Attempting t o plead for the release and life of her daughter she was driven to attack, to fight for her child's life only to be struck down by the same traitorous guard that ad lead to the girl's plan failing.
With the help of her tutor Inara escaped the bloody Castle Surr later in the week, smuggled to a family in town that further smuggled out of Surr into a monastery of Bahamut far away on a coast of Freeholds. Her life went well there for years, she left only after her 18th year, to do good with her cursed life, to try and turn the blood she'd been tainted with toward defending those that could not defend themselves. Through magic and fate her age has regressed leaving her a bare 15 years of age in appearance though her deep eyes are haunted by things seen and done in her years.
She hides her history and very few know her as anything other than Inara, a paladin of the Platinum Dragon, a force of good and law, seeking only to temper the world with peace.