DND:BACharAftien

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Aftien

Resurrected warrior-servant of Twilight.

Character Sheet

Name: Aftien
Class: Paladin (Twilight Champion) 13
Race: Human Scion of Twilight
Alignment: Neutral Good

Vitals

Skin Color: Dark indigo skin, with pattern of ash gray marks
Hair: Bald
Eyes: Dark gray
Height: 6' 2"
Weight: 210 lbs
Age: Mid 20's (Apparent)

Abilities

Strength: 16 (+3) / 18 (+4) / 20 (+5)
Dexterity: 14 (+2) / 16 (+3)
Constitution: 14 (+2) / 16 (+3)
Intelligence: 13 (+1) / 15 (+2)
Wisdom: 11
Charisma: 18 (+4) / 20 (+5)

Combat Statistics

HP: 143
Base Attack: +13/+8/+3
CMB: +17 (+13 BAB, +4 Str)
AC: 26 (10, +5 shield, +3 dex, +6 dodge, +1 armor, +1 deflection)
Touch AC: 20 (+3 dex, +6 dodge, +1 deflection)
Flatfooted AC: 17 (+5 shield, +1 armor, +1 deflection)
CMD: 30 (10, +13 BAB, +4 str, +3 dex), 35 vs sunder or disarm (+6 dodge)
Fort Save: +16 (+8 class, +5 divine grace, +3 con)
Ref Save: +12 (+4 class, +5 divine grace, +3 dex)
Will Save: +13 (+8 class, +5 divine grace)

Armor

Bracers of Armor +1, Deathless, Light Fortification
Light Shield +2 (Call to Arms): +3 shield, +2 enhancement bonus
Typical Bonded Pair effect (+3): +2 enhancement, defiant (aberrations)

Weapon

Longsword +2 (Call to Arms)
Attacks: +19 (+13 BAB, +2 weapon, +4 strength) / +14 (+8 BAB, +2 weapon, +4 strength) / +9 (+3 BAB, +2 weapon, +4 strength)
Damage: 1d8+6 (1d8 base, +2 weapon, +4 strength) (19-20/x2)
Typical Bonded Pair effect (+3): +1 enhancement, shocking burst

Racial Abilities

Outsider (Native)
Darkvision 60ft
Energy Resistance: cold 5, electricity 5
Illusion Resistance: +2 racial bonus on saving throws against illusion spells or effects.
Shadow Blending: Attacks against a Scion of Twilight while in dim light have a 50% miss chance instead of the normal 20%. This does not grant total concealment; it just increases the miss chance.
Blazing Critical: Any time a Scion of Twilight confirms a critical strike with a weapon or spell the attack is accompanied with a bright flash of scintillating colors, similar to the setting of the sun. The target is allowed a will save DC= 10+ 1/2 Scions total level + Charisma Modifier. A failed save means the target is blinded for a number of rounds equal the the critical multiplier of the weapon. A successful save means the target is dazzled for 1 round.

Class Abilities

Weapon and Armor Proficiency: All simple and martial weapons, all shields except tower shields.
Aura of Truth: The Twilight Champion is the center of a Zone of Truth spell that is always in effect. The Save DC is 10+1/2 Paladin Level + Charisma Modifier. The Twilight Champion is affected by this effect as well.
Call to Arms: As a move action the Champion can create a blade and shield out of light and shadow. These items are treated as masterwork quality. At 5th Level, and every 5 levels beyond, these items gain a +1 Enhancement bonus, to a maximum of +4 at 20th Level.
Divine Grace: Gain a bonus equal to Charisma bonus on all Saving Throws.
Lay on Hands: Uses equal 1/2 paladin level plus Charisma modifier. Heal 1d6/2 paladin levels. Standard action, self is swift action. Can also be used to wound undead. Requires melee touch attack and does not provoke attacks of opportunity.
Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Divine Health: Immune to all diseases, including supernatural and magical diseases.
Shield Master: While wearing no armor and wielding a weapon in one hand and a shield in the other the Twilight champion gains a dodge bonus to his armor class and CMD against sunder, disarm equal to 1/2 his paladin level.
Bonded Pair: Standard action, one minute per paladin level. +1 enhancement each to weapon and shield at 5, 8, 11, 14, 17, 20. May grant the following weapon properties: Allying, Benevolent, Countering, Cunning, Defending, Flaming, Flaming Burst, Glorious, Guardian, Holy, Keen, Lifesurge, Shock, Shocking Burst, or Spell Storing. May grant the following armor properties: Arrow Deflection, Bashing, Blinding, Clangorous, Defiant, Ramming, Spell Storing.
Channel Positive Energy: As a cleric of equal level. +1d6/odd level, healing or damage to undead. 30' radius. Save DC is 10 + 1/2 the paladin's level + the paladin's Charisma modifier. (Current DC 21) Each use spends 2 Lay on Hands.
Aura of Resolve: Immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
Shield Wall: As a full round action the Champion may grant all adjacent allies a deflection bonus to AC equal to the dodge bonus granted by his shield mastery. This bonus lasts until the beginning of his next turn. Allies who move away from the Champion loose this bonus. The Twilight Champion may use this ability once at eleventh level, and an additional time at fifteenth and twentieth levels.

Skills

Class Skills:
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Total Skill Points: 117 (2, +1 Int, +1 Favored Class, +1 Human)

Skill Total Bonus Ranks Ability Mod Class Bonus Misc
Acrobatics +7 0 +3 0 +4
Appraise +6 0 +2 0 +4
Bluff +9 0 +5 0 +4
Climb +8 0 +4 0 +4
Craft (all) +6 0 +2 0 +4
Diplomacy +21 13 +5 +3 0
Disable Device +7 0 +3 0 +4
Disguise +9 0 +5 0 +4
Escape Artist +7 0 +3 0 +4
Fly +19 13 (Headband) +3 +3 0
Handle Animal +9 0 +5 0 +4
Heal +4 0 0 0 +4
Knowledge (all, except Religion) +6 0 +2 0 +4
Knowledge (Religion) +18 13 +2 +3 0
Linguistics +15 13 +2 0 0
Perception +13 13 0 0 0
Perform +9 0 +5 0 +4
Profession (all) +4 0 0 0 +4
Ride +7 0 +3 0 +4
Sense Motive +16 13 0 +3 0
Sleight of Hand +7 0 +3 0 +4
Spellcraft +6 0 +2 0 +4
Stealth +7 0 +3 0 +4
Swim +8 0 +4 0 +4
Use Magical Device +9 0 +5 0 +4


Languages

Common (Dwarven), Celestial, Abyssal, Infernal, Human, Elven, Gnomish, Halfling, Draconic, Sylvan, Orc, Goblin, Auran, Ignan.

Feats

1st: Angelic Blood (+2 save vs evil effects, Con checks to Stabilize. While suffering bleed/blood drain damage, adjacent undead or evil outsiders take 1 point of damage.)
Human 1st: Fast Learner (Gain bonus hit point and skill point for favored class.)
3rd: Improvisation (+2 to skill checks on skills with no ranks. Additionally, use all trained skills untrained.)
Bonus 3rd: Shield Focus (+1 to shield bonus when using one.)
5th: Improved Improvisation (+4 to checks with skills with no ranks.)
Bonus 6th: Saving Shield (Immediate action to grant adjacent ally +2 shield bonus.)
7th: Fleet (+5 movement speed when wearing light or no armor.) Retrained to Angelic Wings at 10th.
9th: Selective Channeling (Choose targets equal to Cha mod that are unaffected by channeling.)
Bonus 9th: Greater Shield Focus (+1 to shield bonus when using one. Stacks with Shield Focus.)
10th (Retrained 7th): Angelic Wings (Wings with fly speed 30 feet, average maneuverability if wearing light armor or unencumbered; or 20 feet, poor maneuverability, with a medium or heavy load/armor. Fly is a class skill.)
11th: Fleet (+5' movement)
Bonus 12th: Missile Shield (as Deflect Arrows, 1/round take no damage from ranged attack.)
13th: Disruptive (All threatened enemies have +4 DC to cast defensively. Requires one unspent attack of opportunity available, but does not use it.)

Traits

Birthmark: Acts as a holy symbol, grants a +2 trait bonus on all saving throws against charm and compulsion effects.
Sacred Touch: As a standard action, automatically stabilize a dying creature merely by touching it.

Equipment

Some items were quick priced via the Adding New Abilities rule and are noted below.

Magic Items

  • Greater Ribbon (Hat) of Disguise (12,000gp)
  • Bracers of Armor +3 (9,000gp)
    • +1 Armor Bonus to AC
    • Deathless (+1 armor quality)
    • Light fortification (+1 armor quality)
  • Ring of Sustenance and Feather Falling (5,800gp)
    • Ring of Sustenance (2500gp base)
    • Added Ring of Feather Falling effect, normally 2200gp (+3300gp)
  • Ring of Protection +1 (2,000gp)
  • Belt of Physical Perfection +2 (16,000gp)
  • Itinerant Priest's Robes (Elven Traveling Cloak) (5,250gp)
  • Traveler's Anytool (250gp)
  • Headband of Mental Prowess +2 (10,000gp)
    • +2 Cha, Int; Grants ranks of fly.
  • Scroll, Cure Moderate Wounds x2

Non-Magical Items

  • Chalk (3 pieces) (3cp)
  • Charcoal (3 pieces) (15sp)
  • Compass (10gp)
  • Bedroll (1sp)
  • Holy Text (100gp)
  • Kit, Scriveners (2gp)
  • Mapcase (1gp)
  • Maps, Various, Almbeth x5 (250gp)
  • Parchment x20 (4gp)
  • Scrollcase (1gp)
  • Chessboard, small folding; with pieces (2gp)
  • Spyglass (1000gp)
  • Sunrod x20 (40g)

Wealth

GP: 288
SP: 3
CP: 7
Gems:

  • Writ: 75k unspent

Spells

The following spells are the ones typically prepared.

1st (4)

Grace x2
Hero's Defiance
Lesser Restoration

2nd (3)

Martyr's Bargain
Paladin's Sacrifice x2

3rd (2)

Burst of Speed x2

4th (1)

Forceful Strike

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