Inara Giselle | |
---|---|
Age: | 21 |
Hair: | Light ash brown |
Eyes: | blue |
Height: | 5'5 |
Weight: | 134 |
Race: | Human - Half-Celestial |
Class: | Paladin 1 |
Archtype: | Divine Defender, Warrior of the Light |
Alignment: | Lawful Good |
Level: | 1(+2) |
Experience: | 600/9000 |
Hit Points: | 20/20 |
Gold: | 557gp |
Hero points | 1/3 |
Played by Jennibear |
Gallery
Standing a solid 5'5, Inara is almost never seen outside a suit of fitted plate designed to downplay her own femininity, thick trousers and heavy boots, soft ash brown hair hangs past her hips in a thick braid tied with a cord. No amount of severe clothing would hide the delicate inhuman perfection of her face though, she almost glows from within with holy radiance. At her back under a set of angelic wings she carries a pack and shield, on her hip to be easily drawn with her left hand, is a finely crafted longsword.
Ability | Score | Mod | Temp Score | Temp Mod |
---|---|---|---|---|
Strength | 16 | +3 | +0 | +0 |
Dexterity | 10 | +0 | +0 | +0 |
Constitution | 22 | +6 | +0 | +0 |
Intelligence | 14 | +2 | +0 | +0 |
Wisdom | 14 | +2 | +0 | +0 |
Charisma | 24 | +7 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonuses | Total | ||
---|---|---|---|---|---|---|
Total | Base 10 +0Dex +8armor +2shield +1 Natural = 21 | Fortitude | +2 | +6Con +1Human +1Cloak | +10 | |
Flat-Footed | 21 | Reflex | +0 | +1Human +1Cloak | +2 | |
Touch | 12 | Will | +2 | +23Wis +1Human +1Cloak | +6 |
+2 saving throws against death effects, negative energy, removing negative levels, fear effects
+4 sacred bonus on saving throws against poisons
immune to disease
acid, cold, electricity, fire resistance 5
SR 14
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+1 | +0Dex/+3Str | +1/+4 | +0 | +4 | +13 |
Skills | Ranks | Stat Bonus | Synergy | Other Bonuses | Total | |
---|---|---|---|---|---|---|
X | Acrobatics (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +7 | +0 | +3 | +10 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
C | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
C | Diplomacy (Cha) | +1 | +7 | +3 | +3 | +14 |
X | Disable Device (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Nobility) (Int) | +1 | +2 | +3 | +0 | +6 |
C | Knowledge (Religion) (Int) | +0 | +0 | +0 | +0 | +0 |
X | Linguistics (Int) | +0 | +0 | +0 | +0 | +0 |
X | Perception (Wis) | +1 | +2 | +0 | +0 | +3 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Pilot (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
C | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Sense Motive (Wis) | +1 | +2 | +3 | +0 | +6 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Stealth (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
Where X is Cross Class and C is a Class Skill
4 skills per level
Languages Known: Common, Celestial, Elven
Feats:
Human - Toughness: You have enhanced physical stamina.
Level 1 - Shield focus: You are skilled at deflecting blows with your shield.
Level 3 - Feat: Description
Level 5 - Feat: Description
Level 7 - Feat: Description
Level 9 - Feat: Description
Level 11 - Feat: Description
Level 13 - Feat: Description
Level 15 - Feat: Description
Level 17 - Feat: Description
Level 19 - Feat: Description
Class Abilities:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. An antipaladin who uses smite good on a paladin deals 2 points of damage per antipaladin level on his first successful attack.
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 level.
Racial Abilities:
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
- Bonus Feat: Humans select one extra feat at 1st level.
- Gift of Tongues: Humans gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
- Fearless: Humans tend to be stubborn and arrogant, shirking caution when other races might heed such. They gain a +2 to all saving throws against fear effects.
- Destined: Humans gain a +1 racial bonus on all saving throws.
- Life Bound: Humans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
- Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
- Favored Class Bonus: Paladin +1 HP
CR+2 Outsider (Native)
- Size: Half-Celestials retain the size of the base creature.
- Speed: Half-Celestials retain the base speed of the base creature.
- Languages: Half-Celestials begin play speaking the languages of the base creature. They may select Celestial as a bonus language.
- Outsider: Half-Celestials gain the following traits associated with being an Outsider (native).
- Darkvision 60'
- Type changes to Outsider (native), other subtypes from the base race and other sources are retained.
- eat, breathe, and sleep
- Natural Armor: Half-Celestials improve their natural armor by +1 (or gain +1 natural armor if the base creature does not possess it).
- Celestial Resilience: Half-Celestials are immune to disease and gain a +4 sacred bonus on saving throws made against poisons.
- Celestial Resistance: Half-Celestials have acid, cold, electricity, and fire resistance 5.
- Spell Resistance: Half-Celestials gain spell resistance equal to 11 + their CR.
- Sacred Might: Half-Celestials gain a primary natural slam attack (1d4 + 1-1/2 Strength). This damage is increased on a charge attack (2d4 + 2x Strength). A successful attack made against an evil aligned target grants the half-celestial a free bull rush attempt. If successful, this bull rush only pushes the target back 5ft, or 10ft if the target is an evil outsider. Small sized half-celestials deal 1d3 damage with their slam attack instead.
- Celestial Trait: Celestial Glide (Ex): The Half-Celestial gains a +4 racial bonus on Fly skill checks and take no damage from falling. While in midair, half-celestial can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of up to twice their base land speed per round. It cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
- At character level 7th, the half-celestial loses the Celestial Glide ability and instead gains Celestial Flight (Ex). Celestial Flight (Ex): The half-celestial gains a +4 racial bonus on Fly skill checks and gains a fly speed equal to twice the base creature's base speed with good maneuverability.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
---|---|---|---|---|
MW Longsword | +4 | 1d8+3 | 19/20x2 | Slashing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
---|---|---|---|---|---|---|
MW Half-plate | +8 | +0 | -6 | 40% | 20ft | 50lb |
Mithril Heavy Steel Shield | +2 | - | -0 | 15% | - | 7lb |
Slot | Item | Description |
---|---|---|
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Cloak of Resistance +1 | A dark grey cloak |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Backpack, Bedroll, Blanket: Winter, Ink, Ink pen, blank book, Manacles, 2 belt pouches, 4 days rations, 50' hemp rope, 1lb. soap, water skin, Explorers outfit, traveler's outfit, 1 potions Cure Light Wounds, Masterwork half plate, Masterwork Longsword, Mithril heavy steel shield, silver holy symbol
Character History: Every person has a story, some better known than others. For the past eight years Inara's has been one of devotion to an ideal, the life of a paladin to the dragon god Bahamut. She arrived one cold night shortly after her thirteenth in a temple, bruised, exhausted and downcast from the life before. A life she refuses to speak of preferring to look forward and use a harsh upbringing as a place to start rather than a place to dwell even if the darknesses of her past reach for her even now, even here in Arae‘Saena where she arrived little more than two weeks previously, already devoting her spare time to what good she can do with her life working alternate days at hospices for those who’s time left is short, and orphanages with those that society seems to have forgotten.
Character Personality: Inara is a strict paragon of the law and the good of the world. She is also a defender of the downtrodden that thinks nothing of stepping into a fight and ending up suffering the pain for others. She clings to the path of a paladin, constantly walking a knifes edge between the darkness in her own past and the light of grace.