Nathaniel
Male Aasimar Spirit-Scarred Paladin of Zohls 7 - Trench Fighter 3 / Dual-Cursed Oracle 10 - Gestalt 10
Lawful Good Medium Humanoid (Native Outsider)
Initiative; +2 Perception +14
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Defense
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AC 24 touch 15 flat-footed 19
hp 74
Fort +15, Ref +13, Will +13
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Offence
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Speed 25 ft land, 25ft swim speed.
Attack Small Hackbutt (+13 To Hit, Touch Attack) - Damage 4d10 + 12 - x4 crit.
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Magic
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Paladin Spells
Level 1 - One Per Day
.
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Statistics
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Str 10 Dex 20, Con 12, Int 12, Wis 12, Cha 20
Base Atk +10; CMB +10; CMD 24
Feats
1st - Fey Foundling - Gain +2 per dice when being healed, and Cold Iron does +1 additional point of damage.
3rd - Amateur Gunslinger (Quick clear) - Gain the ability to clear a gun rapidly.
5th - Point Blank Shot - +1 to Damage and hit within 30ft.
7th - Vital Strike - Attack one, but with much greater damage.
9th - Precise Shot - No penalty for firing into combat.
Bonus Feats
Fighter First Level - Exotic Weapon Proficiency (Firearms) - Fire and load guns without penalty.
Fighter Second Level - Deadly Aim - Take a penalty to hit but do additional damage.
Traits
Blessed Touch (Faith)= - Add +1 when healing.
Celestial Tracker - +1 to Survival, and tracks count as 24 hours fresher.
Racial Traits
Darkvision - Aasimar see perfectly well in up to 60ft of total darkness.
Celestial Resistance - Gain +5 resistance against cold, acid and electricity.
True Speaker - +2 to Linguistics and Sense motive, gain two languages each time you spend on Linguistics.
Skills Climb +6, Diplomacy +18, Perception +14, Intimidate +18, Sense Motive +9, Survival +9, Use Magic Device +11, Swim +6
Background Skills Craft (Food) +9, Linguistics +16,
Languages Common, Celestial, Draconic, Infernal, Demonic, Acquan, Ignan, Teran, Auran, Aklo, Abyssal, Dwarven, Elven, Gnome, Halfling, Goblin, Orc, Giant, Cyclops, Necril, Sylvan, Undercommon, Gnoll.
Combat Gear +1 Corrosive, Shocking Small Double Hackbutt with Invisibility Sight,
Other Gear Beneficial Bandolier, Braces of the Avenging Knight, Implanted Deep Red Sphere Ioun Stone, +2 Headband of Alluring Charisma
Money 7500gp
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Special Abilities
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Aura of Courage - A Paladin becomes immune to fear, and each ally gains a +4 bonus against fear if within 10 ft.
Aura of Good - Register strongly as good.
Bravery - +1 on will saves against fear effects.
Divine Bond - Summon a spirit to enhance a weapon.
Divine Grace - Gain Charisma modifier to all saves.
Detect Undead - Instead of detecting evil, Spirit-Scarred Paladins can detect incorporeal undead.
Ghost-Bane Armour - All armour functions as though it had the Ghost Bane effect.
Lay on Hands - Heal 1d6 points of damage per two Paladin levels.
Revitalizing Body - Heal ability drain and damage at a faster rate.
Revelation (Ancestors) - Gain powers granted by a connection to the past.
- Spirit Shield - Gain a +4 bonus to AC, increasing by +2 at 7th and every 4 after.
- Voice of the Grave - Functions as Speak with Dead.
- Wisdom of the Ancestors - Functions as Commune once a day.
- Misfortune - Force a creature to reroll a successful roll.
Smite Evil - Add Charisma modifier to hit evil foes and AC against the target, and add Paladin level to damage against it.
Spirit Scarred - At 4th and every even level add a Sham spell to Paladin Spells known.
Thrice Cursed - A total of three Curses, two of which progress.
-Legalistic (Non-Advancing) - Become sickened if you break your word..
-Haunted (Oracle) - Pull out items as a standard action. Learn Ghost Sound and Mage Hand as spells known.
--5th Level - Gain the Levitate and Minor Image spells.
--10th Level - Gain the Telekinesis spell.
-Deep One Corruption (Paladin) - Reduce land speed by 5, but gain a swim speed equal to it.
--5th Level - Increase natural armour by 1.
Trench Warfare - At third level, and every three levels beyond that, choose a firearm and gain your dexterity modifier as damage with it.
Favoured Class Bonus - Increase the Spirit Shield Revelation by 1 level and 4/6ths.
Male Aasimar Spirit-Scarred Paladin of Zohls 7 - Trench Fighter 3 / Dual-Cursed Oracle 10 - Gestalt 10
Lawful Good Medium Humanoid (Native Outsider)
Initiative; +2 Perception +14
--------------------
Defense
--------------------
AC 24 touch 15 flat-footed 19
hp 74
Fort +15, Ref +13, Will +13
--------------------
Offence
--------------------
Speed 25 ft land, 25ft swim speed.
Attack Small Hackbutt (+13 To Hit, Touch Attack) - Damage 4d10 + 12 - x4 crit.
--------------------
Magic
--------------------
Paladin Spells
Level 1 - One Per Day
.
--------------------
Statistics
--------------------
Str 10 Dex 20, Con 12, Int 12, Wis 12, Cha 20
Base Atk +10; CMB +10; CMD 24
Feats
1st - Fey Foundling - Gain +2 per dice when being healed, and Cold Iron does +1 additional point of damage.
3rd - Amateur Gunslinger (Quick clear) - Gain the ability to clear a gun rapidly.
5th - Point Blank Shot - +1 to Damage and hit within 30ft.
7th - Vital Strike - Attack one, but with much greater damage.
9th - Precise Shot - No penalty for firing into combat.
Bonus Feats
Fighter First Level - Exotic Weapon Proficiency (Firearms) - Fire and load guns without penalty.
Fighter Second Level - Deadly Aim - Take a penalty to hit but do additional damage.
Traits
Blessed Touch (Faith)= - Add +1 when healing.
Celestial Tracker - +1 to Survival, and tracks count as 24 hours fresher.
Racial Traits
Darkvision - Aasimar see perfectly well in up to 60ft of total darkness.
Celestial Resistance - Gain +5 resistance against cold, acid and electricity.
True Speaker - +2 to Linguistics and Sense motive, gain two languages each time you spend on Linguistics.
Skills Climb +6, Diplomacy +18, Perception +14, Intimidate +18, Sense Motive +9, Survival +9, Use Magic Device +11, Swim +6
Background Skills Craft (Food) +9, Linguistics +16,
Languages Common, Celestial, Draconic, Infernal, Demonic, Acquan, Ignan, Teran, Auran, Aklo, Abyssal, Dwarven, Elven, Gnome, Halfling, Goblin, Orc, Giant, Cyclops, Necril, Sylvan, Undercommon, Gnoll.
Combat Gear +1 Corrosive, Shocking Small Double Hackbutt with Invisibility Sight,
Other Gear Beneficial Bandolier, Braces of the Avenging Knight, Implanted Deep Red Sphere Ioun Stone, +2 Headband of Alluring Charisma
Money 7500gp
--------------------
Special Abilities
--------------------
Aura of Courage - A Paladin becomes immune to fear, and each ally gains a +4 bonus against fear if within 10 ft.
Aura of Good - Register strongly as good.
Bravery - +1 on will saves against fear effects.
Divine Bond - Summon a spirit to enhance a weapon.
Divine Grace - Gain Charisma modifier to all saves.
Detect Undead - Instead of detecting evil, Spirit-Scarred Paladins can detect incorporeal undead.
Ghost-Bane Armour - All armour functions as though it had the Ghost Bane effect.
Lay on Hands - Heal 1d6 points of damage per two Paladin levels.
Revitalizing Body - Heal ability drain and damage at a faster rate.
Revelation (Ancestors) - Gain powers granted by a connection to the past.
- Spirit Shield - Gain a +4 bonus to AC, increasing by +2 at 7th and every 4 after.
- Voice of the Grave - Functions as Speak with Dead.
- Wisdom of the Ancestors - Functions as Commune once a day.
- Misfortune - Force a creature to reroll a successful roll.
Smite Evil - Add Charisma modifier to hit evil foes and AC against the target, and add Paladin level to damage against it.
Spirit Scarred - At 4th and every even level add a Sham spell to Paladin Spells known.
Thrice Cursed - A total of three Curses, two of which progress.
-Legalistic (Non-Advancing) - Become sickened if you break your word..
-Haunted (Oracle) - Pull out items as a standard action. Learn Ghost Sound and Mage Hand as spells known.
--5th Level - Gain the Levitate and Minor Image spells.
--10th Level - Gain the Telekinesis spell.
-Deep One Corruption (Paladin) - Reduce land speed by 5, but gain a swim speed equal to it.
--5th Level - Increase natural armour by 1.
Trench Warfare - At third level, and every three levels beyond that, choose a firearm and gain your dexterity modifier as damage with it.
Favoured Class Bonus - Increase the Spirit Shield Revelation by 1 level and 4/6ths.
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Appearance
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Nathaniel has been generously hammered on life’s anvil, and his skin is tanned and lined to reflect that. Although young by Aasimar standards his short cropped black hair has streaks of silver in it, and lines at the corners of his mouth and his silver eyes.
Lithe and wiry, Nathaniel is tougher than he looks, but that isn’t hard. He tends to prefer to dress pleasantly, his bracers hidden beneath loose sleeves and other items underneath his hat, tucked into his collar and other places. Only his unusual belt and the monstrous rifle he tends to carry around with him.
Nathaniel’s voice still has remnants of a smooth, passive tone but like the rest of him sounds dried out and weary now. He keeps himself clean and well soaped, but sometimes things aren’t quite that easy.
Appearance
--------------------
Nathaniel has been generously hammered on life’s anvil, and his skin is tanned and lined to reflect that. Although young by Aasimar standards his short cropped black hair has streaks of silver in it, and lines at the corners of his mouth and his silver eyes.
Lithe and wiry, Nathaniel is tougher than he looks, but that isn’t hard. He tends to prefer to dress pleasantly, his bracers hidden beneath loose sleeves and other items underneath his hat, tucked into his collar and other places. Only his unusual belt and the monstrous rifle he tends to carry around with him.
Nathaniel’s voice still has remnants of a smooth, passive tone but like the rest of him sounds dried out and weary now. He keeps himself clean and well soaped, but sometimes things aren’t quite that easy.
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Personality
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The word to sum Nathaniel up would be ‘tired’. Worn out by life he comes across as tired, but friendly. He tends to hold himself a little apart, and is very slow to trust unless someone does something heroic. While he talks about his past reasonably easily, he’s slow to open up to people about his feelings and needs.
Despite being worn down by life, he continues to help people. Either with small jobs or hunting monsters to defeating bandits. Partially it’s because he hopes to make up for his past, and partially it’s simply because he doesn’t know what else to do with himself.
Personality
--------------------
The word to sum Nathaniel up would be ‘tired’. Worn out by life he comes across as tired, but friendly. He tends to hold himself a little apart, and is very slow to trust unless someone does something heroic. While he talks about his past reasonably easily, he’s slow to open up to people about his feelings and needs.
Despite being worn down by life, he continues to help people. Either with small jobs or hunting monsters to defeating bandits. Partially it’s because he hopes to make up for his past, and partially it’s simply because he doesn’t know what else to do with himself.
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History
--------------------
Nathaniel’s mother claims that Nathaniel’s father was a child of the Archon Hebath, herself a daughter of the Empyreal Lord Zohls. Theoretically, that would make Zohls Nathaniel’s great-grandmother, although how accurate that is...but Zohls seems to like Nathaniel, at the least.
Still, biology is a little odd, sometimes, and even an Aasimar has more than one parent. Nathaniel’s mother was one of the Fey, and while loving and caring, also capricious and forgetful. Nathaniel learned young to survive on his own, as occasionally his mother would simply forget little details like ‘feed the child’, or what mortal children could eat.
As he grew into a young man, watching how chaotic life was...perhaps it was simply the other side of his heritage, or maybe he simply did the opposite of his parent as so many young people did, but Nathaniel became organized. He began to train his body and his mind, and discovered he had several unusual gifts
For a start, he could speak to the spirits of the dead. That was a little surprising.
One day, when he was sixteen or so, his mother simply didn’t return. He was never sure if she simply didn’t return. Nathaniel was never sure if something happened, or if she simply forgot for long enough that he left before her return. Either way, the young man went into the world to see what he could do.
Having learned the basics of fighting and divine magic, he came across an odd little village where the people seemed...off. They certainly weren’t welcoming of strangers, and didn’t want his help. Nathaniel moved on. But as he travelled the area, he kept hearing strange rumours about the town. People vanishing, odd lights at night, things like that. His interest peaked, he returned to the town, and began to investigate.
In the caves beneath the town, it turned out the problem was Deep Ones. The town people above were Hybrids, and the missing people were...well, there were Hybrids for a reason. Nathaniel recruited several others and freed the town, but was stabbed with an odd artifact in the thigh. The wound scaled over, rather than scarred, reducing Nathaniel’s ability to walk and leaving him with a limp.
Since he was slower to move, Nathaniel began to investigate other weapons and religion. He was drawn to Zohls, having heard the name before. Studying her ideals, he found her to be quite close to his own methods, and after several months he became a Paladin in her service. He also took to using a new weapon - guns, rather than the crossbows favoured by Zohls. He especially favoured a scaled down variation of the Hackbutt, as despite the difficulty in aiming the additional damage was useful.
Nathaniel continued to adventure, although slowed by his maimed leg, and dealt with an number of problems. But life took a tole on him. More scars soon joined the former, and he buried friends and allies along the way. He did a lot of good...but there was always more evil. It began to feel like all he was doing was taking drops from the ocean and hoping to see change.
An encounter with devils controlling a town served to further depress the Paladin. The devils sought to take control of a small snippet of reality. Once again the Paladin went into the situation to try and help, but the Devils used his own doubts and exhaustion against him. In a moment of hopeless he almost broke his word, and found that he no longer. Not without being sickened to his guts. Lies were not part of Zohls domain…
Nathaniel continued to fight, and finally defeated the devils with a little help from a divine silver shot. But exhausted and bitter at being chastised, he started to seek another life, one where he could live more peacefully.
Eventually he met a partner, and fell in love. But having been a servant of the Gods for more than a decade he had made enemies. And now, he had something to loose…
Nathaniel fought, with a bitter determination and a devastating lack of mercy. Although he would not harm an innocent, or even let one be harmed, anyone who took up arms against his family was his enemy, and he was not offering chances to surrender.
But one man can only do so much damage to a suitably determined foe, and Nathaniel eventually lost.
But sometimes, in the corner of his eye, he would see someone...and feel a touch.
Lost and alone, tired without any way to rest, Thrice-Cursed Nathaniel now walks the earth, righting wrongs where he can and looking for some peace.
History
--------------------
Nathaniel’s mother claims that Nathaniel’s father was a child of the Archon Hebath, herself a daughter of the Empyreal Lord Zohls. Theoretically, that would make Zohls Nathaniel’s great-grandmother, although how accurate that is...but Zohls seems to like Nathaniel, at the least.
Still, biology is a little odd, sometimes, and even an Aasimar has more than one parent. Nathaniel’s mother was one of the Fey, and while loving and caring, also capricious and forgetful. Nathaniel learned young to survive on his own, as occasionally his mother would simply forget little details like ‘feed the child’, or what mortal children could eat.
As he grew into a young man, watching how chaotic life was...perhaps it was simply the other side of his heritage, or maybe he simply did the opposite of his parent as so many young people did, but Nathaniel became organized. He began to train his body and his mind, and discovered he had several unusual gifts
For a start, he could speak to the spirits of the dead. That was a little surprising.
One day, when he was sixteen or so, his mother simply didn’t return. He was never sure if she simply didn’t return. Nathaniel was never sure if something happened, or if she simply forgot for long enough that he left before her return. Either way, the young man went into the world to see what he could do.
Having learned the basics of fighting and divine magic, he came across an odd little village where the people seemed...off. They certainly weren’t welcoming of strangers, and didn’t want his help. Nathaniel moved on. But as he travelled the area, he kept hearing strange rumours about the town. People vanishing, odd lights at night, things like that. His interest peaked, he returned to the town, and began to investigate.
In the caves beneath the town, it turned out the problem was Deep Ones. The town people above were Hybrids, and the missing people were...well, there were Hybrids for a reason. Nathaniel recruited several others and freed the town, but was stabbed with an odd artifact in the thigh. The wound scaled over, rather than scarred, reducing Nathaniel’s ability to walk and leaving him with a limp.
Since he was slower to move, Nathaniel began to investigate other weapons and religion. He was drawn to Zohls, having heard the name before. Studying her ideals, he found her to be quite close to his own methods, and after several months he became a Paladin in her service. He also took to using a new weapon - guns, rather than the crossbows favoured by Zohls. He especially favoured a scaled down variation of the Hackbutt, as despite the difficulty in aiming the additional damage was useful.
Nathaniel continued to adventure, although slowed by his maimed leg, and dealt with an number of problems. But life took a tole on him. More scars soon joined the former, and he buried friends and allies along the way. He did a lot of good...but there was always more evil. It began to feel like all he was doing was taking drops from the ocean and hoping to see change.
An encounter with devils controlling a town served to further depress the Paladin. The devils sought to take control of a small snippet of reality. Once again the Paladin went into the situation to try and help, but the Devils used his own doubts and exhaustion against him. In a moment of hopeless he almost broke his word, and found that he no longer. Not without being sickened to his guts. Lies were not part of Zohls domain…
Nathaniel continued to fight, and finally defeated the devils with a little help from a divine silver shot. But exhausted and bitter at being chastised, he started to seek another life, one where he could live more peacefully.
Eventually he met a partner, and fell in love. But having been a servant of the Gods for more than a decade he had made enemies. And now, he had something to loose…
Nathaniel fought, with a bitter determination and a devastating lack of mercy. Although he would not harm an innocent, or even let one be harmed, anyone who took up arms against his family was his enemy, and he was not offering chances to surrender.
But one man can only do so much damage to a suitably determined foe, and Nathaniel eventually lost.
But sometimes, in the corner of his eye, he would see someone...and feel a touch.
Lost and alone, tired without any way to rest, Thrice-Cursed Nathaniel now walks the earth, righting wrongs where he can and looking for some peace.