Hit Points | 43 | 7d10+0 |
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ATTACKS | |
---|---|
Base A. Bonus | +7 |
Melee Attack | +7 |
Ranged Attack | +11 |
Maneuvers | +3 |
DEFENSES | |
---|---|
Armor Class | +6 |
Touch AC | +5 |
Flat-footed | +3 |
Maneuvers | +6 |
ABILITY | trait | mod |
---|---|---|
Strength | 6 | –2 |
Dexterity | 15 | +2 |
Constitution | 11 | +0 |
Intelligence | 10 | +0 |
Wisdom | 12 | +1 |
Charisma | 13 | +1 |
SAVES | |
---|---|
Fortitude | +6 |
Reflex | +7 |
Will | +7 |
SKILL | Roll | Calculating | ||||
---|---|---|---|---|---|---|
Diplomacy | +7 | cha 1 | + rank 3 | + class 3 | ||
Fly | +20 | dex 2 | + rank 3 | + class 3 | +size 4 +spd 8 |
|
Perception | +7 | wis 1 | + rank 3 | + class 3 | ||
Sense Motive |
+7 | wis 1 | + rank 3 | + class 3 | ||
Stealth | +10 | dex 2 | +size 8 | |||
KNOWLEDGE | Roll | Calculating | ||||
Planes | +3 | int 0 | + rank 3 | + class 3 | ||
Religion | +3 | int 0 | + rank 3 | + class 3 |
(+8 unspent skill points from class)
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Leader: Meshana
User: Milladamen
Race: Harbinger Archon
Origins: Shavarath
Religion: the Path of Light
Class: Paladin 4
Archetype: Warrior of the Holy Light
Alignment: Lawful Good
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Description
Gender: Male. Sort of.
Age: Eternal, or 14, depending.
Hair: Bwahaha, nope.
Eyes: Also nope.
Height: Same as its diameter.
Weight: Personal.
Body: BALL!
Clothing: ….belt?
Oher traits: Shiny!
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Information
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Racial Abilities
Subtypes: Archon, Good, Lawful, Extraplanar
Speed: Fly 50 ft. (perfect).
Size: Tiny
Natural Armor: +1
Immunities: ●Electricity, ●Petrification
Resistances: ●DR 5 / evil, ●Get +4 racial bonus on saves against Poison
Perception: ●Darkvision: 60 feet, ●Low-light vision.
Tiny: ●Gets +2 size bonus to AC & attacks rolls
●Suffers –2 penalty to Combat Maneuvers & Maneuver Defense
●Adds a +4 size bonus on Fly checks.
●Adds a +8 size bonus on Stealth checks.
Truespeech (Su): Can speak with any creature that has a language, as though using a ''tongues'' spell (CL 14). This ability is always active.
Luminous (Ex): Harbingers shed light as brightly as a torch under normal conditions, but can dim to a faint glow if desired, and frequently spin off bits of their essence into ''dancing lights''.
Blades (Ex): It can extend blades from its body to strike with as Primary natural attacks. These blades have a +1 enhancement bonus on attack & damage rolls, and are treated as both ''magic'' and ''good-aligned'' for the purposes of penetrating Damage Reduction (DR).
Disassemble (Su): As a move-equivalent action, a harbinger can break apart into its components. This is treated as ''gaseous form'', except the archon retains its full flight speed & DR, and can't fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.
Wrath (Su): Once per minute, it can emit a blast of energy that deals 2d6 force damage to adjacent creatures (DC 12 Reflex for 1/2 dmg). It can choose to omit any target from this blast that it desires, damaging only those foes it chooses. Save DC is Cha-based.
Minor Archon (Ex): Harbingers lack the ''aura of menace'' & ''teleport'' abilities of full archons.
Spell-Like Abilities: CL 6, Concentration: +7.
Constant: ●Detect Evil.
At will: ●Dancing lights (lasts until dismissed).
3/day: ●Cure Light Wounds, ●Protection from Evil.
1/week: ●Commune (CL 12, 6 questions).
Languages: Celestial, Draconic, Infernal, Truespeech
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Class Abilities
Proficiencies: All simple & martial weapons, all types of armor (heavy, medium, light), & shields.
Aura of Good: Registers more strongly to "Detect Good" and similar good-sensing effects.
Aura of Courage: ●The paladin becomes immune to fear (magical or otherwise).
●Each ally within 10 ft get +4 morale bonus on saves vs fear effects (provided paladin is awake & alive).
Divine Grace: Add Charisma Bonus (if any) to all Saving Throws.
Divine Health: Immune to ALL diseases, even magical ones.
Detect Evil: (at will) Swift action if used on only 1 target,
which gives result as if had spent 3 rounds focusing on them
Smite Evil: Use 2 times per day. Choose 1 target to smite. Lasts until target goes down, or you rest & regain daily abilities.
If they are evil, then against them you get:
●Attack bonus = Cha mod = +1 to attack
●+1 dmg per level = +4 to damage
●x2 dmg bonus = +8 damage if smiting an evil-subtyped outsider, evil-aligned dragon, or the undead
●Deflection bonus = Cha mod = +1 AC
●Attacks automatically bypass any Damage Reduction (DR) the target might have
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Laying On Hands
Lay on Hands: Uses = (Cha mod + 1/2 paladin lvl +1/4 paladin lvl) = 4/day.
●Can heal the living or harm the undead.
●Must touch the target, with a free hand, as a Standard action (no AoO).
●If used to heal himself, doing this is only a Swift Action.
●Cures or inflicts (1 per 2 paladin lvls)d6 = 2d6 damage.
Mercy: "Lay on Hands" also cures "???" condition.
Channel Positive Energy:
●Can release life-energy through his holy symbol, which must be presented.
●Can be used to heal the living or harm the undead.
●Doing so costs 2 uses of ''lay on hands''.
●Channeling is a Standard action that doesn't provoke Attacks of Opportunity.
Effect:
●Causes a burst affecting all valid targets in a 30-foot radius around the paladin.
●Cures or inflicts damage = (1/2 paladin level, rounded up)d6 = 2d6 HP.
●Victims can make a Will save for 1/2 damage, with DC = (1/2 paladin level +Cha mod) = DC +3.
●Can choose to not include himself in this effect, if desired.
Power of Faith (Su):
●Can spend 1 use of "lay on hands" ability to call upon the power of their faith, as a Standard action.
●This causes a nimbus of "light" (as per the spell) to emanate from the character in a 30-foot radius.
●All allies in this area (including the paladin) get a +1 morale bonus to AC, attack rolls, damage rolls, & saving throws against fear.
●Peple only benefit from this bonus while they remain in the area of light.
●This power lasts for 1 minute.
Also: Gets +1 extra daily use of "lay on hands" per 4 levels.
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Feats
1.Dodge:
3.???:
5.???:
7.???:
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Equipment
3 Blades: natural wpn. Dmg: 1d4-1. Crit: x2. Traits: +1 weapon, good-aligned
Wealth: 33'000 gp.