An angelic champion of light and sacred hunter of the Lady of the Moon, Sehanine.
Aasimar (P) 1HD, Paladin (P) / Inquisitor (P) 13th Medium Outsider (Native) Alignment: Lawful Good [Sehanine Moonbow] Hit Dice: 1d8+2, 13d10+26 (104 hp) Initiative: +7 Speed: 40' (8 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 26 (+9 Armor, +3 Shield, +4 Dex, ), Touch 14, Flat-Footed 22 Saves: Fort +15, Ref +13, Will +16 Abilities: Str 18, Dex 18, Con 14, Int 12, Wis 16, Cha 20 Base Att/CMB/CMD: +13 / +17 / 31 Single Attack: Lunar Bow: +19 ranged (1d8+5/20/x3) Deadly Aim: +15 ranged (1d8+13/20/x3) Rapid Shot: +17 ranged (1d8+5/20/x3) Deadly Aim + Rapid Shot: +13 ranged (1d8+13/20/x3) Silver Longsword: +17 melee (1d8+4/19-20) Cold Iron Warhammer: +17 melee (1d8+4/19-20/3) Full Attack: Lunar Bow: +19/+14/+9 ranged (1d8+5/20/x3) Deadly Aim: +15/+10/+5 ranged (1d8+13/20/x3) Rapid Shot: +17/+12/+7 ranged (1d8+5/20/x3) Deadly Aim + Rapid Shot: +13/+8/+3 ranged (1d8+13/20/x3) Silver Longsword: +17/+12/+7 melee (1d8+4/19-20) Cold Iron Warhammer: +17/+12/+7 melee (1d8+4/19-20/3) ==| FEATS |== Point Blank Shot, Rapid Shot, Precise Shot, Manyshot, Deadly Aim, Angelic Blood, Angel Wings, Craft Wondrous Item, Enfilading Fire, Shake it Off, Duck and Cover, Lookout. ==| SKILLS |== Acrobatics +2+4, Appraise +1, Bluff +5, Climb +6, Diplomacy +18, Disguise +5, Escape Art +2, Fly +3, Heal +7, Intimidate +15, Linguistics +6, Perception +21, Ride +2, Sense Mot +20, Spellcraft +17, Stealth +6, Survival +19+6, Swim +6, Use Mag Dev +18, Kn:Arcana +5+3, Kn:Dungeon +5+3, Kn:Nature +9+3, Kn:Nobility +5+3, Kn:Planes +9+3, Kn:Religion +17+3. ==| Racial Traits: Aasimar (P) |== +2 racial bonus on Diplomacy and Perception checks Daylight (Sp): 1/day, as the spell, CL14 <o> ==| PALADIN (P) SPELLS |== Spells per Day: (5/3/2; save DC 15+spell level): Level 1 - Divine Favor, Protection from Evil, Know the Enemy, Hero's Defiance, Liberating Command. Level 2 - Paladin's Sacrifice, Shield Other, Sacred Bond. Level 3 - Litany of Escape, Blade of Bright Victory. ==| INQUISITOR (P) SPELLS |== Spells per Day: (8/6/6/5/3/1; save DC 13+spell level): Level 0 - Detect Magic, Guidance, Sift, Stabilize, Acid Splash, Light. Level 1 - Cure Light Wounds, Divine Favor, Deadeye's Lore, Lend Judgment, Shield of Faith, True Strike. Level 2 - Cure Moderate Wounds, Acute Senses, Invisibility, Knock, See Invisibility. Level 3 - Cure Serious Wounds, Daybreak Arrow, Dispel Magic, Hunter's Eye, Searing Light. Level 4 - Cure Critical Wounds, Death Ward, Divine Power, Freedom of Movement. Spell Resistance, True Seeing. ==| Class Features: Paladin (P) 13th |== Concentration check: 1d20+15 Code of Conduct: Must be LG, respect legitimate authority, act with honor Aura of Good (Ex): Level 13 Detect Evil (Sp): At will Smite Evil (Su): 5/day: +5 Attack, +13 dmg < OOOOO > • +26 dmg vs Evil Outsiders/Dragons or Undead, bypasses any DR • +5 deflection bonus to AC vs target of Smite Evil while it is in effect Divine Grace (Su): +5 bonus on all saves Lay on Hands (Su): As a swift (self) or std (other) action, heals 6d6 HPs • 11/day < OOOOOOOOOOO > • Can be used to damage Undead. Melee touch attack, no AoO, no Save • Fatigued: The target is no longer fatigued • Diseased: Act as the 'Removed Disease' spell • Poisoned: Act as the 'Neutralize Poison' spell • Blinded: The target is no longer blinded Aura of Courage (Su): Immune to fear, Allies within 10 ft. get +4 vs fear Divine Health (Ex): Immune to all diseases, incl. supernatural & magical Channel Energy (Su): Wave of positive energy in a 30' burst • Consumes two uses of the Lay on Hands ability • 7d6 dmg to Undead; Will DC21 for ½ dmg -OR- • 7d6 healing to living creatures Divine Bond (Sp): Celestial Spirit in wpn; Light for 13 mins; +3 bonus/properties Aura of Resolve (Su): Immune to charm spells and spell-like abilities. Allies within 10' feet gain a +4 morale bonus on saves vs charm effects Aura of Justice (Su): Expend two uses of Smite Evil ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn. Free action. ==| Class Features: Inquisitor (P) 13th |== Concentration check: 1d20+16 Orisons (Sp): Cast 0-level spells at will Cannot cast spells of opposed alignment Judgment (Su): 5/day, as a swift action, pronounce judgment vs foes • You must participate in the combat to gain judgment bonuses • Select two types of judgment to make. Change type as a swift action Stern Gaze (Ex): +6 morale bonus on all Intimidate and Sense Motive checks Cunning Initiative (Ex): +3 to initiative checks Detect Alignment (Sp): Use detect chaos/evil/good/law at will Solo Tactics (Ex): All your allies are treated as if they possessed the same teamwork feats as you do for the purpose of determining whether you receives a bonus from your teamwork feats 4x Bonus Teamwork feat • 3/day, as a std action, replace the latest teamwork feat by a new one Greater Bane (Su): 13 rnds/day, as a swift action, imbue one of your weapons with a 'Greater' Bane special ability, granting +4d6 damage Discern Lies (Sp): 13 rnds/day, as a imm. action, Discern Lies as the spell Stalwart (Ex): If you make a FORT or Will save vs an attack that has a reduced effect on a successful save, you avoid the effect entirely ==| Travel Domain (P) |== Granted Power: Base land speed increased by 10' Agile Feet (Su): 6/day < OOOOOO > As a free action, you can gain increased mobility. For 1 round, you ignore all penalties to move through difficult terrain Dimensional Hop (Su): You can teleport up to 130' per day as a move action. This teleportation must be used in 5' increments does not provoke AoO. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought ==| Conditional Bonus - Inquisitor (P) Class |== +3 on Knowledge to identify the abilities and weaknesses of crts [Monster Lore] +6 to Survival skill checks made to follow or identify tracks [Track] ==| Conditional Skill and Synergies |== +4 on Acrobatics checks made to jump [Base Speed] ==| EQUIPMENT |== ARMOR WORN: Celestial Armor. SHIELD: Darkmoon Buckler. Lunar Bow, 20xArrow (Silver) 20xBlunt Arrow 20xArrow (Cold Iron) Silver Longsword, Cold Iron Warhammer, Silver Holy Symbol, Platinum Rings, Golden Bracelets, Spell Component Pouch, Holy Text Holy Symbol, Tattoo Deadly Aim, Rapid Shot, Deadly Aim + Rapid Shot ==| MAGICAL ITEMS WORN |== Headband of Mental Prowess CHA/WIS +4 Necklace of Adaptation Boots of the Cat Ring of Sustenance Belt of Incredible Dexterity +4 Bracers of the Hunt Handy Haversack Efficient Quiver Bag of Holding Type I Traveller's Any Tool ==| Languages (x8) |== Common, Celestial, Elven, Draconic, Sylvan, Abyssal, Infernal, Dwarven ==| TOTAL CHARACTER VALUE |== 106,502 gp.
Among the olves of the mist veiled isles of Lendore, the Lady Sehanine is venerated above all else. Leading her children through dreams and visions, she unveils her mysteries in time. One such mystery, a visit from an angelic herald to a priestess of Sehanine, resulted in the birth of a silver skinned, platinum haired, babe whose piercing sapphire eyes bespoke of a future of no little fate and destiny. Raised as a champion of the Lady, Mandalorus embraced the mysteries and rites, took part in the sacred rituals and duties, and followed the elven traditions of bow and blade. Upon his coming of age ceremony he was ordained as a champion of the temple, a future Paladin of Sehanine. And that night, when he took his vigil a most miraculous event occurred as brilliant angelic wings sprouted from his shoulders. Revealed to him in his dreams, for the Lady speaks to all her children thusly, he was tasked to seek out evil in the hearts of all creatures, even among her own children; to save those who could be saved, to right those who have strayed from the path, and to destroy those beyond salvation.
Sehanine speaks to her children in her own time, revealing what must be known when it is right to do so. Mandalorus has been shown a vision of great evil coming to the world and great heroes of light rising, gathering to confront it. He has been sent by the church of Lo Reltarma to the mainland, to the church in Oakvein, in the Welkwood, on a diplomatic mission and afterwards, been given unto finding these heroes he has seen in his dream and joining their stand against evil. He wanders the world guided only by his dreams, the missives of his Lady, until he can join the heroes in their good fight.