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<blockquote data-quote="Argent Silvermage" data-source="post: 1336821" data-attributes="member: 4322"><p>Joe “Argent” Leven </p><p> Half Celestial Elf, 4th Level Paladin/4th level Sorcerer.</p><p> Medium Outsider (Angel-Elf)</p><p>Hit Dice: 4d10+4d4+24 ( hp)</p><p>Initiative: +3</p><p>Speed: Run: 30 ft. (6 squares) Fly: 60 (12 Squares) Average </p><p>Armor Class: 14 (+3 Dex, +1 Natural.), touch 13, flat-footed 11</p><p>Base Attack/Grapple: +6/+1 Grapple: +10</p><p>Attack: Longsword +10 melee (1d8+1/19–20) or longbow +9 ranged (1d8/x3)</p><p>Full Attack: Longsword +10/+5 melee (1d8+1/19–20) or longbow +9/+4 ranged (1d8/x3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: See special.</p><p>Special Qualities: Elven traits, Celestial traits</p><p>Saves: Fort +13, Ref +10, Will +14*</p><p>Abilities: Str 18, Dex 17, Con 16, Int 16, Wis 18, Cha 20</p><p>Skills: Listen +6, Search +5, Spot +6, Diplomacy +16, Sense Motive +13, Concentration +14, Heal +11, Knowledge Religion +10, Spellcraft +8, Knowledge Arcana +8, Bluff +9, Profession: guide +8</p><p>Feats: Negotiator, Hover, fly by attack.</p><p>Alignment: Lawful Good</p><p>Paladin and Sorcerer Gifts: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands, Aura of courage, divine health, Turn undead (1st level cleric), Summon Familiar</p><p>––—— Spells per Day ——–—</p><p>0 1st 2nd</p><p>6 7+1* 4</p><p>Table: Sorcerer Spells Known</p><p> ————— Spells Known —————</p><p>Level 0 1st 2nd</p><p>4th 6 3 1</p><p>* He has 1 first level paladin spell</p><p>Appearance: Joe stands 5’10” and weighs 130 pounds. He has long white hair and sapphire blue eyes. Tattoos on his body are tribal in design and of varying shades of blue and huge white angel’s wings. </p><p></p><p>Half Celestial-Elf Traits (Ex): Possess the following racial traits.</p><p>· Str +4, Dex +4, Con +2, Int +2, Wis +4, Cha +4.</p><p>· Medium size.</p><p>· An elf ’s base land speed is 30 feet. Fly speed is 60 (good maneuverability)</p><p>· Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>· (Not reflected in the saving throw modifiers given here.)</p><p>· Low-light vision.</p><p>· Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.</p><p>· +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.</p><p>· Automatic Languages: Common, Elven, and Celestial.</p><p>· Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).</p><p>· Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.</p><p>· Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. </p><p>· Darkvision out to 60 feet.</p><p>· Immunity to disease.</p><p>· Resistance to acid 10, cold 10, and electricity 10.</p><p>· Damage reduction: 5/magic.</p><p>· A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>· Spell resistance 18.</p><p>· +4 racial bonus on Fortitude saves against poison.</p><p>Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative</p><p>Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.</p><p>HD Abilities</p><p>1–2 Protection from evil 3/day, bless</p><p>3–4 Aid, detect evil</p><p>5–6 Cure serious wounds, neutralize poison</p><p>7–8 Holy smite, remove disease</p><p></p><p>More to come as I have the time.</p></blockquote><p></p>
[QUOTE="Argent Silvermage, post: 1336821, member: 4322"] Joe “Argent” Leven Half Celestial Elf, 4th Level Paladin/4th level Sorcerer. Medium Outsider (Angel-Elf) Hit Dice: 4d10+4d4+24 ( hp) Initiative: +3 Speed: Run: 30 ft. (6 squares) Fly: 60 (12 Squares) Average Armor Class: 14 (+3 Dex, +1 Natural.), touch 13, flat-footed 11 Base Attack/Grapple: +6/+1 Grapple: +10 Attack: Longsword +10 melee (1d8+1/19–20) or longbow +9 ranged (1d8/x3) Full Attack: Longsword +10/+5 melee (1d8+1/19–20) or longbow +9/+4 ranged (1d8/x3) Space/Reach: 5 ft./5 ft. Special Attacks: See special. Special Qualities: Elven traits, Celestial traits Saves: Fort +13, Ref +10, Will +14* Abilities: Str 18, Dex 17, Con 16, Int 16, Wis 18, Cha 20 Skills: Listen +6, Search +5, Spot +6, Diplomacy +16, Sense Motive +13, Concentration +14, Heal +11, Knowledge Religion +10, Spellcraft +8, Knowledge Arcana +8, Bluff +9, Profession: guide +8 Feats: Negotiator, Hover, fly by attack. Alignment: Lawful Good Paladin and Sorcerer Gifts: Aura of good, detect evil, smite evil 1/day, Divine grace, lay on hands, Aura of courage, divine health, Turn undead (1st level cleric), Summon Familiar ––—— Spells per Day ——–— 0 1st 2nd 6 7+1* 4 Table: Sorcerer Spells Known ————— Spells Known ————— Level 0 1st 2nd 4th 6 3 1 * He has 1 first level paladin spell Appearance: Joe stands 5’10” and weighs 130 pounds. He has long white hair and sapphire blue eyes. Tattoos on his body are tribal in design and of varying shades of blue and huge white angel’s wings. Half Celestial-Elf Traits (Ex): Possess the following racial traits. · Str +4, Dex +4, Con +2, Int +2, Wis +4, Cha +4. · Medium size. · An elf ’s base land speed is 30 feet. Fly speed is 60 (good maneuverability) · Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. · (Not reflected in the saving throw modifiers given here.) · Low-light vision. · Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. · +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. · Automatic Languages: Common, Elven, and Celestial. · Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). · Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will. · Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. · Darkvision out to 60 feet. · Immunity to disease. · Resistance to acid 10, cold 10, and electricity 10. · Damage reduction: 5/magic. · A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. · Spell resistance 18. · +4 racial bonus on Fortitude saves against poison. Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. HD Abilities 1–2 Protection from evil 3/day, bless 3–4 Aid, detect evil 5–6 Cure serious wounds, neutralize poison 7–8 Holy smite, remove disease More to come as I have the time. [/QUOTE]
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