"In light of day, in dark profane, hope's stalwart spirit will not wane. Though evil bring exquisite pain, let not the light be quenched or slain!"
User: Bob
Race: Shackleborn
Gender: Male
Role: Defender
Class/Level: Bloodrager - Oracle (Spirit Guide) - Paladin (Hospitaler)/1 - 4 - 11
Description:
Resh's appearance can be somewhat startling. His pale skin is laced all over with thin, widely-spaced white and purple scars, as if he had been drawn on with a scalpel and then allowed to heal. One distinctive pattern winding over the side of his bald head behind his left ear looks remarkably like a depiction of a white vine with little reddish thorns. His pale green eyes sometimes seem to glow if they catch the light correctly. He has a slender tail about four feet long, the last seven inches of which are forked, and his clothing and armor are modified to accommodate a pair of wings sprouting from between his shoulder blades...with a wingspan barely as broad as his shoulders. His right calf is clearly disfigured, having a half-twist inward between knee and ankle, although he seems to hobble along on it as fast as most people can walk normally, suggesting that he may have been abnormally fast before whatever injury left him crippled. There also just seems to be something inexplicably peculiar about him, perhaps related to that odd lump below his left collarbone seems to move on its own sometimes.

He wears a silver headband set with red and orange gemstones, a simple white domino mask, and a pair of blood-red crystal lenses that fit over his eyes. A light green cloak with flecks of metal woven into it is fastened at his throat by a golden pin with a large fossilized beetle, trapped in amber, impaled on it. His armor is made from woven and alchemically treated Darkwood leaves and bark, studded with steel, and brightly polished.; it is worn over a simple brown tunic and a bright green vest with bulging pockets on its front. He wears golden bracers engraved with celestial creatures, and studded leather gloves reinforced with metal strips. He has two platinum rings on each hand; the left also has a white gold band with diamonds and rubies, while the right has a plainer steel ring with a small piece of petrified wood set in it. He wears sturdy grey pants suitable for travel in rough conditions, held up by a leather belt with a large steel buckle, but with a thin and colorful cloth sash also wrapped around his waist and his left thigh. His worn leather traveling boots have soles of thick grey marble. He has two bandoliers crossing his chest, a pouch at his belt, a backpack with two side pouches, and a quiver slung behind him, and there is a glossy green metal buckler with a steel reinforcing boss on his left arm. The buckler bears the holy symbol of the Great Mother. He also has a common dagger and a kunai at his belt, and a hooked lance slung on his back.
Background:
Resh Gallowglass is a Shackleborn (Kyton-Blooded) tiefling who finished his indenture a few years ago. His indenture began under a man named Regis, for a little more than the first year, and was then bought by a halfling alchemist, religious teacher, scholar, and adventurer named Sylus. After finishing his service as Sylus's bodyguard, valet, and assistant, Feldric stayed on as a paid servant for a while, and then was recruited by his employer's associate Carlyetta Wesleigh as support for an expedition to reconsecrate the Temples of the Four Hearts and subsequent related efforts. Up until now, he has never met the core group of champions and has served primarily as healing and martial support for other groups of Carlyetta's allies.
Details:
Resh Gallowglass
Male kyton-spawn tiefling bloodrager 1/oracle (spirit guide) 4/paladin (hospitaler) 11 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 15, 106, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init -1; Senses darkvision 60 ft.; Perception +29
Aura courage (10 ft.), aura of healing (30 ft.), resolve (10 ft.)
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Defense
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AC 29, touch 22, flat-footed 22 (+4 armor, +3 deflection, +7 Dex, +1 insight, +3 shield, +1 untyped bonus)
hp 160 (16 HD; 4d8+12d10+64)
Fort +24, Ref +21, Will +22; +2 vs. death, +4 and one size larger to resist effects of wind, +1 Luck bonus vs. traps, +4 morale vs. fear (+6 with some abilities)
Immune charm, disease, fatigue, fear; Resist cold 5, electricity 5, fire 5, negative energy 10, positive energy 10
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Offense
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Speed 30 ft.
Melee +1 hooked lance +20/+15/+10 (1d8+7/×4) or
. . dagger +19/+14/+9 (1d4+4/19-20) or
. . kunai +19/+14/+9 (1d4+4) or
. . perfectionist shavtoosh +15/+10/+5 (1d3+4 nonlethal) or
. . unarmed strike +23/+18/+13 (1d8+8)
Ranged +2 adaptive exclusionary impervious darkwood composite longbow +16/+11/+6 (1d8+6/×3)
Special Attacks bloodrage (8 rounds/day), channel positive energy 10/day (DC 21, 6d6), smite evil 2/day (+7 attack and AC, +11 damage), staggering strike
Paladin Spell-Like Abilities (CL 11th; concentration +18)
. . At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 6th; concentration +13)
. . 2nd (5/day)—cure moderate wounds, lesser restoration, shield other, tongues
. . 1st (8/day)—bless, cure light wounds, detect undead, ears of the city, identify, unbreakable heart[ISWG]
. . 0 (at will)—detect magic, detect poison, guidance, mending, purify food and drink (DC 17), stabilize
. . Mystery Lore
. . S spirit magic spell; Spirit Life Wandering Spirit
Paladin (Hospitaler) Spells Prepared (CL 8th; concentration +15)
. . 3rd—litany of sight[UC], prayer, communal resist energy[UC]
. . 2nd—litany of righteousness[UC] (DC 19), paladin's sacrifice[APG] (DC 19), shield other
. . 1st—divine favor, lesser restoration, stalwart resolve, word of resolve[UM]
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Statistics
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Str 18, Dex 9, Con 18, Int 14, Wis 12, Cha 24
Base Atk +15; CMB +19 (+21 grapple); CMD 33
Feats Aberrant Tumor[ACG], Additional Traits, Alertness, Boon Companion, Fey Foundling[ISWG], Greater Mercy[UM], Improved Unarmed Strike, Power Attack, Quick Channel[UM], Reactive Healing[ACG]
Traits community-minded (rahadoum), fate's favored, magical knack, trap finder
Skills Acrobatics +5, Climb +8, Craft (alchemy) +8, Craft (bows) +8, Diplomacy +11, Disable Device +21 (+17 to checks if more than five feet away from device, +26 to disarm traps), Fly +6, Handle Animal +11, Heal +15, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +10, Linguistics +3, Perception +29, Profession (soldier) +7, Profession (Valet) +7, Ride +3, Sense Motive +7, Sleight of Hand +0, Spellcraft +6, Survival +5 (+10 when tracking, +7 to avoid becoming lost when using a Mapmaker's Kit as you travel), Swim +8, Use Magic Device +8; Racial Modifiers +4 Fly
Languages Abyssal, Celestial, Common, Draconic, Halfling
SQ bonded spirit, bonded spirit hex (life link[ACG]), divine bond (weapon +3, 2/day), fast movement, lay on hands 14/day (7d6), living steel, mercies (cursed, diseased, fatigued), oracle's curse (lame), prehensile tail, revelation (sidestep secret), slow and steady, spirit (), tiefling paladin, variant channeling (disease variant channeling[UM])
Combat Gear cold iron arrows (50), elixir of spirit sight, elixir of spirit sight, enlarge metamagic rod (lesser), extend metamagic rod (lesser), feather token (tar & feathers), potion of feather step, potion of fly, potion of lesser restoration, potion of remove blindness/deafness, potion of spider climb, potion of touch of the sea, scroll of breath of life, scroll of remove blindness/deafness (x2), remove paralysis, scroll of restoration, resurrection, stunstone, stunstone, air crystal (2), alkali flask[APG] (5), meditation crystal (10), smelling salts[APG], thunderstone (2), weapon blanch (adamantine)[APG] (2), weapon blanch (ghost salt) (2), weapon blanch (silver)[APG] (5); Other Gear +1 brawling deathless rallying darkleaf cloth studded leather, +2 consecrated mwk reinforcing shield boss living steel buckler, +1 hooked lance[UC], +2 adaptive exclusionary impervious darkwood composite longbow with 1 weapon cord, dagger, kunai, perfectionist shavtoosh, dusty rose prism ioun stone, belt of physical might +4 (Str, Con), bracers of the merciful knight[UE], cloak of resistance +3, cracked vibrant purple prism ioun stone, deathwatch lenses of detection, efficient quiver, goz mask[ISWG], handy haversack, healer's gloves[UE], monk's robe, phylactery of positive channeling and alluring charisma +6, ring of inner fortitude (minor)[UE], sustaining ring of protection +3, swarmbane amulet of mighty fists +2 and natural armor +2, trapspringer's gloves[UE], traveler's any-tool[UE], uplifting cat boots of the earth, vest of surgery[UE], alchemist's lab, bandolier[UE], bandolier[UE], belt pouch, charcoal stick (3), grappling arrow[UE], iron holy symbol of Great Mother[UE], mapmaker's kit[APG], masterwork thieves' tools, potion sponge[ARG], scroll case, scroll case, signal whistle, thieves' tool extenders, common, trail rations, wandermeal[UE] (10), weapon cord[APG], platinum shield other rings (worth 50 gp) (8), 107 gp
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Special Abilities
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+11 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Healing (11rds, 30' radius) (Su) Allies are immune to bleed, heal 1 hp per HD/rd, and re-save vs. curse/disease/poison.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bonded Spirit Gain a wandering spirit each day.
Boon Companion (Arcane Familiar) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Disease Variant Channeling (±3 Sacred) Heal ability damage/Sicken
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fey Foundling Magical healing works better on you
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lay on Hands (7d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (4 bonds, 100') (Su) Bond drains your HP to heal others.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 6d6 (10/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Channel Channel energy faster by expending more uses
Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as imm act to heal yourself.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Smite Evil (2/day) (Su) +7 to hit, +11 to damage, +7 deflection bonus to AC when used.
Staggering Strike (DC 14) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).


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Lump
Bat (protector) (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +25
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Defense
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AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 80 (1d8-2)
Fort +8, Ref +6, Will +13
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Offense
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Speed 5 ft., fly 40 ft. (good)
Melee bite +21 (1d3-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 8, Wis 14, Cha 5
Base Atk +15; CMB +13; CMD 18
Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse
Skills Acrobatics +8 (-4 to jump), Climb +6, Diplomacy -2, Disable Device +16, Fly +16, Handle Animal -2, Heal +11, Intimidate -2, Linguistics +0, Perception +25, Ride +3, Sense Motive +3, Sleight of Hand +3, Spellcraft +0, Survival +3, Swim +6, Use Magic Device -2; Racial Modifiers +4 Perception
SQ loyal bodyguard, shield master
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Special Abilities
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Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Flight (40 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Shield Master (Su) Familiar can take half damage done to you, as shield other

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