Issna

Race: Draconian (White)
Class: Paladin 3
Settlement Position:
Alignment: NG
Religion: Worships the Northern Lights, claiming proof they are draconic superiority
Size: Medium

Description

Female, Age, Height, Weight
White Scaled Skin, Piercing Blue Eyes
Features

Personality:

Character Sheet

HP: 27/27 BAB 3 Initiative +4
AC 20 = 10 + 4 Dex + 4 Chain Shirt +0 Shield + 2 NA Speed 30 ft
CMB +5 CMD 19 Spell Resist 0
Defensive Bonuses Improved Natural Armour +2
Senses Darkvision 60 ft, Low-Light 120 ft Perception +0
Str 15 Dex 18 Con 14
Int 8 Wis 11 Cha 18
Fortitude 9 Reflex 9 Will 7
Skills: Sense Motive 1 (4), Knowledge Religion 1 (3), Intimidate 1 (5)
Languages: Common, Draconic
Feats: Improved Trip, Weapon Finesse
Attacks: +1 Razor Chain of the Broken Patriarchy +8 (2d4+4 S, x2, Disarm, Trip) Against Men: +10 (2d4+6+2d6 Force, x2, Disarm, Trip)
Natural Weapons Bite +7 (1d6+2), 2 Claws +7 (1d4+2)
Breath Weapon (Su) Twice per day, as a standard action, members of this race can make a breath weapon attack that deals 1d6 points of cold in a 30 ft cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.
Frightful Gaze (Su) Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours.
Specials: Ice Shape (Su), Ice Walking (Ex), Chill Metal (Sp), Aura of Good (Ex), Detect Evil (Sp) at Will, Smite Evil 1/day, Divine Grace, Lay on Hands (6/day, 2d6 Heal), Divine Health, Mercy (Fatigued), Aura of Courage
Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spellbook

Level Per Day DC Spells Known
SPECIAL NOTES
1 None XX None Yet, 4th level

Current Belongings

XP: (8650/10000)
GP: 0
Capital Goods: 0
Capital Labor: 0
Capital Influence: 0
Capital Magic: 0

Armour: Chain Shirt
Gear:
Backpack:
In Storage: None
Current Residence: None


Background

Traits:

Order Training - Proficiency with Exotic Weapon (Spiked Chain)
Blade of Mercy - When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal -4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Shattering the Bonds - You gain a +2 trait bonus on Strength checks made to break things, as well as on combat maneuver checks to sunder.

Town Tamer (Story)

This town needs cleaning up, and you’re just the one to do it.
Benefit: Choose a particular settlement. When you’re in your chosen settlement, the DC of Intimidate checks made against you increases by 10. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against undesirable elements like criminals or ruffians in your chosen settlement. This bonus increases to +2 for combat maneuver checks.
Goal: Defeat 10 more troublemakers in your chosen settlement with a CR equal to your character level or higher, and in the process eliminate a serious criminal threat or otherwise clean up the streets.
Completion Benefit: You gain the ability to designate a new chosen settlement as often as you wish. You must first live in a settlement for 1 week to make it your chosen settlement. In addition, you gain a +2 bonus on initiative checks and a +1 bonus on saving throws when in your chosen settlement.