Riches of Ardania
Dante of Celestia
A dark-furred Hound Archon with the head of a Doberman. Tasked with purging the land of Evil.
Level: 14 Total XP: 58780
Strength: 24 | +7
Constitution: 22 | +6
Dexterity: 3 | -4
Intelligence: 10 | 0
Wisdom: 21 | +5
Charisma: 25 | +7
Max HP: 38
Surge Value: 15
AC Total: 25
Atk bonus R Hand: +14
Atk bonus L Hand: 0
R Hand: 1d6 Iron Mace.
L Hand: Kiteshield +2 AC.
Caster Level: 7 (Paladin)
-Natural Weapons: Bite (1d8) and Slam (1d4).
-Scent: Dante can detect nearby enemies, sniff out hidden foes, and track trails by scent. He can recognize familiar smells like humans can recognize familiar sights. Regular scents are noticed at a 30-foot range; 60 feet downwind and 15 feet upwind. Great odors are doubled and overpowering stenches are tripled.
-Aura of Menace: Any hostile creature within a 20 ft. radius must succeed a will save or receive a -2 penalty to attacks, AC and save rolls for 24 hours.
-Dante is immune to Electricity and Petrification.
-He receives a +4 racial bonus for saving throws against poison.
-Change Shape: Dante can change shape into a small, medium or large sized canine and gains a +4 on survival and hide checks.
-Low Light Vision: He is able to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Dante retains the ability to distinguish color and detail under these conditions.
-Darkvision: Dante can see in black and white with no light source at all out to 60 feet.
-Spell Resistance: Avoid being affected by spells. 16 + Class Level.
-Damage Reduction: +10 Armor Class against Evil creatures.
-Magic Circle against Evil: An always-active magic circle against evil effect surrounding Dante (6th Caster Level).
-Teleport: Dante can use greater teleport at will, except that he can transport only himself at maximum load and up to 50 pounds of additional objects.
-Spell-Like Abilities (Counts as Caster Level 6th):
- Aid: Grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 +10 temporary hit points at caster level 10th).
- Continual Flame: The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
- Detect Evil: Emits a cone-shaped aura that can detect Evil-aligned creatures within 60 feet. Can be used at will.
- Message: Dante can whisper messages and receive whispered replies with little chance of being overheard. He points his finger at each creature he wants to receive the message. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. The creatures that receive the message can whisper a reply that he hears.
-Aura of Good: Emits a cone-shaped aura that can detect Good-aligned creatures within 60 feet. Can be used at will.
-Detect Evil: Emits a cone-shaped aura that can detect Evil-aligned creatures within 60 feet. Can be used at will.
-Smite Evil (3/day): Smite an evil orientated being by adding your charisma bonus to your attack roll and add 1 extra damage per paladin level.
-Divine Grace: Add your charisma modifier to all save rolls.
-Lay on Hands: Heal someone for your level x your charisma modifier. If healing more than one, distribute the final value.
-Aura of Courage: Dante is immune to fear (magical or otherwise). Each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects. Only works while Dante is conscious.
-Divine Health: Dante is immune to all diseases, including supernatural and magical diseases.
-Turn Undead: The supernatural ability to turn (force to flee) undead. Dante may use this ability a number of times per day equal to 3 + his Charisma modifier. He turns undead as a cleric of three levels lower would.
-Remove Disease (3/week): Dante can produce a remove disease effect, as the spell, once per week.
-Special Mount: Dante gains the service of an unusually intelligent, strong, and loyal heavy warhorse to serve him in his crusade against evil. Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
-Spells: Dante can cast a small number of divine spells. He must choose and prepare his spells in advance. To prepare or cast a spell, Dante must have a Wisdom level of at least 10 + Spell Level. Difficulty Class of saving throws against Dante’s spells are calculated as 10 + Spell Level + Dante’s Wisdom modifier. From Level 4 onward, Dante’s Caster Level is half his Paladin class level.
-Bless Weapon (Lvl 1): This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures. The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit.
-Cure Light Wounds (Lvl 1): When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
-Zone of Truth (Lvl 2): Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth.
-Remove Curse (Lvl 3): Remove Curse instantaneously removes all curses on an object or a creature. Remove Curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
-Investigator: Dante gets a +2 bonus on all Gather Information and Search checks.
-Negotiator: Dante gets a +2 bonus on all Diplomacy and Sense Motive checks.
-Persuasive: Dante gets a +2 bonus on all Bluff and Intimidate checks.
Celestial, All(Due to Tongues Ability)
Right Hand: Iron Mace
Left Hand: Iron Kiteshield
Armor: Iron Plate Mail
Arms: Iron Plate Sleeves
Feet: Iron Plate Boots
Hands: Iron Plate Gauntlets
Head: Iron Helmet
Waist: Leather Buckled Belt
Inventory and Loot:
50 GP-worth of Ruby Dust
1 Heatless Magic Torch
1 Perfectly Cut Amethyst (Magical)
3 Health Potions