Sorry, no fancy Myth Weaver thingy. I could put it in there if you guys really want me to. Gonna edit the appearance and background in, just not sure I can get it done by tonight.<br/><br/>Player: Xillen<br/>Name: Candalor Sunspeaker<br/>Gender: Male<br/>Race: Aasimar<br/><br/>Class: Paladin/Cloistered Cleric<br/>Level: 6/5<br/>Alignment: Lawful Good<br/>Patron Deity: Pelor<br/><br/>Age: 28<br/>Length: 1m91 / 6'4"<br/>Weight: 122kg / 268lb<br/>Skin: Golden<br/>Hair: Blonde<br/>Eyes: Gold<br/><br/>Background:<br/>####<br/><br/>Appearance:<br/>####<br/><br/>Strength: 18 (+4), 20 (+5) with Gauntlets<br/>Dexterity: 13 (+1)<br/>Constitution: 15 (+2)<br/>Intelligence: 12 (+1)<br/>Wisdom: 17 (+3)<br/>Charisma: 18 (+4), 20 (+5) with Cloak<br/><br/>Size: Medium<br/>Movement: 20 ft<br/>Hit Points: 50<br/>Initiative: +1 (+1 dex)<br/><br/>Armor Class: 26 (10 +9 armor +6 shield +1 dex)<br/>Touch Armor Class: 11 (10 +1 dex)<br/>Flat-footed Armor Class: 25 (10 +9 armor +6 shield)<br/><br/>Fort Save: +12 (+5 base +2 con +5 misc)<br/>Ref Save: +8 (+2 base +1 dex +5 misc)<br/>will Save: +12 (+4 base +3 wis +5 misc)<br/><br/>Base Attack Bonus: +6/+1<br/>Grapple: +11/+6 (+6/+1 bab +5 str)<br/>Melee Attacks: +11/+6 (+6/+1 bab +5 str)<br/>Ranged Attacks: +5/+0 (+6/+1 bab +1 dex -2 misc)<br/><br/>Unarmed:<br/>Attacks: +11/+6 (+6/+1 bab +5 str)<br/>Damage: 1d3 +5<br/>Crit: 20/ x2<br/><br/>Masterwork Longsword with Tower Shield:<br/>Attacks: +10/+5 (+6/+1 bab +5 str -1 misc)<br/>Damage: 1d8 +5<br/>Crit: 19-20/ x2<br/><br/>Masterwork Greatsword:<br/>Attacks: +12/+7 (+6/+1 bab +5 str +1 misc)<br/>Damage: 2d6 +7<br/>Crit: 19-20/ x2<br/><br/>Ride 9<br/>Handle Animal 5<br/>Knowledge Religion 5<br/>Diplomacy 9<br/>Sense Motive 9<br/>Heal 5<br/><br/>Skills: 47<br/>Appraise: +1 (+1 int)<br/>Balance: -13 (+1 dex -14 acp)<br/>Bluff: +5 (+5 cha)<br/>Climb: -9 (+5 str -14 acp)<br/>Concentration: +2 (+2 con)<br/>Craft (Other): +1 (+1 int)<br/>Diplomacy: +18 (9 ranks +5 cha +4 misc)<br/>Disguise: +5 (+5 cha)<br/>Escape Artist: -13 (+1 dex -14 acp)<br/>Forgery: +1 (+1 int)<br/>Gather Information: +5 (+5 cha)<br/>Handle Animal: +10 (5 ranks +5 cha)<br/>Heal: +6 (5 ranks +3 wis)<br/>Hide: -13 (+1 dex -14 acp)<br/>Intimidate: +5 (+5 cha)<br/>Jump: -9 (+5 str -14 acp)<br/>Knowledge (Nobility and Royalty): +6 (5 ranks +1 int)<br/>Knowledge (Religion): +6 (5 ranks +1 int)<br/>Listen: +5 (+3 wis +2 misc)<br/>Move Silently: -13 (+1 dex -14 acp)<br/>Ride: +12 (9 ranks +1 dex +2 misc)<br/>Search: +1 (+1 int)<br/>Sense Motive: 12 (9 ranks +3 wis)<br/>Spot: +5 (+3 wis +2 misc)<br/>Survival: +3 (+3 wis)<br/>Swim: -23 (+5 str -14 acp -14 acp)<br/>Use Rope: +1 (+1 dex)<br/><br/>Languages: 3 (2 base +1 int)<br/>Common<br/>Celestial<br/>Draconic<br/><br/>Feats:<br/>Divine Armor<br/>Divine Fortune<br/>Mounted Combat<br/>Shaky<br/>Shield Specialization<br/><br/>Racial Abilities:<br/>+2 Wisdom, +2 Charisma (included above)<br/>Outsider (native)<br/>Darkvision: 60 feet<br/>Daylight: 1/day<br/>Acid Resistance: 5<br/>Cold Resistance: 5<br/>Electricity Resistance: 5<br/>+2 Listen, +2 Spot (included above)<br/>Level Adjustment: +1<br/><br/>Class Abilities:<br/>Aura of Courage<br/>Aura of Good<br/>Detect Evil<br/>Divine Grace (included above)<br/>Divine Health<br/>Knowledge Domain: Divination spells at +1 caster level<br/>Lay on Hands: 30/day<br/>Lore: +6<br/>Remove Disease: 1/week<br/>Smite Evil: 2/day<br/>Special Mount<br/>Strength Domain: +5 strength for 1 round 1/day<br/>Sun Domain: Greater Turning 1/day<br/>Turn Undead: 8/day, level 5, +7, 2d6+10 damage<br/><br/>1st Level Paladin Spells: (2 per day, DC 14)<br/>* Bless: Allies gain +1 on attack rolls and +1 on saves against fear.<br/>Bless Water: Makes holy water.<br/>Bless Weapon: Weapon strikes true against evil foes.<br/>Create Water: Creates 2 gallons/level of pure water.<br/>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).<br/>Detect Poison: Detects poison in one creature or small object.<br/>Detect Undead: Reveals undead within 60 ft.<br/>Divine Favor: You gain +1 per three levels on attack and damage rolls.<br/>Endure Elements: Exist comfortably in hot or cold environments.<br/>Magic Weapon: Weapon gains +1 bonus.<br/>Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>Read Magic: Read scrolls and spellbooks.<br/>Resistance: Subject gains +1 on saving throws.<br/>* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.<br/>Virtue: Subject gains 1 temporary hp.<br/><br/>0th Level Cloistered Cleric Spells: (5 per day, DC 13)<br/>* Create Water: Creates 2 gallons/level of pure water.<br/>Cure Minor Wounds: Cures 1 point of damage.<br/>* Detect Magic: Detects spells and magic items within 60 ft.<br/>Detect Poison: Detects poison in one creature or object.<br/>Guidance: +1 on one attack roll, saving throw, or skill check.<br/>Inflict Minor Wounds: Touch attack, 1 point of damage.<br/>Light: Object shines like a torch.<br/>Mending: Makes minor repairs on an object.<br/>* Message: Whispered conversation at distance.<br/>Purify Food and Drink: Purifies 1 cu. ft./level of food or water.<br/>* Read Magic: Read scrolls and spellbooks.<br/>Resistance: Subject gains +1 on saving throws.<br/>Virtue: Subject gains 1 temporary hp.<br/><br/>1st Level Cloistered Cleric Spells: (4 per day, DC 14)<br/>Bane: Enemies take -1 on attack rolls and saves against fear.<br/>Bless: Allies gain +1 on attack rolls and saves against fear.<br/>Bless Water M: Makes holy water.<br/>Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.<br/>Command: One subject obeys selected command for 1 round.<br/>Comprehend Languages: You understand all spoken and written languages.<br/>Cure Light Wounds: Cures 1d8 damage +1/level (max +5).<br/>Curse Water M: Makes unholy water.<br/>Deathwatch: Reveals how near death subjects within 30 ft. are.<br/>Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.<br/>Detect Undead: Reveals undead within 60 ft.<br/>* Divine Favor: You gain +1 per three levels on attack and damage rolls.<br/>Doom: One subject takes -2 on attack rolls, saves, and checks.<br/>Endure Elements: Exist comfortably in hot or cold environments.<br/>Entropic Shield: Ranged attacks against you have 20% miss chance.<br/>Erase: Mundane or magical writing vanishes.<br/>Hide from Undead: Undead can’t perceive one subject/level.<br/>* Identify: Determines properties of magic item.<br/>Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).<br/>Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.<br/>Magic Weapon: Weapon gains +1 bonus.<br/>Obscuring Mist: Fog surrounds you.<br/>Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.<br/>* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.<br/>Sanctuary: Opponents can’t attack you, and you can’t attack.<br/>* Shield of Faith: Aura grants +2 or higher deflection bonus.<br/>Summon Monster I: Calls extraplanar creature to fight for you.<br/>Unseen Servant: Invisible force obeys your commands.<br/><br/>1st Level Cloistered Cleric Domain Spells: (1 per day, DC 14)<br/>Detect Secret Doors: Reveals hidden doors within 60 ft.<br/>Endure Elements: Exist comfortably in hot or cold environments.<br/>* Enlarge Person: Humanoid creature doubles in size.<br/><br/>2nd Level Cloistered Cleric Spells: (3 per day, DC 15)<br/>Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).<br/>Align Weapon: Weapon becomes good, evil, lawful, or chaotic.<br/>Augury M F: Learns whether an action will be good or bad.<br/>Bear’s Endurance: Subject gains +4 to Con for 1 min./level.<br/>Bull’s Strength: Subject gains +4 to Str for 1 min./level.<br/>Calm Emotions: Calms creatures, negating emotion effects.<br/>Consecrate M: Fills area with positive energy, making undead weaker.<br/>Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).<br/>Darkness: 20-ft. radius of supernatural shadow.<br/>Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.<br/>Delay Poison: Stops poison from harming subject for 1 hour/level.<br/>Desecrate M: Fills area with negative energy, making undead stronger.<br/>Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.<br/>Enthrall: Captivates all within 100 ft. + 10 ft./level.<br/>Find Traps: Notice traps as a rogue does.<br/>Fox’s Cunning: Subject gains +4 Int for 1 min./level.<br/>Gentle Repose: Preserves one corpse.<br/>Hold Person: Paralyzes one humanoid for 1 round/level.<br/>Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).<br/>Make Whole: Repairs an object.<br/>Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.<br/>* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.<br/>Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.<br/>* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.<br/>Shatter: Sonic vibration damages objects or crystalline creatures.<br/>Shield Other F: You take half of subject’s damage.<br/>Silence: Negates sound in 20-ft. radius.<br/>Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.<br/>Spiritual Weapon: Magic weapon attacks on its own.<br/>Status: Monitors condition, position of allies.<br/>Summon Monster II: Calls extraplanar creature to fight for you.<br/>Undetectable Alignment: Conceals alignment for 24 hours.<br/>* Zone of Truth: Subjects within range cannot lie.<br/><br/>2nd Level Cloistered Cleric Domain Spells: (1 per day, DC 15)<br/>* Bull’s Strength: Subject gains +4 to Str for 1 min./level.<br/>Detect Thoughts: Allows “listening” to surface thoughts.<br/>Heat Metal: Make metal so hot it damages those who touch it.<br/><br/>3rd Level Cloistered Cleric Spells: (2 per day, DC 16)<br/>Animate Dead M: Creates undead skeletons and zombies.<br/>Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.<br/>Blindness/Deafness: Makes subject blinded or deafened.<br/>Contagion: Infects subject with chosen disease.<br/>Continual Flame M: Makes a permanent, heatless torch.<br/>* Create Food and Water: Feeds three humans (or one horse)/level.<br/>Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).<br/>Daylight: 60-ft. radius of bright light.<br/>Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.<br/>Dispel Magic: Cancels spells and magical effects.<br/>Glyph of Warding M: Inscription harms those who pass it.<br/>Helping Hand: Ghostly hand leads subject to you.<br/>Illusory Script M: Only intended reader can decipher.<br/>Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).<br/>Invisibility Purge: Dispels invisibility within 5 ft./level.<br/>Locate Object: Senses direction toward object (specific or type).<br/>Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.<br/>Magic Vestment: Armor or shield gains +1 enhancement per four levels.<br/>Meld into Stone: You and your gear merge with stone.<br/>Obscure Object: Masks object against scrying.<br/>Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.<br/>Protection from Energy: Absorb 12 points/level of damage from one kind of energy.<br/>Remove Blindness/Deafness: Cures normal or magical conditions.<br/>Remove Curse: Frees object or person from curse.<br/>Remove Disease: Cures all diseases affecting subject.<br/>Searing Light: Ray deals 1d8/two levels damage, more against undead.<br/>Secret Page: Changes one page to hide its real content.<br/>Speak with Dead: Corpse answers one question/two levels.<br/>Stone Shape: Sculpts stone into any shape.<br/>Summon Monster III: Calls extraplanar creature to fight for you.<br/>* Tongues: Speak any language.<br/>Water Breathing: Subjects can breathe underwater.<br/>Water Walk: Subject treads on water as if solid.<br/>Wind Wall: Deflects arrows, smaller creatures, and gases.<br/><br/>3rd Level Cloistered Cleric Domain Spells: (1 per day, DC 16)<br/>Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.<br/>Magic Vestment: Armor or shield gains +1 enhancement per four levels.<br/>* Searing Light: Ray deals 1d8/two levels, more against undead.<br/><br/>Money: 31 gold, 8 silver, 8 copper<br/>Weight Allowance: 133 light, 266 medium, 400 heavy, 800 lift, 2000 push/drag<br/><br/>Gear: 146lb<br/>Explorer's Outfit<br/>Silver Holy Symbol (25gp, 1lb)<br/>Spell Component Pouch (5gp, 2lb<br/>Cloak of Charisma +2 (4000gp, 2lb)<br/>Gauntlets of Ogre Power +2 (4000gp, 4lb)<br/>Full Plate +1 (2650gp, 50lb)<br/>Tower Shield +1 (1180gp, 45lb)<br/>Masterwork Longsword (315gp, 4lb)<br/>Masterword Greatsword (350gp, 8lb)<br/><br/>Backpack (2gp, 2lb)<br/>Bedroll (1sp, 5lb)<br/>Silk Rope (10gp, 5lb)<br/>Trail Rations x3 (15sp, 3lb)<br/>Waterskin x3 (3gp, 12lb)<br/>Whetstone (2xp, 1lb)<br/>Winter Blanket (5sp, 3lb)<br/><br/>Morninglight, Heavy Warhorse<br/><br/>Size/Type: Large Animal<br/>Hit Dice: 6d8+18 (45 hp)<br/>Initiative: +1<br/>Speed: 50 ft. (10 squares)<br/>Armor Class: 22 (-1 size, +1 Dex, +8 natural, +4 armor), touch 10, flat-footed 21<br/>Base Attack/Grapple: +4/+12<br/>Attack: Hoof +8 melee (1d6+4)<br/>Full Attack: 2 hooves +8 melee (1d6+4) and bite +3 melee (1d4+2)<br/>Space/Reach: 10 ft./5 ft.<br/>Special Attacks: —<br/>Special Qualities: Low-light vision, scent, empathic link, improved evasion, share spells, share saving throws<br/>Saves: Fort +8, Ref +6, Will +5<br/>Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6<br/>Skills: Listen +6, Spot +5<br/>Feats: Endurance, Run, Weapon Focus: Natural Weapons<br/><br/>Bit and Bridle (2gp, 1lb)<br/>Chain Shirt, Barding (400gp, 50lb)<br/>Military Saddle (20gp, 30lb)<br/>Saddlebags (4gp, 8lb)