<strong>Gilgamesh</strong><br/><br/><br/><em>Race:</em>Half red dragon/troll<br/><em>Age:</em>Unknown (looks to be in late teens)<br/><em>Class:</em>Paladin 7<br/><em>Level:</em>15<br/><em>Alignment:</em>Lawful Good<br/><br/><em>History:</em>Gilgamesh is the product of an elder red dragon relieving his urges on a convienent troll female.  Abandoned at birth and left to die, he was instead rescued by an elderly monk who took him to be raised in a monastery.   He was working late one evening scrubbing the floor of the chapel when he received his calling to be a paladin.<br/><br/>When it was believed that he was old enough (and certainly big enough!) to strike out on his own, he was gifted with a few magical items before he began his adventuring career.<br/><br/><em>Personality:</em>Raised among humans, Gilgamesh in many respects exemplified paladinhood.  While his exact age is unknown, his name and appearance are often well known.  He usually alone, with the skies as his roadway.  He travels where he thinks he's needed and will help a villager as easily as a noble.<br/><br/><em>Description: </em><br/>(http://img29.imageshack.us/img29/8672/dragonrk.jpg)<br/>(Except he's red scaled)<br/><br/>Str: 33 (+11)<br/>Dex:  18 (+4)<br/>Con: 30 (+10)<br/>Int: 13 (+1)<br/>Wis: 18 (+4)<br/>Cha: 18 (+4)<br/><br/>BAB: +11/+6/+1, Fort: +20, Ref: +8, Will: +8<br/>HP: 220, AC:  28 (10+10+9-1)<br/>Languages: Giant, Common, Draconic, Elven, Celestial, Dwarven, Abyssal, Infernal.<br/><br/><em>Feats</em><br/>FlyBy Attack, Improved FlyBy Attack, Wingover, Hover, Endurance.<br/><br/><em>Skills</em><br/>Speak Languages (x6)<br/>Diplomacy (16) +20<br/>Sense Motive (16) +20<br/>Knowledge (nobility and royalty) (5) +6<br/>Heal (5) +9<br/>Knowledge (religion) (10) +11<br/>Tumble (5) +9<br/>Survival (5) +9<br/><br/><br/><em>Spells</em><br/>Lesser Restoration, Read Magic<br/><br/><br/><em>Equipment</em><br/>+3 Two-Handed Sword (Adamanite, Holy, Ghost touch)<br/>Maul of the Titans<br/>+5 Elven Chain (Glamered, Acid resistance 10, Spell resistance 13, reduce person (use activated) )<br/>Cape of Mountebank<br/>Bracers of Resistance +2<br/>Ring of Sustenance<br/>Ring of Mind Shielding<br/>Boots of the Winterlands<br/>Gem of Seeing<br/>Necklace of Adaption<br/><br/>Holy Symbol, silver<br/>Pouch, belt<br/>Signet Ring<br/>Mirror, small steel<br/>Sack<br/>Bedroll<br/>Rope, silk (50ft)<br/>Flint and steel<br/>Chalk, 4 pieces<br/>Sunrod, 10<br/>Holy water, 3 flasks<br/><br/>2 gps, 7 sps, 6 cps<br/><br/><br/><em>Class Abilities</em><br/>Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).<br/>Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.<br/>Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.<br/>Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.<br/>At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.<br/>Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.<br/>Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.<br/>Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.<br/>Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.<br/>This ability functions while the paladin is conscious, but not if she is unconscious or dead.<br/>Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.<br/>Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.<br/>Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.  Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.<br/>Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).<br/><br/><br/><em>Racial Abilities</em><br/>Strength +20, Dexterity +4, Constitution +14, Intelligence -2, Wisdom -2, Charisma -2<br/>Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.<br/>Space/Reach: 10 feet/10 feet.<br/>base land speed is 30 feet.  Can fly at twice its base land speed (maximum 120 ft.) with average maneuverability<br/>Darkvision out to 60 feet and low-light vision.<br/>Racial Hit Dice: A troll begins with six levels of giant, which provide 6d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.<br/>Racial Skills: A troll’s giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.<br/>Racial Feats: A troll’s giant levels give it three feats.<br/>+9 natural armor bonus.<br/>Natural Weapons: Claw (1d8) and bite (1d6).  Has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.<br/>Special Attacks: Rend, damage 2d6 + 1-1/2 times Str modifier.<br/>Special Attacks: A breath weapon based on the dragon variety (30-foot cone of fire ), usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.<br/>Special Qualities: Regeneration 5, scent.  Immunity to sleep and paralysis effects, fire.<br/>Automatic Languages: Giant. Bonus Languages: Common, Orc.<br/>Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.<br/>Favored Class: Fighter.<br/>Level adjustment +8.<br/>