Here's my paladiness's stat block. I will do mythweavers, as requested, soon (I'm familiar with it, it's just quicker to edit plaintext while I'm still mulling particular feats and such), and backstory information as well, once I've read up more on the custom setting (from the 'game ad' etc.) I just saw Katina's 'no gods' thing after doing most of it (I did read the 'game ad' but not carefully enough it seems), and adjusted the bio slightly, but it actually dovetails well, I've always LOVED the idea of a nature-themed paladin so this could work swimmingly.
If people really don't like paladins, perhaps the CG 'paladin of freedom' variant would be more to their liking? The actual ability substitutions are rather simple (aura works on compulsion effects instead of fear; some spell list changes).
I don't have anything particular in mind with regards to guilds, organizations, cohorts, followers, etc., but since it sounds like this game may be themed that way, and paladins have the high Charisma, I suppose I'll take Leadership with her, unless I later realize there's some other feat I really want - she could always try to 'work for' one of the other chars' organizations, as I'm not sure about managing a bunch of followers anyway. Her cohort may be a pegasus cleric a/o paladin (are cohorts gestalt?).
Also, would cohort and followers' gear, dwellings, operating costs, etc., come out of the standard PC wealth? I've left her gear a bit under right now, in case.Angelica Vangelica Crystalis
Alignment: Lawful Good
Brief bio: Child of a druidic grove revering nature in all its many forms, quite a few of those reflected in the diverse racial and monstrous makeup of the goodly grove, the arching mission of Angelica and her prior adventuring allies has been the defense of the natural realm and the environs of good dragons' lairs, against the depredations of both evil dragons, and overly expansive and destruction tyrannies of humankind and other races.
For a time, Angelica and her other allies had a somewhat trepidatious alliance with treants (the former's obvious love of slashing weapons didn't seem to help), defending it against encroaching demon-backed and torch-toting humanoid hordes. Eventually, in quieter and more peaceful days after, the alliance became more genuine. Angelica took up some measure of study of the ways and powers of the entities of the natural world, even adopting by mysterious rites some of the very essence of nature.
Recently, she finds herself in a wasteland between the kingdoms, in a place where she or those like her seem to've failed so far at stewardship of the lands, as hordes roam wild in the wastes and purportedly even fiends pour from portals.
human half-dragon woodling half-celestial / fighter-4 paladin-6
Medium Outsider (native)
Hit Dice: 10d12+50 (170 hp)
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 33 (+3 Dex, +6 armor, +2 shield, +12 natural), touch 13, flat-footed 30
Base Attack/Grapple: +10/+19
Attack: claw +23 (1d4+14) or comp longbow +14 (1d8+9/x3) or throwing axe +21 (1d4+11)
Full Attack: claws +23/+23/+18 (1d4+14) and bite +22 (1d6+7) and slam +22 (1d6+7) or comp longbow +14/+9 (1d8+9/x3) or throwing axe +21 (1d4+11)
Space/Reach: 5 ft./5 ft.
Special Attacks: breath weapon, lay on hands (30 hp/day), smite evil, spell-like abilities, spells, turn undead 8/day
Special Qualities: aura of courage, aura of good ,damage reduction 10/magic and 5/slashing, darkvision, daylight, detect evil, divine grace, immunities (Charisma damage/drain, disease, extra damage from crits, fire, mind-affecting, paralysis, poison, polymorph, sleep, stunning), low-light vision, resistances (acid 10 cold 10 elec 10), spell resistance 25
Saves: Fort +16, Reflex +11, Will +9
Abilities: Str 28, Dex 16, Con 20, Int 18, Wis 18, Cha 20 [from 36 point buy 14 14 14 14 14 14]
Skills: Bluff 18, Diplomacy 20, Disguise 7, Gather Information 18, Hide +3 (+7 aboveground natural), Listen 17, Move Silently +3 (+7 aboveground natural), Ride 16, Sense Motive 17, Sleight of Hand 5, Spot 17
(Synergies: +2 diplomacy, disguise, gather info, sleight of hand from bluff; +2 diplomacy from sense motive)
Feats: Brutal Throw, Divine Might, Improved Buckler Defense, Improved Multiattack, Leadership*, Melee Weapon Mastery (slashing), Multiattack, Power Attack, Rapidstrike, Weapon Focus (claw), Weapon Specialization (claw)
Flaws: Weak Fortitude (-3 Fort), Weak Will (-3 Will)
Alignment: Lawful Good
Languages: Common, Celestial, Draconic, Elven, Sylvan
Breath Weapon (Su): 1/day - 30' cone, 6d8 fire damage, reflex DC 20 for half.
Daylight (Su): at will, as the spell.
Divine Might (Su): as a free action, expend a turn undead attempt to add Charisma bonus to damage attacks for a number of rounds equal to Charisma bonus (minimum 1).
Heroism (Sp): 1/week, as the spell, caster level 6th.
Smite Evil (Su): 1/day: +0 attack, +10 damage; 2/day: +5 attack, +6 damage.
Spell-like abilities (Sp): 3/day - protection from evil, speak with plants
; 1/day - aid, bless, cure serious wounds, detect evil, dispel evil, entangle, holy smite, neutralize poison, remove disease, summon nature's ally II and IV
. Caster level equals character level; save DCs are Charisma-based.
Spells: as a 6th level paladin, per day 2.
Typical spells prepared: 1st - divine favor, lesser restoration.
Paladin substitution levels (Ruby Rose Knight): 3rd - immunity to Charisma damage/drain instead of disease; 6th - heroism instead of remove disease.
comp. longbow +1 (Str rating +9) (3300 gp)
shield: +1 darkwood buckler (1,215 gp)
Armor: mithral chain shirt +2 (5100 gp)
belt: Belt of Battle: +2 competence bonus to Initiative as a continuous effect. Also has three charges, renewed each day at dawn, which may be used to grant extra actions (1 charge for a move action, 2 for a standard action, and 3 for a full round action). (12,000 gp; from MIC)
gauntlets: Gauntlets of Heartfelt Blows: add Charisma modifier as fire damage to melee attacks. (12,000 gp; D#314))
boots: boots of speed (12,000 gp)
handy haversack (2,000 gp)
mw cold iron greatsword longsword and kukri, 40 javelins, quiver with 400 cold iron arrows and 40 silver arrows, 100 throwing axes, 10 light hammers, 2 saps, 100 cold iron shuriken, grappling hook and 100' of silk rope, thin bedroll and rain tarp, three tendays of rations, flint and tinder, 3 sunrods, two scout's outfits, one silk aristocratic gown, map of the known world, canteen, 1000 gp
Pegaus Special Mount
Size/Type: Large Magical Beast
Hit Dice: 4d10+2d8+30 (86 hp)
Speed: 70 ft. (12 squares), fly 140 ft. (perfect)
Armor Class: 27 (-1 size, +4 Dex, +8 natural, +6 armor), touch 13, flat-footed 24
Base Attack/Grapple: +5/+15
Attack: Hoof +10 melee (1d6+6)
Full Attack: 2 hooves +10 melee (1d6+6) and bite +5 melee (1d3+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent, spell-like abilities, empathic link, improved evasion, share spells, share saving throws
Saves: Fort +12, Ref +11, Will +4
Abilities: Str 23, Dex 18, Con 20, Int 14, Wis 16, Cha 16
Skills: Diplomacy +5, Intimidate +12, Listen +16, Sense Motive +12, Spot +16
Feats: Flyby Attack, Improved Manuverability x2
exotic military saddle
barding armor (as chain shirt) +2 (4350 gp)
boots of striding (+10' movement) (2500 gp)
amulet of natural armor +1 (2000 gp)
550 gp (kept by Angelica)
Alignment: Lawful good
Spell-Like Abilities: At will—detect good and detect evil within a 60-foot radius. Caster level 5th.
Skills; Pegasi have a +4 racial bonus on Listen and Spot checks.
Sources: Complete Adventurer - Brutal Throw, Improved Buckler Defense; Draconomicon - Improved Multiattack, Multiattack, Rapidstrike; Dragon Mag. #314 - Gauntlet of Heartfelt Blows; Magic Item Compedium - Belt of Battle; PHBII - Melee Weapon Mastery