Aasimar

Anarya's page

708 posts. Alias of The Morphling.


Full Name

Anarya

Race

Mythic Power: (3/5)

Classes/Levels

Gender

Light (Halo, 20 ft.) | HP 71/71 | AC 21 (FF 20 T 13) CMD 15 | Fort +6 Ref +5 Will +7 | Init +0 Percep +8 SM +6 | Spells: (5/7|5/6|4/4), Channel 5d6 (6/8) DC 22, SS 3d6÷2 (8/8) DC 20

Size

Medium

Age

20

Special Abilities

Incorruptible, Scion of Humanity, Exalted Resistance, Halo, Truespeaker

Alignment

Lawful Good

Deity

Iomedae

Location

Kenabres, Mendev

Languages

Common, Celestial, Read Lips

About Anarya

Anarya
Female Scion of Humanity Idyllkin Aasimar
Dual-Cursed [Deaf & Legalistic] Purifier Oracle of Life 6; Tier 1 Mythic Heirophant
LG Medium Outsider/Humanoid (Human, Native)
Init +0; Senses Perception +8 (+7 if opposed check), Sense Motive +6 (+9 if vs. enchantments, full round action)
Speed 30 ft.
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DEFENSE
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AC 21, touch 13, flat-footed 20 (+4 armor, +4 shield, +2 dex, +1 deflection)
HP 77 (6d8+18+3+4+5)
Fort +6, Ref +5, Will +7 (+2 vs. death effects, +1 trait vs. evil outsiders, +2 circumstance vs. blindness/dazzled, +2 vs. ongoing effects, +2 sacred vs insanity, confusion, emotion, and fear)
SR 11 vs. evil spells and evil outsiders
Weaknesses 1 extra dmg from cold iron, Overprotective drawback
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OFFENSE
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Melee Masterwork Cold iron battle aspergillum +4 (1d6-1, x2) (+1 vs undead/fiend [5x charges], +half of 5d6 (DC 22 will half again) vs evil outsiders/undead, or halved again vs other evil creatures)
Ranged Sling (17x cold iron bullets) +6 (1d8, x2)
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STATISTICS
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Str 8 (-1), Dex 14 (+2), Con 17 (+3), Int 10 (+0), Wis 10 (+0), Cha 24 (+7)
Base Atk +4; CMB +3; CMD 16
Feats Fey Foundling (+2 healing/die, +2 saves vs death), Selective Channeling (Exclude 5 targets when channeling), Purifying Channel (Burn one target deselected when using Selective Channeling), Alignment Channel (Channel positive energy to harm evil outsiders), Quick Channel (Expend two uses to channel as a move action)
Mythic Feats Mythic Alignment Channel
Traits Purity of Faith, Overwhelming Beauty, Touched by Divinity (Defense Subdomain)
Trained Skills (ACP -3) Diplomacy (5 Ranks) +15, Heal (5 Ranks) +9, Knowledge (Religion 5 Ranks) +8, Knowledge (Planes 1 Rank, Nature 1 Rank) +4, Linguistics (1 Rank) +3, Perception (2 Ranks) +8, Profession (Herbalist 1 Rank) +5, Sense Motive (1 Rank) +6, Spellcraft (1 Rank) +4, Use Magic Device (1 Rank) +8
Other Skill Bonuses Intimidate +8 vs. evil creatures
Languages Common, Sign Language, Read Lips
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SPECIAL ABILITIES
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Hard to Kill (Ex): Whenever Anarya is below 0 hit points, she automatically stabilizes without needing to attempt a Constitution check. Bleed damage still causes her to lose hit points when below 0 hit points. In addition, she doesn't die until her total number of negative hit points is equal to or greater than double her Constitution score (-34).
Mythic Power (Su): Anarya can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, she can expend an amount of mythic power equal to 3 plus double her mythic tier (5/day at 1st tier). This amount is her maximum amount of mythic power. If an ability allows her to regain uses of her mythic power, she can never have more than this amount.
Surge (Su): Anarya can call upon her mythic power to overcome difficult challenges. She can expend one use of mythic power to increase any d20 roll she just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Inspired Spell (Su): Anarya can expend one use of mythic power to cast any one oracle spell from her class or mystery of a level she can cast, treating her caster level as 2 levels higher. She does not need to know this spell and using this ability does not expend an available spell slot.
Mythic Domain (Su):When determining the effects of her revelations, Anarya is considered 4 levels higher. This increases the effects of powers she has access to, but doesn’t grant her powers at a lower level than normal. Once per day, she can expend one use of mythic power as a standard action to regain the use of all her revelations as if she had rested for 8 hours.
Oracle's Curse: Deaf (Cannot hear, -2 initiative/opposed perception checks, all spells silent, +3 perception)
Oracle's Curse: Legalistic (Sickened 24 hours if she ever breaks her word, 1/day +4 morale to any roll while fulfilling a promise)
Revelations:
Channel Energy (8/day, DC 22): 5d6
Sacred Scourge (Evil Outsiders only) (8/day, DC 20): (3d6)÷2 + Dazed 1 Round
Life Link (Su): As a standard action, Anarya may create a bond between herself and another creature. Each round at the start of her turn, if the bonded creature is wounded for 5 or more hit points below its maximum, it heals 5 hit points and Anarya takes 5 hit points of damage. She may have one bond active per oracle level (10). This bond continues until the bonded creature dies, Anarya dies, the distance between her and the other creature exceeds medium range, or she ends it as an immediate action (if she has multiple bonds active, she may end as many as she wants as part of the same immediate action).
Favored Class Bonus: The path of the oracle comes naturally to Anarya, granting her +3 hit points, 2 additional 1st-level spells known, and 1 additional 2nd-level spell known.
Spell-Like Abilities (CL 6th; concentration +13)
At will — light (self-only)
1/day — shield, corruption resistance (1 hour/lvl on self)
Item Abilities (CL 19th; concentration +26)
3/day — levitate
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SPELLS
Spells Known (7/5/4) (CL 6th; concentration +13)
3rd (4/day, DC 20) — stone shape, cast out
2nd (5/day, DC 19) — sound burst, cure moderate wounds, confess, shield other, grace (to learn later)
1st (7/day, DC 18) — veil of heaven, unbreakable heart, cure light wounds, command (DC 17 vs humans or native outsiders), protection from evil, liberating command, moment of greatness, detect demon
0th (at will, DC 17) — guidance, detect magic, virtue, stabilize, purify food and drink, create water, light
Space 5 ft.; Reach 5 ft.

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GEAR/POSSESSIONS
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Held Buckler (5 gp, 5 lbs), consecrated masterwork cold iron battle aspergillum (460 gp, 4 lb)
Worn +1 chain shirt (1,250 gp, 25 lbs), Scholar's Outfit (0 gp, 0 lbs), Spell Component Pouch (5 gp, 2 lbs)
Carried Backpack (2 gp, 2 lbs), Silver Holy Symbol (50 gp, 1 lb), 17x Cold Iron Sling Bullets (~4 sp, ~10 lbs), Healer's Kit (50 gp, 1 lb, 7 charges), aegis of recovery (1,500 gp, 0 lbs), 8x holy water (125 gp, 5 lbs), wand of bless (CL 2nd, 40 charges), wand of spiritual weapon (CL 4th [Wis +2], 4 charges), 2x CLW potion, +1 ring of resistance (1,000 gp), Stillgut (2 doses) (100 gp), Anointing oil (3 doses) (75 gp), scrolls of cure light wounds (2 scrolls) 50 gp, scroll of moment of greatness 25 gp, scroll of remove fear (1 scroll) 25 gp, Smelling Salts (25 gp), scroll of consecrate (CL 3rd), scroll of eagle's splendor (CL 3rd), wand of glyph of warding (3 charges), righteous medal of clarity, righteous medal of command, headband of alluring charisma +2, ring of protection +1, 2x platinum rings (50 gp)
Carrying Capacity Light: 26 lbs Medium: 27–53 lbs Heavy: 54–80 lbs Current ?? lbs (medium load)
Money 0 pp 2,391 gp 78 sp 2 cp
Gear Value 25,702 gp 4 sp
Total Wealth (coins + gear) 27,093 gp, 82 sp, 2 cp

Skill Bonuses:
Untrained Skills Sense Motive +2, Intimidate +5 (+7 vs. evil), Perception +5 (-4 on opposed check)

Backstory:
A baby found on the doorstep of a temple of Iomedae, Anarya was given a name from the holy books of Aroden, to whom the temple was first consecrated. Raised by the priesthood, she was discovered performing miracles even as a young girl, divine power coming naturally to her rather than through devotion and prayer. She grew into a caring healer and fierce opponent of cruelty, and now works in Kenabres to assist in the efforts of the Fifth Crusade as a healer. A flickering halo surrounds her head, growing in brightness and intensity when she channels her magic. Her power seems to stem from its light - her healing touch manifests as a pale glow, and her channeled energy is a moment of blinding radiance that scorches the flesh of the dead and the corrupt.

To those who look, the young girl shows hints of Azlanti heritage, the violet eyes and receding hairline so popular among the nobility of Cheliax and Taldor, hinting at a likely noble birth in one of the two nations. Anarya puts no stock in these rumors, knowing how unlikely it would be for a noble scion to be left on the steps of a Mendevian temple. She seldom wonders about her parentage, considering herself lucky to have had the guidance of the sisterhood at the temple which became her home. Though they had often pressured her to join the clergy, she never officially became a priestess, using her innate magic to serve Iomedae in her own way.

Excerpts from The History and Future of Humanity:

"And it was said that in those days, Aroden the Living God walked the streets and trails of Golarion; And at his side walked many companions, but the first and most beloved of these was Anarya..."
It was a name from a forgotten age - one of the companions of Aroden, the living god, from the days when he walked the lands of Golarion as a mere mortal. The Sisters at the Chapel of the Inheritor gave it to the fair-haired infant when she was found on the temple steps one morning. She was an unusual child, even for a ward of the church. She was a quiet child, except for when it became time to sing, which she did beautifully. She loved music, joining the church choir and adding her young voice to the chorus and hymns. When danger threatened the nearby villages, as happens all too frequently in demon-tainted Mendev, she assisted in healing the wounds of the sisters who marched forth to protect the innocent in Iomedae's name. She could heal injuries with but a touch even as a child, her gifts coming unbidden by prayer or words of power.

"At this, Aroden cried out, 'Let the noise of the world cease, this day! I have heard enough.' And at his cry, all was silent."
In her early adolescence, she left the church for some time to tend the sick when a virulent fever passed through the nearest settlement. Her work saved many lives, but she eventually fell victim to the plague she battled against and slipped into a near coma for days. She gradually recovered, but the plague had taken her hearing - even the prayers of the sisters who had raised her could do nothing to recover it. She returned to the church, gradually adjusting to her deafness and learning to read the sisters' lips to communicate.

"In the time of winter, the Living God walked in the guise of the Shepherd, and all of humanity was his flock; And he tended to them with the love and care of a parent."
Anarya grew into a caring healer and fierce opponent of cruelty, and now visits Kenabres to assist in the efforts of the Fifth Crusade as a healer. A flickering halo surrounds her head, growing in brightness and intensity when she channels her magic. Her power seems to stem from its light - her healing touch manifests as a pale glow, and her channeled energy is a moment of blinding radiance that scorches the flesh of the dead and the corrupt. When she speaks, her words have power enough to command the weak of will, and soften even the hardest of hearts to her cause. As a child, she learned that she becomes wracked with pain when her word is broken, and she believes that her goddess has bound her to this ailment to teach her the importance of truth and fairness.

"The Last Azlanti spoke to all in attendance. 'Go forth, and spread the lessons I have taught across this world. Carry humanity's strength to every corner, and start strong families wherever you settle.'"
To those who look, the young girl shows hints of Azlanti heritage, the violet eyes and receding hairline so popular among the nobility of Cheliax and Taldor, hinting at a likely noble birth in one of the two nations. Anarya puts no stock in these rumors, knowing how unlikely it would be for a noble scion to be left on the steps of a Mendevian temple. She seldom wonders about her parentage, considering herself lucky to have had the guidance of the sisterhood at the temple which became her home. Though they had often pressured her to join the clergy, she never officially became a priestess, using her innate magic to serve Iomedae in her own way.

"And it is known that the pure of heart and strong of soul are never truly abandoned or lost."
Anarya has always felt blessed, as though someone watches over her and protects her. She cannot know, yet, the truth of her destiny and the truth of her heritage - the goddess Iomedae, former worshipper of the fallen god Aroden, watches over the girl with great care, fulfilling one last duty to her former patron. For Anarya, abandoned and parentless, is not a child of mortals, or even of any of the gods who remain to watch over the world. Through Anarya's veins flows the blood of the Last Azlanti - Aroden himself.

"Aroden held the child in his hands, and spoke to her mother; And his words were taken down and recorded by those in attendance. 'Stronger even than fate is a parent's love. Your daughter is loved, and by that power, not mine, evil cannot touch her.'"
Even before his death, Aroden foresaw that the time was not right for his child to enter the world, and that a powerful destiny lay ahead for her at a time of great crisis. He put the newborn child into an enchanted sleep, during which she would not age, but dream of things to come. When Aroden's disappearance shook the world to its core and the horror of the Worldwound tore itself open in the depths of Sarkoris, Iomedae knew that the time would soon come for Aroden's only heir to enter the world. Leaving the child on the steps of one of her churches, she watched over the growing young woman throughout her youth, watching her mature into a caring healer and friend to all innocents.

"The last words spoken, by the last Azlanti, before his ascension to the realms Beyond, echoed in the stillness of the chamber. 'It is not a bright path humanity walks now, but a dark one. There will be pain, and sickness, and war. Hardships unimagined will arise. But it is humanity which will ride triumphant over them. The human spirit is the hope of the world, and that spirit will keep it until the day of my return."
Dark days lie ahead for Anarya. She will be forced to do battle with the worst that the Abyss has to offer, and is destined to make terrible sacrifices to do what must be done to save the world. In time, the truth of her legacy too will be exposed, and the revelation that the Last Azlanti produced an heir will shake the ravaged world to its core.

"By the act of selflessness, one opens every door. It is by giving of oneself, and sharing one's heart with the community, that all are uplifted."
Aroden's knights, the Order of the Ioun Star, scattered and divided in the years since their patron's death, rally once more around the rumor of one who could re-fulfill the prophecies Aroden broke. Minions of the Abyss whisper of what her presence could do to the incursion of the Worldwound, and crusaders of Mendev and the free kingdoms of the world rally with hope at the salvation she represents.

"We still await his return."
The Worldwound is open. The demons are here. Only one band of heroes is going to stand in their way - and heroes? Well... heroes need a healer.

Possible Feat/Mythic Path Progression:
Oracle Revelations & Feats:
In progress.

Hierophant Mythic Path Abilities & Feats:
1st Tier — Divine Surge (Inspired Spell), Mythic Domain, Mythic Alignment Channel
2nd Tier — Relentless Healing
3rd Tier — Shape Channel, Extra Path Ability (Legendary Item I)
4th Tier — Enduring Blessing I
5th Tier — Divine Source, Mythic Paragon
6th Tier — Legendary Item II
7th Tier — Enduring Blessing II, Extra Path Ability (Legendary Item III)
8th Tier — Overcome Curse
9th Tier — Mythic Sight, Mythic Spell Lore
10th Tier — Conduit of Divine Will

Die Rolls:

Initiative:
[dice=Initiative]1d20+0[/dice]

Spell Resistance:
SR 11 vs. spells/SLAs with the evil descriptor or cast by outsiders with the evil subtype

Weaknesses:
Takes an additional 1 damage from any attack with a cold iron weapon.

Saving Throws:
[Dice=Fort]1d20+5[/dice]
[Dice=Ref]1d20+4[/dice]
[Dice=Wis]1d20+6[/dice]
Situational Save Bonuses:
+2 vs. death effects
+1 vs. spells and effects from outsiders with the evil subtype
+2 vs. blindness/dazzled
+2 vs. ongoing effects

Attacks:
[Dice=Primary Melee Attack]1d20+2[/dice] (x2 crit)
[Dice=Damage]1d8-1[/dice]

[Dice=Primary Ranged Attack]1d20+5[/dice] (x2 crit)
[Dice=Damage]1d8[/dice]

Skills:
[Dice=Acrobatics]1d20-1[/dice]
[Dice=Acrobatics (Unarmored)]1d20+1[/dice]
[Dice=Appraise]1d20+0[/dice]
[Dice=Bluff]1d20+5[/dice]
[Dice=Climb]1d20-3[/dice]
[Dice=Climb (Unarmored)]1d20-1[/dice]
[Dice=Craft(Alchemy)]1d20+0[/dice]
[Dice=Diplomacy]1d20+14[/dice]
[Dice=Disable Device]1d20-1[/dice]
[Dice=Disable Device (Unarmored)]1d20+1[/dice]
[Dice=Disguise]1d20+5[/dice]
[Dice=Escape Artist]1d20-1[/dice]
[Dice=Escape Artist (Unarmored)]1d20+1[/dice]
[Dice=Fly]1d20-1[/dice]
[Dice=Fly (Unarmored)]1d20+1[/dice]
[Dice=Handle Animal]1d20+5[/dice]
[Dice=Heal]1d20+9[/dice]
[Dice=Intimidate]1d20+5[/dice]
[Dice=Intimidate vs. Evil Creatures]1d20+7[/dice]
[Dice=Knowledge(Arcana)]1d20+0[/dice]
[Dice=Knowledge(Dungeioneering)]1d20+0[/dice]
[Dice=Knowledge(Engineering)]1d20+0[/dice]
[Dice=Knowledge(Geography)]1d20+0[/dice]
[Dice=Knowledge(History)]1d20+0[/dice]
[Dice=Knowledge(Local)]1d20+0[/dice]
[Dice=Knowledge(Nature)]1d20+0[/dice]
[Dice=Knowledge(Nobility)]1d20+0[/dice]
[Dice=Knowledge(Planes)]1d20+1[/dice]
[Dice=Knowledge(Religion)]1d20+8[/dice]
[Dice=Linguistics]1d20+3[/dice]
[Dice=Perception]1d20+8[/dice]
[Dice=Opposed Perception]1d20+4[/dice]
[Dice=Perform]1d20+5[/dice]
[Dice=Profession (Herbalist)]1d20+5[/dice]
[Dice=Ride]1d20-1[/dice]
[Dice=Ride (Unarmored)]1d20+1[/dice]
[Dice=Sense Motive]1d20+6[/dice]
[Dice=Sense Motive (Notice Enchantments)]1d20+7[/dice]
[Dice=Sleight of Hand]1d20-1[/dice]
[Dice=Sleight of Hand (Unarmored)]1d20+1[/dice]
[Dice=Spellcraft]1d20+4[/dice]
[Dice=Spellcraft (Enchantment, Curse, or Emotion Spells)]1d20+5[/dice]
[Dice=Stealth]1d20-1[/dice]
[Dice=Stealth (Unarmored)]1d20+1[/dice]
[Dice=Survival]1d20+0[/dice]
[Dice=Swim]1d20-3[/dice]
[Dice=Swim (Unarmored)]1d20-1[/dice]
[Dice=Use Magic Device]1d20+7[/dice]

Ability Checks:
[dice=Str]1d20-1[/dice]
[dice=Dex]1d20+2[/dice]
[dice=Con]1d20+3[/dice]
[dice=Int]1d20+0[/dice]
[dice=Wis]1d20+0[/dice]
[dice=Cha]1d20+6[/dice]