Aasimar

Anarya's page

998 posts. Alias of The Morphling.


Full Name

Anarya

Race

▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27

Classes/Levels

▪ Init +6, Percep +17, Sense Motive +9

Spell Effects:
shield of faith, barkskin, heroism, magic circle, veil of heaven, corruption resistance, suppress charms and compulsions, moment of greatness, daylight

Gender
Anarya wrote:
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoF

Fort +15, Ref +14, Will +16

Size

Medium

Age

20

Special Abilities

Incorruptible, Scion of Humanity, Halo, Celestial Crusader

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 7, Holy Vindicator 3; Tier 4 Mythic Heirophant
NG Medium Outsider/Humanoid (Human, Native)
Init +5; Senses Perception +15 (+13 if opposed check), Sense Motive +7 (+10 if vs. enchantments, full round action)
Speed 40 ft.
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DEFENSE
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AC 34*, touch 14*, flat-footed 33* [ (+11 armor, +4 shield, +1 dex, +4 natural, +3 deflection, +2 sacred*, +1 Armor Specialization) [*+3 vs. evil outsiders]
HP 136 (7d8+3d10+40+2+12)
Fort +10(+15 w/ buffs), Ref +7(+12 w/ buffs), Will +9(+16 w/ buffs) (+2 vs. death effects, +1 trait vs. evil outsiders, +2 circumstance vs. blindness/dazzled, +5 vs. ongoing effects, +2 sacred vs insanity, confusion, emotion, and fear)
Weaknesses 1 extra dmg from cold iron, Overprotective drawback
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OFFENSE
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Melee Truthwatcher, +3 cold iron grayflame longsword +15*/+10* (1d8+6, 19-20/x2) [*+1 to hit vs. fiends]
- (Grayflame: Swift action, +1 enhancement bonus, +1d6 divine damage, [good & silver], 7 rounds)
- (Channel Smite: +7 to hit, +7d6 damage, swift action)
Ranged Sling (17x cold iron bullets) +11/+6 (1d8, x2)
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STATISTICS
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Str 16 (+3)
Dex 12 (+1)
Con 18 (+4)
Int 10 (+0)
Wis 11 (+0)
Cha 30 (+10)
Base Atk +8/+3; CMB +7; CMD 20
Feats

  • Fey Foundling (+2 healing/die, +2 saves vs death)
  • Selective Channeling (Exclude 8 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)
  • Favored Prestige Class (Holy Vindicator is also Anarya's favored class)
  • Prestigious Spellcaster (Additional level of spellcasting when skipped by Holy Vindicator)
  • Channel Smite (Expend channel energy to damage evil or undead targets)
    Mythic Feats
  • Mythic Alignment Channel (Channel damages any evil creature, half damage unless MP spent)
  • Mythic Channel Smite (Attack bonus on Channel Smite)
    Traits
  • Purity of Faith
  • Fate's Favored
  • Touched by Divinity (Defense Subdomain)
    Trained Skills (ACP -3, includes heroism buff)
  • Diplomacy (5 Ranks) +22
  • Heal (7 Ranks) +13
  • Knowledge (Religion 7 Ranks) +12
  • Knowledge (Planes 4 Ranks) +11 (includes +2 from Favored Prestige Class) [+2 to identify evil outsiders]
  • Knowledge (Nature 1 Rank) +6
  • Linguistics (1 Rank) +5
  • Perception (9 Ranks) +17 (includes +3 from deaf curse, hearing impossible)
  • Profession (Herbalist 1 Rank) +7
  • Sense Motive (4 Ranks) +11
  • Spellcraft (1 Ranks) +6 [+2 to identify the magic of evil outsiders]
  • Use Magic Device (1 Rank) +14
  • Intimidate (1 ranks) +16 [+2 vs. evil creatures]
    Languages Common, Sign Language, Read Lips
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    SPECIAL ABILITIES
    --------------------
    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 (11/day at 4th 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 1d8 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.

    Relentless Healing (Su): Anarya can restore life to the recently dead. If a creature has died within 1 round, as a free action she can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect she causes or from a magic item she wields. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, she can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.

    Amazing Initiative (Ex): Anarya gains a bonus on initiative checks equal to her mythic tier (+4). In addition, as a free action on her turn, she can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. Anarya can't gain an extra action in this way more than once per round.

    Recuperation (Ex): Anarya is restored to full hit points after 8 hours of rest so long as she isn't dead. In addition, by expending one use of mythic power and resting for 1 hour, she regain a number of hit points equal to half her full hit points and regains the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

    Divine Source (Su): Anarya can grant divine spells to those who follow her cause, allowing them to select her as their deity for the purposes of determining their spells and domains. Anarya grants access to the Good and Heroism domains as if she were a deity. Creatures that gain spells from her don’t receive any spells per day of levels higher than her tier (4); they lose those spell slots. In addition, she can cast spells from domains she grants as long as their level is equal to or less than her tier. Each day as a spell-like ability, she can cast one spell of each level equal to or less than her tier (selecting from those available to her from her divine source domains). At 6th tier and 9th tier, she can select this ability again, adding one domain and two subdomains to her list each time and adding their spells to the list of those that she can cast.

    Vindicator's Shield (Su): Anarya can channel energy into her shield as a standard action; when worn, the shield gives her a sacred bonus to her Armor Class equal to the number of dice of her channel energy. This bonus lasts for 24 hours or until she is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power.

    Stigmata (Su): Anarya willingly gives her blood in service to her faith, and is marked by scarified wounds which match those suffered by Aroden during his life. At 2nd level, Anarya may stop or start the flow of blood by force of will as a standard action. At 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half her class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus equal to half her class level. Each time she activates her stigmata, Anarya decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, she must deactivate and reactivate her stigmata. While her stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.

    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 (14th level, 10/day, DC 28): 7d6

    Sacred Scourge (Evil Creatures Only) (13th level, 10/day, DC 27): ½ of 7d6 + dazed 1 round [Non-outsiders take half damage, spend 2x mythic power for them to take full]

    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 (11). 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).

    Celestial Armor (Su): Any suit of armor Anarya dons takes on a golden sheen and becomes light as a feather. Her armor weighs half as much as long as she wears it, and she also gains armor training as a 7th-level fighter. She also gains heavy armor proficiency.

    Armor Training (Ex):
    Anarya has learned to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, Anarya can also move at her normal speed while wearing medium or heavy armor.

    Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing her armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), Anarya can choose an advanced armor training option. She has chosen Armor Specialization (Full Plate) in lieu of her 7th level increase.

    Armor Specialization (Ex): Anarya selects one specific type of armor with which she is proficient (Full Plate). While wearing the selected type of armor, Anarya adds one-quarter of her fighter level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor.

    Favored Class Bonus: The path of the oracle comes naturally to Anarya, granting her +3 skill points, 2 additional 1st-level spells known, and 1 additional 2nd-level spell known.
    Favored Prestige Class: The path of the holy vindicator is Anarya's divine calling, granting her +4 skill points, and a +2 bonus on Knowledge (Planes), increasing to +4 with 10 ranks.

    Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.

    Spell-Like Abilities (CL 10th; concentration +20)
    At will — light (self-only)
    3/day — shield, shield of faith
    1/day — corruption resistance (1 hour/lvl on self)
    Item Abilities (CL 19th; concentration +29)
    3/day — levitate
    Touched by Divinity Abilities (Costs 1 Mythic Power to Use) (CL 9th; concentration +19)
    - Defense: shield, barkskin, protection from energy, spell immunity, spell resistance
    - Heroism: shield of faith, bless weapon, heroism, holy smite, righteous might
    Divine Source Spell-Like Abilities (1/day of each level) (CL 9th; concentration +19)
    4th (1/day, DC 24) holy smite
    3rd (1/day, DC 23) heroism, magic circle against evil
    2nd (1/day, DC 22) bless weapon, align weapon (good only)
    1st (1/day, DC 21) shield of faith, protection from evil

    --------
    SPELLS
    Spells Known (9*/5+2+M/4+2+M/4+2+M/4+M/1) (CL 10th; concentration +20)
    5th (5/day, DC 25) — spell
    4th (6/day, DC 24) — blessing of fervor, freedom of movement, holy smite
    3rd (7/day, DC 23) — cure serious wounds, cast out (M), magic circle against evil, prayer, dispel magic, magic vestment, heroism, contagious zeal
    2nd (8/day, DC 22) — sound burst, cure moderate wounds, confess (M), shield other, bull's strength, burst of radiance, shatter, bless weapon, align weapon (good only)
    1st (8/day, DC 21) — veil of heaven (M), unbreakable heart, cure light wounds, command, protection from evil, liberating command, moment of greatness, detect demon, divine favor, bless, compel hostility
    0th (at will, DC 20) — guidance, detect magic, virtue, stabilize, purify food and drink, create water, light, detect poison, mending
    Space 5 ft.; Reach 5 ft.

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    GEAR/POSSESSIONS
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    Held Buckler (5 gp, 5 lbs), +1 consecrated masterwork cold iron battle aspergillum (460 gp, 4 lb)
    Worn +1 Full Plate (2,650 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), greater aegis of recovery (3,750 gp, 0 lbs), 8x holy water (125 gp, 5 lbs), wand of bless (CL 2nd, 37 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 +4, ring of protection +1, 2x platinum rings (50 gp), horn of assured victory, belt of physical might (Str/Con) +2, cracked dusty rose prism ioun stone, boots of striding and springing, snapleaf, cloak of resistance +2
    Carrying Capacity Light: 26 lbs Medium: 27–53 lbs Heavy: 54–80 lbs Current ?? lbs (medium load)
    Money 0 pp 991gp 78 sp 2 cp
    Gear Value 25,702 gp 4 sp
    Total Wealth (coins + gear) 27,093 gp, 82 sp, 2 cp
    Deficit 6,000 gp

    Untrained Skills Sense Motive +2, Intimidate +6 (+8 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 shocked the nations of the world 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]

    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+8[/dice]
    [Dice=Climb]1d20-3[/dice]
    [Dice=Climb (Unarmored)]1d20-1[/dice]
    [Dice=Craft(Alchemy)]1d20+0[/dice]
    [Dice=Diplomacy]1d20+16[/dice]
    [Dice=Disable Device]1d20-1[/dice]
    [Dice=Disable Device (Unarmored)]1d20+1[/dice]
    [Dice=Disguise]1d20+8[/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+6[/dice]
    [Dice=Heal]1d20+9[/dice]
    [Dice=Intimidate]1d20+8[/dice]
    [Dice=Intimidate vs. Evil Creatures]1d20+10[/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+12[/dice]
    [Dice=Opposed Perception]1d20+10[/dice]
    [Dice=Perform]1d20+6[/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+8[/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+8[/dice]

    -------------Buffs----------------

    Active Spell Effects:

    Anarya: extended shield (18 minutes), barkskin (180 minutes), shield of faith (18 minutes), heroism (180 minutes), greater magic weapon (CL 11th, 11 hours), magic vestment (x2 - on armor and shield - 9 hours), magic circle against evil (90 minutes), extended veil of heaven (180 minutes), corruption resistance (9 hours), light (halo), freedom of movement (90 minutes)
    Aelith: enlarged shield other (9 hours - 70 ft. range), freedom of movement (90 minutes)
    Everyone: extended suppress charms and compulsions (CL 11th, 220 minutes), extended moment of greatness (18 minutes), Life Link

    Current combat: n/a

    Buffs Breakdown:
    Unbuffed, no items equipped:

    - dexterity (+1 dex bonus)
    - Celestial Crusader racial ability (+1 insight bonus to AC vs. evil outsiders)

    Against foes who aren't Evil Outsiders:
    AC: 11, Touch 11, FF 10 (+1 dex)
    Against Evil Outsiders:
    AC: 12, Touch 12, FF 11 (+1 dex, +1 insight)

    Unbuffed, items equipped:

    - +1 full plate armor (+11 armor bonus [+1 from Armor Specialization])
    - buckler (+1 shield bonus)
    - +1 ring of protection (+1 deflection bonus)

    Against foes who aren't Evil Outsiders:
    AC: 24, Touch 12, FF 23 (+11 armor, +1 shield, +1 dex, +1 deflection)
    Against Evil Outsiders:
    AC: 25, Touch 13, FF 24 (+11 armor, +1 shield, +1 dex, +1 deflection, +1 insight)

    Whenever the group is casting its buffs before setting out into potential danger, she casts blessing of fervor and then casts the following long-duration spells on herself, using the fervor to apply Extend Spell to the buffs of 2nd level or lower:

    - magic vestment on armor (increases armor bonus by 1) (9 hours)
    - magic vestment on shield (increases shield bonus by 2) (9 hours)
    - veil of heaven (+2 sacred bonus vs. evil outsiders) (180 minutes)
    - barkskin (+4 natural) (180 minutes) - costs 1 Mythic Power to use
    - magic circle against evil (increases deflection bonus vs. evil creatures by 1) (90 minutes)

    Against Non-Evil foes:
    AC: 31, Touch 12, FF 30 (+12 armor, +3 shield, +1 dex, +1 deflection, +4 natural)
    Against Evil foes who are not Outsiders:
    AC: 32, Touch 13, FF 31 (+12 armor, +3 shield, +1 dex, +2 deflection, +4 natural)
    Against Evil Outsiders:
    AC: 35, Touch 16, FF 34 (+12 armor, +3 shield, +1 dex, +2 deflection, +4 natural, +2 sacred, +1 insight)

    If Anarya knows combat is imminent or is entering a dungeon and has time to buff, she will cast the following short-duration buff spells on herself:

    - shield (increases shield bonus by +1) (9 minutes)
    - shield of faith (+3 deflection) (9 minutes)

    Against foes who are not Evil Outsiders:
    AC: 34, Touch 14, FF 33 (+12 armor, +4 shield, +1 dex, +3 deflection, +4 natural)
    Against Evil Outsiders:
    AC: 37, Touch 17, FF 36 (+12 armor, +4 shield, +1 dex, +3 deflection, +4 natural, +2 sacred, +1 insight)

    Whew! That was a lot of calculating but there's all her buffs laid out prior to her Vindicator's Shield ability kicking in.