Adowyn

Lady Shanalotte, Herald of Fire's page

35 posts. Alias of Johnnycat93.


About Lady Shanalotte, Herald of Fire

Shanalotte
XP 315,000
Female Fallen Magus (Bladebound) 13/Inquisitor (Immolator) 12/Cavalier (Castellan) 13
NE Large Outsider (Evil, Fallen)
Init +13; Senses blindsense 30 ft, see in darkness, Perception +34
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DEFENSE
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AC 54, touch 27, flat-footed 49 (+1 DEX, +14 Armor, +6 Shield, +5 Deflection, +9 Natural, +6 Insight, +4 Dodge, -1 Size)
hp 194/247 (13d10+107); regeneration 2
Fort +21, Ref +10, Will +19
Immune fire, electricity, negative energy SR 24
Weaknesses vulnerability to cold
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OFFENSE
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Speed 70 ft; fly 210 ft (perfect).
Melee Baleful Firekeeper Sword +22 (1d10+19/19–20)
Space 10 ft Reach 10 ft (15 w/Baleful Firekeeper Sword)
Special Attacks arcane pool (13 points), judgment 4/day, challenge 5/day, fire bolt 9/day, hand of the acolyte 2/day, gentle repose 2/day, wall of ashes 15 minutes/day, breath weapon 1/day (30 ft cone/60 ft line, DC 26, 13d6 fire), stamina pool (21 points)
Magus Spells Prepared (CL 13th; concentration +22)

5thgreater blade dash, dimensional blade
4tharcana theft, detonate (DC 20), dimension door, firefall (DC 20)
3rdair geyser (DC 19), burst of speed, firestream (DC 19), fireball (DC 19 x2)
2ndarcane disruption (DC 18), blood blaze, blood transcription (x2), blur, scorching ray (x2)
1stblade tutor's spirit, blade lash, blood money (x2), emblazon crest, line in the sand, mirror strike
0 (at will)dancing lights, detect magic, prestidigitation, read magic, spark

Inquisitor Spells Known (CL 12th; concentration +21)

4th (4/day)chaos hammer (DC 20), crusader's edge (DC 20), divine power, greater invisibility
3rd (5/day)dimensional anchor (DC 19), dispel magic, prayer, righteous vigor, terrible remorse
2nd (7/day)blistering invective, death candle (DC 18), desecrate, lesser restoration, tremor blast
1st (7/day)alarm, bless, cure light wounds, divine favor, heightened awareness, protection from evil, true strike, wrath
0 (at will)brand, create water, guidance, resistance, sift, virtue

Domain Fire; Ash

Spell-Like Abilities (CL 13th)
1/daydancing lights, flare (DC 16), prestidigitation, produce flame
3/daydisintegrate (DC 23)
4/dayfire seeds (DC 22)
5/dayfire shield
6/daywall of fire
7/dayfireball (DC 19)
8/dayproduce flame
9/dayburning hands (DC 17)
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STATISTICS
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Str 32, Dex 12, Con 27, Int 22, Wis 22, Cha 12
Base Atk +13; CMB +25; CMD 47
Traits Expert Distractor, Arcane Temper
Feats Ally Shield, Lookout, Outflank, Precise Strike, Scarred Legion, Spirit of the Corps, Power Attack, Quick Draw, Disruptive, Combat Stamina, Ability Focus (Breath Weapon), Detect Expertise, Divine Defiance, Fire God's Blessing, Glorious Heat, Warrior Priest, War Blessing, Improved Initiative, Dwarf Blooded, Disruptive Recall, Run, Sacred Geometry (Quicken, Empower)
Skills Acrobatics +10, Autohypnosis +19, Bluff +11, Climb +16, Diplomacy +11, Disguise +10, Fly +19, Heal +12, Intimidate +16, Linguistics +19, Knowledge (Arcana) +15, Knowledge (Engineering) +13, Knowledge (Planes) +22, Knowledge (Religion) +22, Perception +34, Ride +4, Sense Motive +28, Spellcraft +22, Stealth +6, Swim +17, Use Magic Device +17
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common, Cyclops, Dark Folk, Draconic, Dwarven, D'ziriak, Elven, Giant, Ignan, Infernal, Necril, Protean, Sylvan, Terran,
SQ Arcane Pool, Spellcasting, Spell Combat, Spellstrike, Magus Arcana (Broad Study: Inquisitor, Lingering Pain, Maximized Magic), Spell Recall, Knowledge Pool, Medium Armor, Improved Spell Combat, Fighter Training, Improved Spell Recall, Heavy Armor, Black Blade, Fire Domain, Ash Subdomain, Fervor Inquisition, Monster Lore, Spellcasting, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Discern Lies, Stalwart, Burnt Offering, Challenge, Order of the Flame, Tactician, Banner, Greater Tactician, Castle Defender, Castle Lore, Guard Companion, Mighty Defense, Defending Challenge
Gear Baleful Firekeeper Sword, Bulwark of Ichorous Warmth, Shield of Want, Spell Component Pouch, Spellbook, Banner
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SPECIAL ABILITIES
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Blessing of Ihys (Su)
Somewhere, deep inside Shanalotte, is a bastion that holds the last remnants of her sanctity. It is only a matter of time until this too is consumed, but until then it endows her with some small hope. She gains a +2 racial bonus on saving throws against fear and despair effects. Additionally, she can also reroll a natural 1 on any one d20 roll once per day.

Dance of Embers (Su)
Whenever a firekeeper hits with a melee attack during a full-attack action, they can move 10 feet before making their next attack. The firekeeper's normal speed does not limit this movement—they can move 10 feet after any successful hit among their four attacks, as long as they have another attack to make.

Mantle of the Firekeeper (Ex)
Three times per day a firekeeper can treat a ranged magus spell as a spell with a range of "touch", allowing them to deliver the spell with their spellstrike ability. They are also considered two levels higher for the purpose of determining the effects of their challenge class feature and they may grant teamwork feats to all allies within 60 ft once per day as a swift action.

Raging Inferno (Su)
Whenever the firekeeper deals fire damage with any attack or effect, half of the damage is fire damage and the other half is untyped damage, similar to a flame strike spell. In addition, creatures that fail a save against any fire effect he creates are sickened for 1 minute. Those damaged by their melee attacks or by fire effects that allow no save are instead sickened for 1 round per attack. This duration stacks. Additionally, they are treated as 1 level higher when casting spells with the [fire] descriptor and 2 levels higher when using the granted powers of the Fire domain.

Primal Endowment (Su)
The firekeeper gains an insight bonus to AC equal to its Wisdom bonus. They receive additional senses (as listed in their profile), are immune to flanking, and receives a +12 racial bonus to Perception checks.

Devouring Fire (Su)
When a living creature within 30 feet of a firekeeper dies, that creature’s soul is torn from its body and pulled into the primordial flame if the dying creature fails a Will save (DC equals the save DC of the firekeeper’s breath weapon). This adds a number of hit points to the firekeeper’s deific shroud equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.

Finally, a firekeeper can spend a full minute offering a piece of themselves to the fire, dealing 4 points of Constitution damage and gaining four motes of power in return. Each mote can be used to cure 1 point of ability damage. Alternatively, the firekeeper can expend all remaining motes to receive an inherent bonus to one physical ability score equal to twice the number of motes used. This bonus lasts until the end of the firekeepers next turn.

Deific Shroud (Su)
An intangible field of siphoned soul energy protects the firekeeper from destruction. This ward has a maximum number of hit points equal to twice the firekeeper's Hit Dice, but starts at half this amount. Whenever a firekeeper would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to its deific shroud. If this damage reduces the deific shroud to fewer than 0 hit points, the firekeeper is killed as normal.

As a free action, the firekeeper can cause the shroud to erupt into white-hot flame. They sheds light as bright as a daylight spell, and dazzle any creature that does not avert its gaze. Creatures with the fire subtype are immune to this dazzling effect. The firekeeper can dim their flames to burning black shadows as a free action, suppressing the dazzling effect and allowing them to use Stealth without penalty.

Glorious Challenge (Ex)
A glorious challenge does not count against the cavalier's number of challenges per day, but otherwise acts like a cavalier's challenge class feature.

When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier's challenge).

The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).

Background:

Once, long ago, Shanalotte was mortal. It is suspected that she was but a simple maiden who devoted her life to preserving the hope and heart of others. Be it weary traveler or wayward knight, all could find comfort in her sublime grace. But such things have become lost in the throes of the past.

Her ascension came at the hand of Ihys who charged her, and three others, with the keeping of the primordial flame that would serve as a beacon to his armies as they fought across the Outer Planes. A great abbey was founded to house the flame and the four keepers were interred within its walls, seemingly for the rest of eternity. The War in Heaven came to an end with the death of Ihys, but the duty of the firekeepers did not.

The primordial flame had been but a fragment of Ilhys' magnificent soul and, as a result, the two were bound to one another. The death of the god severed that connection, causing the fire to rage uncontrollably. Deep shadows were cast all around the abbey and the chamber that housed the fire was blackened from the intense heat. The firekeepers did their best to contain the inferno, but such a want of souls could not be smothered. Even lost souls in transience to their final resting place could not escape the blaze, and were drawn to it and consumed. With each that was annihilated in this manner the fire ebbed, though it would inevitably flare up some time later with renewed intensity.

One by one the firekeepers offered themselves unto the primordial fire, hoping to once and for all quench its flame and spare the others any further carnage. In time only Shanalotte remained, and she too made to cast herself into the fire. Of the four her soul was the most magnificent and, in turn, had the potential of suppressing the primordial flame for eons. An ultimate act of selflessness to mark the final moments of the maiden...

Or so it would seem. Unable to go back Shanalotte saw the core of the primordial fire and learned of the terrible truth. No longer was it a splinter of the god Ihys, nor did it rage and consume without purpose. For when the Lord of Darkness slew his brother, he seized his soul as well - flame included. The primordial flame had become little more than a gateway to Hell. All those consumed in the fire were instantly deposited in the clutches of Asmodeus, the same fate Shanalotte now faced.

Let it be known by all that the last goodly act of the maiden Shanalotte was one of defiance. Even as her soul was consumed in the fires she struggled, sealing the putrid heat within her own body at the same moment she was being cast into Hell. In that way, it could be considered a miracle. The portal was no longer able to function, having lost its source of power, and no more unfortunate souls would be lured to their demise.

But only a fool would view things so narrowly. The reality is, despite being sealed away, the primordial flame continued to consume the soul of Shanalotte until only a hollow shell remained; a tragic shadow of her former glory. A fitting vessel for the fire's hunger...

Now the creature known as Shanalotte is little more than a macabre mask worn by the terrible entity below. Her person shapes it, gives it form, but it is the urge to consume that drives her.

Baleful Firekeeper Sword:

A simple arming sword acted as the medium for Ihys to manifest his primordial flame. When he died, the fire burned unchecked.

Who would be willing to wield this pitted blade as a weapon? Something truly horrible must lurk within.

This +3 Longsword houses a fragment of the primordial fire, granting it an intelligence and several special abilities.

  • The Baleful Firekeeper Sword has the following profile: Int 15 Wis 11 Cha 11 Ego 14. It has a Neutral Evil alignment and can speak Common, Infernal, and Ignan and has the Knowledge (Arcana) skill at a +4 bonus. Additionally, it has an arcane pool of 3 points.
  • A firekeeper wielding the Baleful Firekeeper Sword gains the Alertness feat.
  • As a free action, the firekeeper can spend a point from the weapon’s arcane pool to grant the weapon a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the weapon another +1 on damage rolls.
  • While a firekeeper is wielding or carrying the Baleful Firekeepr Sword, he can communicate telepathically with the blade in a language that the firekeeper and the weapon share.
  • As long as it has at least 1 point in its arcane pool, the Baleful Firekeeper Sword is immune to the broken condition. If broken, the weapon is unconscious and powerless until repaired. If destroyed, the weapon can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
  • As a free action, a firekeepr can spend a point of the Baleful Firekeeper Sword’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. The firekeeper can spend 2 points from the Baleful Firekeeper Sword’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the firekeeper’s next turn.
  • As a standard action, a firekeeper can expend an arcane point from their or the weapon’s arcane pool, and can call the Baleful Firekeeper Sword from as far as 1 mile away, causing it to instantaneously teleport to his hand.
  • Once per day a firekeeper can attempt to siphon points from the Baleful Firekeeper Sword’s arcane pool into his own arcane pool. Doing so takes a full-round action and the firekeeper must succeed at a Will saving throw with a DC equal to the weapon’s ego. If the firekeeper succeeds, they regain 1 point to their arcane pool for every 2 points they sap from the weapon. If they fail the saving throw, the firekeeper becomes fatigued (but can try again). If they are fatigued, they becomes exhausted instead. The firekeeper cannot use this ability if they are exhausted.
  • Bulwark of Ichorous Warmth:

    Hewn from the scorched stone of a long forgotten abbey, this armor is infused with the lingering heat of some legendary event.

    Those with the prowess to don this armor will find themselves blessed by a sense of gentle repose. When the soul is at ease, one can commit any manner of heinous act without a mote of culpability.

    This +5 suit of Stoneplate has 36 hardness, 285 hit points, is immune to sundering by non-mythic creatures, and possesses the following special abilities:

  • Anytime the wearer damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature's abilities until the start of his next turn.
  • The armor always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer’s saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor’s armor check penalty is reduced to -4.
  • The wearer's carrying capacity is increased by 50%
  • Once per day, when the owner reaches 0 or fewer hit points, the armor automatically provides a breath of life spell.
  • Four times per day the wearer can roll 1d6 and add that to the results of any saving throw they make while wearing the armor. Certain other abilities also consume uses of this ability, as noted in their description.
  • A non-firekeeper attempting to wear the armor is unable to utilize any of the armors special abilities and treats it as a normal, un-enhanced suit of Masterwork Stoneplate. Furthermore, using a special ritual that takes 10 minutes to perform, the firekeeper can sequester the item in a solid object at least twice as large as the item (such as putting a sword in a stone or an oak tree). The item becomes impossible to remove by any creature not bonded to it unless by means of a wish or miracle cast by a mythic creature of higher tier than the firekeeper.
  • The armor can't be bonded to another creature as long as its current firekeeper is alive. If the firekeeper dies or becomes non-mythic, this item can be bonded to another creature, but that creature doesn't gain the benefit of this ability. If the original firekeeper comes back to life or becomes mythic again, and this item is bonded to another, the bond reverts back to the firekeeper at any time the eternally bonded creature wishes. Reinstating a bond in this way is a free action. If the armor is broken, the bond is temporarily severed, but is reinstated when the armor is repaired.
  • When a critical hit or sneak attack is scored against the a firekeeper wearing this armor, the wearer can expend one use of the saving throw bonus to negate the critical hit or sneak attack and instead take normal damage.
  • Shield of Want:

    The origins of this shield are unknown, for it bares no mark of heraldry or allegiance across its surface.

    What is the nature of man's desire? A tiny thing, cursed with the burden of life, strove for an answer. Nothing could safeguard her from what she found.

    This +5 Quickdraw Light Mithral Shield possesses the following special abilities:

  • Six times per day the wearer can roll 1d6 and add that to the results of any saving throw they make while wielding the shield. Certain other abilities also consume uses of this ability, as noted in their description.
  • As a standard action, the firekeeper can grant a temporary bond to a number of creatures equal to or less than their mythic tier. These creatures can be mythic or non-mythic. A creature with a temporary bond can fully utilize all of the item's special abilities, and if that creature has mythic power, he can expend it to use the shield's special abilities that are limited to a number of uses per day. This temporary bond ends either when the firekeeper wills it—a mental command requiring no action, which can be done at any time while they are conscious—or when the bond is broken between the shield and its bonded creature.
  • As a standard action, the firekeeper can expend one use of their saving throw bonus to heal themselves 10 points of damage per mythic tier they possess. Alternatively, as a standard action she can expend two uses of their saving throw bonus to remove a single condition affecting her.
  • The shield can be further enchanted for half the normal cost in a ritual that takes 8 hours to complete. Doing so does not require a Craft check.
  • Spellbook:

    5th (2/day)greater bladed dash, dimensional blade
    4th (4/day)arcana theft, detonate (DC 20), dimension door, firefall (DC 20), greater invisibility, wall of fire
    3rd (5/day)air geyser (DC 19), burst of speed, firestream (DC 19), fireball (DC 19), force punch (DC 19), haste
    2nd (7/day)arcane disruption (DC 18), blood blaze, blood transcription, blur, mirror image, scorching ray
    1st (7/day)blade tutor's spirit, blade lash, blood money, burning hands (DC 17), emblazon crest, enlarge person, feather fall, floating disk, grease (DC 17), line in the sand, mirror strike, true strike
    0 (5/day)all