Hellknight

Lysaer Nymmis's page

202 posts. Organized Play character for Sethran.


Full Name

Lysaer Nymmis

Race

| HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13

Classes/Levels

| Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

Gender

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2

Size

Med

Age

17

Alignment

LN

Deity

Godclaw Pantheon

Location

Westcrown

Languages

Common, Elven, Infernal, Celestian

Occupation

Aspirant Hellknight

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 9

About Lysaer Nymmis

Who is Lysaer?:
Since he was little Lysaer had always wished to join the legendary Hellknights, in particular the Order of the Godclaw and their unique view on a pantheon of deities. Coming from wealthy stock - and with the training that comes from having such power, Lysaer was an accomplished Swordsman before applying to join the Order of the Godclaw.

Joining the Hellknights as a page at the age of ten, Lysaer has spent the last 6 years with the order, learning their doctrine, mission and tactics. As a squire he has been given leave to finish his skills and to that end he has joined the Pathfinder Society with their variety of trials and tribulations.

One thing Lysaer has come to realize however, is the inherent corruption within the Chelaxian Nobility. Whilst many of his kinsmen will have sided with the Dark Archives, Lysaer has listened to Lady Gloriana's theory on an united and accountable nobility, and secretly, Lysaer has joined with them. Outwardly to ensure their methods stay above board, if any should ask, but deep down he finds the Court intriguing.

Appearance:
Lysaer is a tall, muscular Half-Elf man with the usual pale complexion of anyone from Cheliax, though instead of the standard dark hair, Lysaer has spiky, Fiery-Red hair which is always kept tidy and is kept in check by a black leather headband.

Well-made Plate greaves encase his lower legs from the knee and half-fingered gauntlets rise to his elbow, a long, dark steel chain shirt, hanging down to his greaves and the sleeves reaching his vambraces completes the look, over a gambeson. On closer inspection, the armour seems to be somewhat for show and not as truly protecting as would be normal for the armour it is trying to replicate.

Over this, a dark gray tabard his belted around the waist, emblazoned with the symbol of a five pointed Iron star, which is slightly off axis as if it were spinning. In battle he wields one of two paired Greatswords, one fashioned of silver and the other with the darkness of cold iron

Character Sheet:

Lysaer Nymmis

Half-Elf(Chelaxian/Kyonin) Fighter 2 / Inquisitor 4 (Preacher) / Hellknight/2

LN Medium humanoid (human)

Init +4(+5 in Cheliax); Senses Low-Light Perception +14; Sense Motive +13
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Defense
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AC 25, touch 14, flat-footed 23 (+10 armor, +2 Dex, +1 Deflection, +1 Trait, +1 Insight) ; DR 3/-

HP 64

Fort +10, Ref +5, Will +8 ; Immune to Sleep, +2 vs Enchantment, +1 vs Curse, +1 vs Fear, +1 (Will) vs Illusion

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Offense
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Speed 30 ft.

Melee: M/W Cold Iron Greatsword / Magic Silver +13/+8 ; 2d6 + 6
M/W Cold Iron Greatsword (P.A) / Magic Silver +11/+6 ; 2d6 + 12
M/W Planson +12/+7 ; d10 + 6
M/W Planson (P.A) +10/+5 ; d10 + 12
Cold Iron Dagger +11/+6 ; d4 + 4
Gauntlet +11/+6 ; d3 + 4

Ranged: M/W Darkwood, Composite Longbow (+3) +10 ; d8 + 3 (C.I / B)

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Statistics
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Str 19, Dex 14, Con 12, Int 12, Wis 14, Cha 9

Base Atk +7; CMB +13; CMD 26

Feats: Skill Focus (intimidate), Power Attack, Weapon Focus (greatsword), Toughness, Hellknight Obedience (Godclaw), Cornugan Smash, Furious Focus

Traits Fiend Blood (+1 K. Planes, C.S), Defender of the Society: +1 AC in Med/Heavy Armour) , Bully (+1 Intimidate, C.S) (Conqueror of Time)

Skills [AC -3]: [46] Diplomacy (5) +10, Intimidate (7) +15, K.Arcana (4) +8/+10, K. Dungeoneering (3) +7/+9, K.History(0) +3 (Untrained), K. Local (0) +3/+5 (Untrained), K. Nature (4) +8/+10, K. Planes (5) +9/+11, K.Religion (4) +9/+11, Perception (7) +14, Sense Motive (6) +13, Survival (1) +6/+8

SQ

Combat Gear: +1 Adamantine Hellknight Plate, Gauntlets, Anti-Plague, Anti-Toxin, Scroll: CMW, Inquisitor's Kit, M/W Backpack, Acid Flask x3, Sihedrion Medallion, Ring of protection +1 Wand of CLW (26/50), Scroll of CMW x1, Shawl of Life-Keeping, Dusty Rose Prism Ioun Stone

Weapons: +1 Silver Greatsword, M/W C.I Greatsword, M/W Darkwood composite Longbow (+3),

Alchemical: Potion of Fly x1, Potion of CSW x1

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Special Abilities
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Elf Blood: Count as both Human and Elven for any effect related to race.

Destruction: The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.

Determination (2/day) [Free] Pick one of the following when used:

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Reformation Inquisition:

Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Cornugun Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Hurtful: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Spells:

1st: Divine Favour, Weapons Against Evil, Cure Light Wounds
2nd: See Invisibility, Align Weapon

Sihedrion Medalion: False Life 1/day (d10 + 5 temps, 5 hours)

Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight armor (see page 290). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.

Discern Lies (Sp): At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.