Giant Hunter

Aerianna Flametongue's page

150 posts. Alias of The Wyrm Ouroboros.

Full Name

Aerianna Flametongue, the Silver Maiden


Imm: Disease, Fear | ER Acid/Cold/Elec 5 | Aura 20' (Dim. Anchor DC 20) 10' (Courage +4) | PER: +4 | MV 30'/20' | Dipl +23**, Intim +33*, SenMot +17**, Stealth +8, UMD +10 |


Radiance +3 cold iron, +20/+20/+15 (1d10+11/19-20)

Mythic 1d8, 7/12 | Smite Evil 2/4 | DivBond +3, 11m, 0/2 or Lay/Hands 5d6, 10/11 | Others


LG female lawbringer (archon) aasimar paladin (tempered champion, mendevian crusade) 11/Marshal-Champion 4 | HP: 91/161 | AC 25/T 12/F 25) | CMB: +21, CMD: 31/30F | F:+17* R:+12* W:+17* |

Strength 19
Dexterity 10
Constitution 16
Intelligence 16
Wisdom 12
Charisma 20

About Aerianna Flametongue

The Silver Maiden:

The story of the Silver Maiden begins not in 4679 when she was born, nor even in 4710 when much of her family was slain during the upsurge in demonic activity when Yath rose from the Abyss. Strangely, it truly begins in far away Korvosa, during the rise and fall of Queen Ileosa; it begins not with Aerianna, but with the fallen paladin and swordmistress Tala Mateev.

Tala Mateev had been a devotee of the archon Falayna (known as Warrior's Ring) and trained as a paladin in the Tempering Hall of Absalom to master the longsword, favored weapon of the empyreal lady of femininity, rings, and martial training. When the end of a quest left her in Korvosa just after Queen Ileosa Arbasti (see Curse of the Crimson Throne) began establishing the Gray Maidens, Tala (female human LG paladin (tempered champion) 3) was enticed into the group by way of the temptation of being able to improve her skill with the longsword. Pushed mercilessly by Kordaitra Destaid, the group's second-in-command and de facto commander, magically manipulated by the group's wizard Vavana Dhatri, Tala's pride, ego, and eagerness to learn at any cost eventually led to her fall as a paladin -- which in turn was a crack that would later widen into a major psychological disorder bordering on a split personality.

With the fall of Queen Ileosa and the disbanding of the Gray Maidens in 4707, the thoroughly-dishonored Tala Mateev (LE cavalier (sister-in-arms) 5) left Varisia with a half-dozen others of the squad she'd led; aimless, they travelled east with no purpose other than to stay together and get as far away from the life they were leaving behind. The long journey took them through Lastwall, threaded between Ustalav and Razmiran and, reaching the River Kingdoms, inadvertently hired on as caravan guards heading north on the West Sellen river, up the Crusader Road. Reaching Nerosyan in 4708 with only two of the squad remaining, their path as sell-swords was not to last, the final two of Tala''s companions dying in skirmishes with Worldwound demons soon thereafter.

But Tala herself survived and, after drifting for a short time, found a retreat only a mile or so away from the town of Vala''s Gift, and retired -- or tried to. Her psyche was in strong conflict with itself, aspects of her 'paladin self' clashing with the 'maiden self', her loyalty to her cruel 'sisters' in a strange conflicted lock-step with her once-paladin's ideals of honor and loyalty. Her skill with a longsword and her intimidating visage (or lack thereof, behind her maiden''s helm) was undeniable and uncompromising, and thus grew for a time rumors of a swordmistress living in seclusion near the town.

Let us return, however, to the crusader city of Kenabres, wherein was born, was raised, trained, and lived the young maiden Aerianna. Taking after her father as a healer, admiring her mother, two uncles, and multiple siblings and cousins as soldiers supporting the defense of the town and the people against the abyssal invaders, she watched from afar as Khorramzadeh the Storm King attacked Kenabres and cracked the wardstone, only to be nearly brought down by the silver dragon Terendelev. What is rarely mentioned in those tales is the cost to the soldiery and town folk, and Aerianna lost two cousins that day.

Still, for the next fifteen years Kenabres was active, first fiercely, then less so as the energy devoted to the Fourth Crusade wore away; the plain-faced seven-year-old aasimar girl who watched from shelter as the vast balor smashed through stone walls learned her trade as a woman''s healer and midwife, and by the time the Fourth Crusade petered to a halt, the sturdy young woman had reached her twenty-second year. That was the same year that Queen Ileosa was dethroned, and Tala Mateev began the long, strange path that would lead her to Vala''s Gift.

Less than a handful of years later, however, in 4710 Aerianna was with her father on one of their typical circuits about Kenabres, visiting the villages and hamlets behind the city which still provided it with some food; guarding the pair was a troop in which several of her family, siblings and cousins, were enlisted. For them, it was less a military escort than a family road-trip. It turned into a family disaster, as several score demons descended on the hamlet of Partoch while they were there, bloodily slaughtering the troop, the inhabitants, the livestock -- everyone but Aerianna herself. The commander of the demons, having pointed her out at the very beginning of the slaughter as someone not to be harmed, watched her agony as she failed in every attempt to defend her patients, to strike back at the abyssals, to do anything that would make a difference. As the demons left her as the sole surviving witness, the leader laughed cruelly in her face, kicked her weeping form over, and left her behind him, broken in spirit.

Not broken; furious at her own impotentcy.

With the defenders already stretched to their breaking point, Aerianna's report of the massacre at the Partoch hamlet was received with glum acknowledgement, but no action. Still furious, now at the crusader forces in Kenabres crippled with an impotency equal to her own, she left the city to find someone, anyone who could teach her to defend herself, to strike back at the demons. And when she came across the rumor of a battle-maiden whose zeal and skill kept the town of Vala''s Gift clear of the foul things, she headed north -- well, north-east, anyhow.

A decade older than Aerianna, Tala Mateev (now cavalier (sister-in-arms) 7) had seen far more of the world -- and at first she refused to have anything to do with the midwife. Several weeks' persistence exposed the fact that Aerianna was going nowhere until she learned something, however, and so giving the woman burdensome scutwork, Tala expected to run her off and that right quick. But Aerianna was used to hard work, and grimly carried or dragged every load Tala gave her, ran every road and hill and ravine over and through which Tala sent her, did every filthy tedious chore with diligence and detail. Impressed despite herself, the ex-Gray Maiden started to see in Aerianna the potential for the perfection of her own ideal -- and, possibly, the renewal of her sisterhood.

And so she took Aerianna as a student, teaching her everything she could of the basics of her skills: the art of the sword, the reliance on her shield-sister, dedication and zeal and above all others, loyalty. Her instruction swung wildly from cruel to compassionate, her personality imperatives whipsawing Aerianna back and forth and inadvertently ensuring that loyalty would become an intense part of Aerianna's being. The scars she laid on the younger woman were those of hard work and combat training, however; Tala was a firm believer in 'spare the rod, spoil the child', as well as 'the more I bleed sweat in training, the less I bleed in combat', and though she typically trained Aerianna with weighted, bated (dulled) blades, they were not that dull, and every mistake in Aerianna's form was immediately punished by Tala's sword snaking through the gap and creasing her skin.

Learning everything Tala cared to teach her, doing absolutely everything the swordmistress demanded of her no matter how degrading or grimly cruel, Aerianna was -- compared to many others -- a fast and focused study, in part because she knew that she had a lot to catch up on, and not much time in which to do it if she were to begin taking the fight to the demons that had taken her family. After most of a year of this training, including several desperate fights against lesser demons which came through, Tala decided that Aerianna was ready to be given the honor of the facial scars of the Gray Maidens and be fully inducted into her order.

Iomedae had other plans.

A paladin of the goddess crashed the very start of the mid-morning two-woman ceremony; her sword surrounded with a glow that kept its edge from damaging either student or master, the woman faced Tala blade-to-blade. As the two clashed, the paladin pleaded with the cavalier to turn away from the darkness within her, that redemption was possible, that the people around her, both Aerianna and those in Vala's Gift would better served -- far better served -- if she would only return to the Light that still struggled to shine inside her. Tala was slow to enrage, but as the paladin fell to one knee, then spoke a few words and rose again healed of the worst of her wounds to continue to seek Tala's redemption, her fury broke free of her self-restraint. Using the paladin as, essentially, a practice dummy, the ex-Gray Maiden gave her student a display of weapon expertise, pointing out every error she saw in the paladin's defense and morality, until finally the Iomedaean lay out on the ground, half-senseless and helpless.

"Here," spoke Tala, snatching the paladin's quenched longsword from the ground and thrusting the grip into Aerianna's hand, which now-instinctively closed about it. "Finish her."

Aerianna stared down at the holy warrior who, after all, had done neither her nor her instructor any lasting harm. "What??"

The flat of Tala's blade smacked against the flat of the paladin's, fine steel ringing against fine steel; Aerianna's grip tightened against the vibrations raised. "Did I stutter? Did you somehow misunderstand what I ordered you to do, initiate?? Finish her."

Slowly, as if under a compulsion, Aerianna moved to the fallen woman's side, lowering the tip of the paladin's own blade to press against her throat. There she froze, staring down at the woman who had regained senses, though not her vigor; she was exhausted from channelling the goddess's blessings, and could do it no more. There she stood, the paladin meeting her gaze without fear, with a hope deep inside her eyes that strove to communicate itself to Aerianna ...

... and which finally did.


Tala's head rocked back in shock. "What do you mean, no??"

Aerianna's gaze lifted, but quailed at what she saw in her teacher's visage; the flicker of compassion was not enough to stand against the bonfire of Tala's anger. "I ... I can't."

Furious and impatient, Tala's blade struck aside the paladin's blade which Aerianna held, lifted, fell. "Little worm, you are giving me serious reason to reconsider!!" She gestured at the paladin's headless corpse. "Get rid of that. I don't want to see you until tomorrow; I have a lot of thinking to do, to decide whether or not you were just a waste of my fvcking time." She stalked off into the overgrowth behind the small cabin the two of them shared, lashing out at branches and vines as she went.

Slowly, Aerianna did as her swordmistress had ordered her; it was not the first time she'd been told to stay out of sight, and the penalty for being seen had always been painful. It was the first time she'd ever had to dig a grave, however, and she did so with care, whispering a tearful apology to the paladin for her death, for the ill way in which she was being buried. Not knowing many of the specifics of the Iomedean faith, she nonetheless stripped the woman of her armor and items, placed eleven stones as a small cairn at her head to mark the grave, then pulled on the armor (which, though chain mail, still fit her ill), took up the sword and, keeping out of Tala's sight and hearing, crept off before dinner-time to begin the thirty-mile trek back to Kenabres.

Luck was with her; the paladin's horse (entirely mundane, fortunately) was tied up a half-mile away in the direction she was headed; having some instruction in handling such a beast, she mounted up and turned for her long-abandoned home. The horse let her get to Kenabres before Tala even knew her to be gone, and that night she was turning the paladin's sword, armor, holy symbol, and gear in to the church of Iomedae, where it was recognized.

So, too, was Aerianna, and early on in her interrogation as to where she'd been for the last year and the circumstances of the paladin's death, she broke down entirely. Despite her weeping, she was able to hiccup her way through a reasonably coherent explanation of her last months, and told the woman who had waved the others out of the room everything she could remember of the unnamed paladin's battle to redeem herself and Tala Mateev. After listening gravely, the other woman -- herself a paladin of Iomedae -- told her that not all is lost, for the other paladin had the victory, for had not Aerianna returned to the church? Aerianna's weeping only increased, and she begged the woman for forgiveness, for mercy, if only she herself might be allowed to be the least servant in the church, were it only to be scrubbing floors for the rest of her life as her penance for her life being traded for that of a paladin's.

"Oh," said the woman softly, steel in her quiet voice, "I think you're going to have to do a bit more than that."

The weeks following were a scourging and scouring of her spirit, as a white-hot forge-fire to a misshapen blade of finest steel, correcting and reshaping the twists placed in her by her previous instruction. Much of Tala's work was sound, including -- especially -- her passion for the art of the blade, but the reasons behind each action, the morals and ethics which grounded her, had to be set once again in Iomedean ideals. But Aerianna's spirit was finally pliable, given up in service to the Inheritor, and eleven weeks after her return, she was consecrated as paladin, given her savior's +1 cold iron longsword, and sent forth to go as the goddess willed her.

Tala, being paranoid, had left by nightfall the day after Aerianna's own flight, but the cabin was Aerianna's first stop, to review the lessons she'd learned there, both good and bad. There she swore an oath to herself and upon the grave of the paladin who had saved her, that she would finish the paladin's work and redeem the spirit of Tala Mateev.


Over the next two years, Aerianna threw herself into the forefront of the defense against the renewed demonic incursions, earning a Knight-Inheritor ring and keeping an eye out for indications of where Tala might have gone. The passion, compassion, and zeal with which she has rallied the people to their own defense, helped those in need, and driven the forces of chaos and evil into retreat gained her the surname of 'Flametongue'. Along the way she fell in love with an Iomedean priestess, Jannet Crus, and the two of them were in Kenabres only a week away from pledging their troth when Khorramzadeh the Storm King attacked, slaying the silver dragon Terendelev and shattering the wardstone. Together, they fought their way out of Kenabres against the attacking demons, leading a sizeable cluster of civilians to safety --

-- which was when Tala Mateev attacked.

Seeing the madness of obsession within her former teacher, yet seeing also the yearning towards the light that the paladin who'd saved her had seen inside Tala, Aerianna struck back against her former teacher. The time spent fighting demons had taught her well, and though she (LG paladin (tempered champion, oath of the Mendevian crusade) 8) was not yet quite the match for her former mistress (LE cavalier (sister-in-arms) 12), she was above and beyond the previous paladin's skill with a sword.

With Jannet's increasingly-weaker aid as Tala slashed her almost in afterthought until she was slain, with the support of Iomedae to keep her on her feet and fighting, with the insight a year's worth of study under Tala had given her of the other woman's psychology, Aerianna Flametongue lashed her once-teacher with blade and word, opening wounds in flesh and mind to release blood as well as the venom long-since encapsulated in her spirit. "You betrayed your goddess," she said as she struck at the fallen paladin's leg. "You failed your sisters," and her sword gashed the ex-Gray Maiden's shield arm. "You mis-taught me," and her sword pierced Tala Mateev's shoulder, shattering her clavicle and causing her sword to fall to the ground. "And you slew the woman I loved, for no reason but that she tried to guard me against you," and Aerianna's shield slammed against that of her former teacher, driving her down and prone.

There Tala lay, broken in body and in spirit, as Aerianna knelt beside her and drew the maiden's helmet from her once-teacher's head. "Hullo, ma'am." The aasimar removed her own helm, looking down gravely.

"Aeri." Tala spoke weakly, bleeding out from half a dozen wounds. "I ... you ... did I ... really?"

Aerianna looked down at her, and was for a moment moved to compassion -- but that would not have served. For Tala Mateev, only the steel would serve. "Yes, Tala. You did. All of us."

Tears started to leak from the fallen woman's eyes, a sight Aeri had never seen in the entire year of her apprenticeship. "I ... never wanted ... meant ..."

"And yet you did, Tala. You were seduced -- by your eagerness, by your pride, by your conceit. By the cruelty you learned from others as the price of their teaching, a cruelty which you tried to teach to me."

The compassion, Aerianna knew, was to grip her teacher's hand in her own, to hold her head in her lap, to be with her as she mourned her wasted life. "If ... only ..."

Compassion was these, and one more thing, but there was still more steel needed. "Would you put yourself forth to be judged on your actions, to hope against hope that you might be shown mercy for what is now in your heart?"

Tala was silent for a time, and only her tears and slowing breathing assured Aerianna that she still lived. Finally, her voice almost inaudible, she spoke -- if barely. "... would ... throw myself ... 'gainst th' Abyss ... 'n penance ... 'f I could ... only feel ... Warrior's Ring ... again."

Aerianna swallowed, and hard, closing her eyes against the hammer of her own emotion, tears running freely down her cheeks. "Then may your contrition shine bright in Pharasma's eyes, and may Falayna take you to her practice halls, that you might purge the failures of your life in long and loyal service in the hereafter. Steel yourself to your cause, Gray Maiden." Gently letting her head to the floor, Aerianna rose and once more took up her sword. Lifting it up, she took careful aim, for this was the last compassion she could show her former mistress, to send her to Pharasma's halls.

Her eyes opening, Tala's gaze met that of her executioner and redeemer. "Silver Maiden," she whispered.

Because for Tala Mateev, only the steel would serve.


Since that day, Aerianna has thought long and prayed fervently on the woman's last words, and has finally decided -- or been inspired -- to indeed become a Silver Maiden instead of a Gray Maiden. The Gray Maiden's preferred colors of steel and red are, after all, not far from Iomedae's favored red and white, for all that her clergy goes with gold and white; taking on Tala Mateev's +1 mithral gray maiden plate and maiden's helm, she hopes to either be able to redeem the Gray Maidens themselves, or create the better version of them -- what they could have been under the hand of a good monarch, what they should have been given their sisterhood: silver maidens, not gray. It is by this moniker, 'Silver Maiden', that she is known amongst the Fifth Crusade, and though she tries to figure out how to build such an organization, she is distracted by the fight she faces.

Gray Maiden Archer
Gray Maiden on Guard
The Silver Maiden

Characterization, Notes, and Description:

Aerianna typically works as a woman's healer and midwife, for only the pittances necessary for her to restock her kit or for free if they can't afford that; she believes that bringing life and hope into the world is as important, if not moreso, than taking demons out of it, and would far prefer to put her talents to use that way. Even so, she knows that her skill with a sword is exceptional, and so she pursues the crusade with determined zeal.

Though she has lost family to the Worldwound, including both parents, at least one sibling, and several cousins, she still has more that serve in Mendev's armies and who work behind the scenes in support roles. She still carries the sanctified rings that were meant to be her wedding rings with Jannet Crus; although it is not something the background delves into, Jannet is still present in Aerianna's thoughts.

Aerianna will have thrown herself into the defense, then assault, against the demons' renewed attack with great alacrity; she definitely would have been part of the assault and liberation of Drezen, and may have come to the attention of Quinn Inktooth in that fashion, for her 'in the vanguard' willingness, her 'browbeat and smite' methodology, and her ability to rally the troops around her. If the character is chosen, she will have received visions during daily meditations, and she will meet him either at the gate or at the closest public place to his quarters.

She is called 'Flametongue' both for her ability to inspire her allies (Diplomacy +25) and for her ability to intimidate her foes (Intimidate +31, +2 in gray maiden plate, +2 vs. evil with her halo active); she has learned to attune her blade to simultaneously show mercy and invoke that intimidation factor, after which she can really get to cracking her foe's defenses. Though in combat she'll start out at range with her masterwork bow and the evil-outsider-bane arrows (their base being cold iron angel quill arrowhead durable arrows, one or two of which she will tend to use first) she's been gifted with, she'll very readily turn the arrows over to someone who is better at it than she is, heft her shield and sword, and quickly close with the foe.

She always, always, always uses her continual flame ability before she rests for the night; while that may result in her creating a stockpile, since she gives them away for free she rarely has many. She does prefer to place the enchantment on portable objects, such as stones or on the nubs inside lanterns. She will, when asked by her nominal superiors, place a continual flame on a stable physical location such as a castle wall, but she does prefer to be able to give the light to people to carry with them 'in all the dark places they must go.'

Physically, Aerianna is a close-coupled short woman, 5'2" and 115 lbs, with a body trained to exert accurate power instead of agility. About 28 years old with a plain face, she has copper red hair with flame-red highlights, brilliant emerald green eyes, and warm golden skin. Her halo, when manifested, reflects this physicality, and is primarily a warm gold, with copper, flame-red, and occasionally emerald filaments radiating out from her like holy fire. Her voice is an upper alto/low soprano (a mezzo-soprano), and she is well-trained in projecting her voice through the din of battle or against the rising passion of a mob.

Tenets of the Paladins of Iomedae and Oath of the Mendevian Crusade:

The paladins of Iomedae are just and strong, crusaders who live for the joy of righteous battle. Their mission is to right wrongs and eliminate evil at its root. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than merely the symptoms. They may back down or withdraw from a fight if they are over-matched, but if their lives will buy time for others to escape, they must give them. Their tenets include the following affirmations.

-- I will learn the weight of my sword. Without my heart to guide it, it is worthless -- my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
-- I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
-- I am the first into battle, and the last to leave it.
-- I will not be taken prisoner by my free will.
-- I will not surrender those under my command.
-- I will never abandon a companion, though I will honor sacrifice freely given.
-- I will guard the honor of my fellows, both thought and deed, and I will have faith in them.
-- When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
-- I will never refuse a challenge from an equal.
-- I will give honor to worthy enemies, and contempt to the rest.
-- I will suffer death before dishonor.
-- I will be temperate in my actions and moderate in my behavior.
-- I will strive to emulate Iomedae's perfection.

Never suffer an evil outsider to live if it is in your power to destroy it. Banish fiends you cannot kill. Purge the evil from those possessed by fiends. Oppose demonic influence in all its forms and seek a way to close the Worldwound.


Aerianna Flametongue, the Silver Maiden
Female archon-blooded (lawbringer) aasimar paladin (oath of the mendevian crusade, tempered champion) 11/Marshal-Champion 4
LG Medium outsider (native)
Init +4; Senses Perception +4
Aura courage (10 ft.), justice (10 ft.)
AC 25, touch 11, flat-footed 25 (+10 armor, +1 deflection, +2 natural, +2 shield)
hp 161 (11d10+51)
Fort +17, Ref +11, Will +17; +2 circumstance vs. blinded or dazzled
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
. . Radiance, +3 cold iron longsword +20/+20/+15 (1d10+9/19-20) or
. . heavy shield bash +15/+15/+10 (1d4+4) or
. . gauntlet (from armor) +15/+15/+10 (1d3+4) or
. . unarmed strike +15/+15/+10 (1d3+4 nonlethal) or
. . wand of misery +15/+15/+10 (1d6+4)
Ranged mwk composite longbow +12/+12/+7 (1d8+4/+3)
Special Attacks advance[MA], bravery/valor variant channeling 5/day (DC 20, 6d6 plus 3 channel bonus), mythic power (11/day, surge +1d8), smite evil 4/day (+5 attack and AC, +11 damage)
Spell-Like Abilities (CL 11th; concentration +16)
. . At will? halo
. . 1/day? continual flame
Paladin Spell-Like Abilities (CL 11th; concentration +16)
. . At will ?detect evil
Str 19, Dex 10, Con 16, Int 16, Wis 12, Cha 20
Base Atk +11; CMB +15; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Blades Above And Below, Dazzling Display, Divine Fighting Technique (iomedae's Inspiring Sword), Dual Path[M], Enforcer[APG], Gray Maiden Initiate (Faceless Maiden, Gray Maiden Endurance), Persuasive, Shatter Defenses, Weapon Focus (longsword)[M], Weapon Specialization (longsword), Worldwound Walker
Traits child of the crusades, omen
Skills Acrobatics -3 (-7 to jump), Diplomacy +25, Handle Animal +9, Heal +9 (+13 dealing with humanoid pregnancy or birth), Intimidate +33 (+35 circumstance vs. evil creatures), Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +5, Perception +4, Profession (midwife) +5, Ride +1, Sense Motive +17, Stealth +8, Survival +3, Use Magic Device +10; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Hallit, Infernal
SQ amazing initiative, anchoring aura, divine bond (weapon +3, 2/day), divine weapon specialization, fleet charge[MA], halo[ARG], holy vessel, lay on hands 10/day (5d6), mercies (cursed, injured), precision[MA], recuperation, smiting aura[MA], tactical genius[MA]
Combat Gear +1 evil-outsider-bane cold iron durable angel quill arrowhead arrow (10), maiden's helm, mwk cold iron durable angel quill arrowhead arrow (50), wand of cure light wounds (34 charges), acid (3), healer's kit, iron eye, liquid ice[APG] (3), sanctified rings (pair) (2), thunderstone (3); Other Gear +1 mithral Gray Maiden plate armor of the pious, mithral heavy steel shield, Radiance (+3 cold iron longsword), mwk composite longbow (+4 Str), wand of misery, amulet of natural armor +2, belt of physical might +2 (Str, Con), cloak of quick reflexes +2/+3[MA], cracked magenta prism ioun stone, firepowder (10), handy haversack, headband of mental prowess +2 (Int, Cha), knight-inheritor''s ring, ring of sustenance, stagger-proof boots, bedroll, boline, burner, candle (11), candle lamp[UE] (4), canteen[UE] (2), case, wooden, chalk (5), chalkboard[APG], crowbar, flint and steel, fuel pellet (100), holy text (The Acts of Iomedae)[UE], holy text (The Lymirin Discourses, nonmagical)[UE], ink (2), inkpen (2), mess kit[UE], midwife's kit[UE], paper (22), pouch, belt, pouch, belt, powder[APG] (10), sack, shining stones (stones w/ continual flame cast on them), #14 (3.25 lb), surgeon's tools[UE], tied on items, trail rations (5), weapon cord[APG], whetstone, winter blanket, 12 gp, 9 sp, 5 cp
Special Abilities
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Anchoring Aura (DC 20) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Bravery/Valor Variant Channeling (+3 Sacred) Additional save vs. fear/AC bonus, or standard channel
Bravery/Valor Variant Channeling 6d6 plus 3 channel bonus (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Dazzling Display (Longsword) Intimidate check to demoralize can affect those within 30' who see you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Su) Add evil outsider bane to weapon divine bond, but remove flaming.
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. (See 'Helper' spoiler.)
Divine Fighting Technique (Iomedae's Inspiring Sword, Advanced) (full rd action, 30 feet, 3 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Faceless Maiden (Ex) Gain +2 Intimidate bonus when wearing Gray Maiden plate.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+4 bonus, bypass all DR).
Gray Maiden Endurance (Ex) +2 hp, can sleep in Gray Maiden plate without becoming fatigued.
Gray Maiden Initiate (Faceless Maiden, Gray Maiden Endurance) Become affiliated with Gray Maidens.
. . . Faceless Maiden +2 bonus on intimidate checks while in Gray Maiden plate.
. . . Gray Maiden Endurance +2 hp, can sleep in Gray Maiden plate without becoming fatigued.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (5d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Injured) (5 rounds) (Su) Target gains fast healing 3 for duration.
Pack Attack Take a 5' step as an immediate action on your first attack, even if you've moved this round.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (4/day) (Su) +5 to hit, +11 to damage, +5 deflection bonus to AC when used.
Smiting Aura (4 dmg, 4 rnds.) (Su) Spend 1 pow. when smiting evil. 20-ft. aura damages evil creatures that start or move into it.
Stagger-Proof Boots Stand from prone w/o AoO, +4 to CMD vs. Bull Rush, Trip. 1/day, move 30' as immediate action.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tactical Genius (Su) Spend mythic power to swap out bonus teamwork feats.
Weapon Focus [Mythic, Longsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Worldwound Walker Can be considered neutral if affected by spells/effects that act different based on alignment.

Flash, Heavy Warhorse:

Flash CR ?
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
AC 18, touch 12, flat-footed 15 (+4 armor, +3 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee cold iron horseshoes +5 (1d4+5) or
. . unarmed strike +5 (1d4+5 nonlethal) or
. . bite +5 (1d4+5), 2 hooves (cold iron-shod) +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1.5; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +8
SQ combat riding
Other Gear lamellar (leather) armor[UC], cold iron horseshoes (4, built as cold iron gauntlets), bit and bridle, dandy brush, feed (per day, 20), military saddle, saddlebags, waterproof bag (4, containing feed, 5 days each)
Special Abilities
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

References (Various):

Divine Bond
Weapon: defending (+1), evil-outsider-bane (+1), keen (+1), merciful (+1), axiomatic (+2), disruption (+2), flaming burst (+2), holy (+2), speed (+3), brilliant energy (+4)

Armor: bashing (+1), fortification (+1/3/5), spell resistance (+2-5, 13/+2)

General Immune to Fear
Immune to Fear: Kaiju, Sahkil
Immune to Mind-Affecting: Construct, ooze, plant, undead, vermin; behemoth, great old one, inevitable, kami, qlippoth.

Future Armor (maybe)

armor of the pious, +1 mithral heavy plate, 23,300: (+11,500, as +3 +3800)
maiden's panoply, +3 grey maiden plate, 30,650: 10,650 (+20,000, as +5 +extra 4,000)

maiden's aegis, +2 heavy steel, 9,170: 4,170 (+5000, as +2 rallying)
bastion of the inheritor, +1 rallying heavy steel, 22,170: 6,170 (+16,000, as +4 rallying, +extra 1000)

Mercies (at levels)
At 3rd level, the paladin can select from the following initial mercies.

Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Targeted: The paladin’s lay on hands also acts as sanctuary, using the paladin’s level as the caster level. The saving throw DC to negate this effect is equal to 10 + 1/2 the paladin’s level + the paladin’s Charisma modifier.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Confused: The target is no longer confused.
Cursed: The paladin’s lay on hands ability also acts as remove curse, using the paladin’s level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the paladin’s level.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Amputated: The paladin’s lay on hands also acts as regenerate, but only for the purposes of regrowing severed body members, broken bones, and ruined organs. The paladin must have the injured mercy before she can select this mercy.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Ensorcelled: The paladin’s lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20).
Paralyzed: The target is no longer paralyzed.
Petrified: The paladin’s lay on hands ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature.
Stunned: The target is no longer stunned.

Silver Angels to Come

Crusaders for the Good
Scope regional (Avistan)
Alignment Any Good
Headquarters Temple of All, Drezen, the Worldwound
Values destruction of evil, justice for all, personal responsibility, personal freedom, rehabilitate those truly willing
Goals eliminate evil outsiders, abolish slavery, destroy incursions, establish justice, oppose tyranny
Allies Al-Zabriti, Eagle Knights, Silver Ravens, Gray Maidens (Scarlet Rose), paladins, good faiths
Rivals House Thrune, evil outsiders, Gray Maidens (Erinyes Company)

The Silver Maidens came about when a paladin defeated her former Gray Maiden instructor and was inspired to seek to not only redeem other Gray Maidens, but to create a knightly order of females based on their model. Now accepting good-aligned worshipers of every good god and power, the Silver Maidens are something of a good-aligned counterbalance version of the Hellknights.

In general, Gray Maiden feats, spells, archetypes, and prestige classes will be used, though any reference to scarring will be eliminated, but considering the primary enemies (demons, daemons, and devils) of the Silver Maidens, they are are well-trained in counter-intimidation, strength of will and purpose, and determination, so for the most part only the fluff portion need be altered.

The Sanguine Angel Prestige Class will be altered (Alignment: Any Good; Language: Celestial), particularly those things that would deliberately harm innocents or fallen foes; for example, Kinslayer will be changed so that the favored enemy is outsider (evil); Merciless Massacre may still increase damage, but would make all damage nonlethal (so as to capture, not slay).

Sister-in-Arms is the preferred archetype for cavalier, but may need to be modified; the Phalanx Fighter archetype may be a favored one for the less wealthy Maidens, at least until the organization can get them into decent gear and training.

The Silver Maidens will accept every willing good-aligned individual, no matter their class, origin, race, or history; redeeming the fallen is in part a theme for them, for to turn evil to good is to destroy it as much as putting as sword through its heart would. Another main focus is cooperation between and defense of women; most Maidens (and all of them with healing magic) will receive at least basic training as midwives, and the recognition of signs of abuse.

Light Levels
Light Levels:
Bright light (day outside), normal light (continual flame, halo, torch, etc.), dim light, darkness.
Halo/Continual Flame: 20' normal; 40' increase current by 1 level, max normal


1+ Free; Swift; Standard + Move OR Move + Move OR Full Round


Triggered Actions:
Enforcer: On nonlethal damage, make free Intimidate.
Smiting Aura (20', 4 dmg, 4 rnd): On Smite, 1 MP, damage evil creatures in or entering area.
Divine Fighting Technique (sight, 1 min): On Charge attack strike, grant allies who see +2 sacred to atk, saves, and skill checks.

Free Action:
Amazing Initiative: 1MP, +1 standard action.
Child of the Crusades (1/day): On failed save vs. demon possession/incapacitation, reroll and keep 2nd.

Immediate Action:
Anchoring Aura (30', DC 20): 1 Smite, target evil outsider.
Cloak of Quick Reflexes: 1 MP, reroll failed Reflex save; if 2nd failed, cannot use ability for 24 hrs.
Stagger-Proof Boots (1/day): Move 30'.

Swift Action:
Advance (30'): 1 MP, grant allies free move action or 5 ft step.
Armor of the Pious (1/day, 10 rnd): +1 Armor, +2 saves.
Mythic Weapon Focus: 1 MP, add 1/2 Tier to attack.
Fleet Charge (+4): 1 MP, move Spd, bypass DR.
Lay on Hands (5d6 hp, 10/day): Heal self, apply all mercies.
Smite Evil (4/day): +5 to hit, +11 to damage (bypass DR), +5 deflection to AC from tgt. If tgt evil outsider, undead, evil dragon, x2 dmg on first hit.

Move Action:
Detect Evil (60'): Concentrate on 1 item, as 3rd rnd of spell.
Stagger-Proof Boots Stand from prone w/o AoO.
Move: 30', 20' in armor/encumbered.

Standard Action:
Aura of Justice (10', 1 min): 2 Smite, allies gain Smite: use as Free, must be used by start of paladin's next turn.
Channel Energy (30', Will DC 20): 2 LoH, 6d6 heal + 3 sacred vs. fear OR AC (1 turn) + Charge Attack; 6d6 harm.
Divine Bond (+3, 11 mins, 2/day) Weapon/armor shines with light, gains bonuses/properties. (See 'Helper' spoiler.) Can use LoH to activate.
Divine Fighting Technique (30', 1 min): 1 attack; success, grant allies +2 sacred to atk, saves, and skill checks.
Lay on Hands (5d6 hp, 10/day, Touch): Heal other, apply all mercies.
Bless Weapon (1/day, 11 min.): Acts as good-aligned magic weapon, confirms crits vs. evil, as spell. (Knight-Inheritor's ring)
Command (Will DC 11, 3/day): Give single simple command, as spell. (Maiden's helm)
Prestidigitation (Clean self, at will): Make self presentable and clean. (Knight-Inheritor's ring)
Detect Evil (60', at will): As spell (presence; number, power of strongest; power and location of each).
Halo (20', 40', at will): Light as spell, +2 Intimidate vs. evil, saves vs. blind/dazzle.
Continual Flame (20', 40', 1/day): As spell.
Attack: +20.

Full Rnd Action:
Charge: Move twice (60/40', min 10'), draw weapon, +2 attack, -2 AC.
Dazzling Display (30') Intimidate check to demoralize foes.
Full Attack: +20 / +20 / +15.

Typical Combat Sequence

Immediately Prior: Divine Bond (Standard, 1 use), Halo (Standard)
First Round (2 MP, 1 OR 3 Smite): Amazing Initiative (Free, 1 MP), Smite Evil (Swift), Smiting Aura (triggered on Smite, 1 MP), Dazzling Display Intimidate (Bonus Standard) OR Aura of Justice (2 smite), Charge (Full Round), Divine Fighting Technique (triggered on Charge)
Second Round (2 MP): Amazing Initiative (Free, 1 MP), Lay on Hands (Swift, 5d6, if needed), Divine Fighting Technique (Bonus Standard), Full Attack (Full Round)
Third+ Round:
. . Standard: Mythic Weapon Focus (Swift, 1 MP), Full Attack (Full Round)
. . If needed: Lay on Hands (Swift, 5d6, if needed); Amazing Initiative (Free, 1 MP) + Divine Fighting Technique
. . If move required: Amazing Initiative (Free, 1 MP), Advance (Swift, 1 MP), Move 20' (Move), Full Attack (Full Round)


Mythic Power (10/12): 11/day, 1d8 to any d20 roll; +1 from armor/pious.
Lay on Hands (11/11): 10/day; +1 from armor/pious.
Smite Evil (4/4): 4/day
Divine Bond (1/2): 2/day, can use Lay on Hands to activate.
Child of the Crusades: 1/day
Armor of the Pious: 1/day
Continual Light: 1/day
Command (3/3): 3/day
Bless Weapon: 1/day
Wartrain Mount: 1/day
Prestidigitation: At will
Halo (Light): At will

Header Info


Race: (#2)
Imm: Disease, Fear | ER Acid/Cold/Elec 5 | Aura 20' (Dim. Anchor DC 20) 10' (Courage +4) | PER: +4 | MV 30'/20' | Dipl +23**, Intim +33*, SenMot +17**, Stealth +8, UMD +10 |

Classes/Levels: (#3)
Radiance +3 cold iron, +20/+20/+15 (1d10+9/19-20){spoiler=Daily]Mythic 1d8, 12/12 | Smite Evil 4/4 | DivBond +3, 11m, 2/2 or Lay/Hands 5d6, 11/11 | Others{/spoiler]

Gender: (#1)
LG female lawbringer (archon) aasimar paladin (tempered champion, mendevian crusade) 11/Marshal-Champion 4 | HP: 161/161 | AC 25/T 11/F 25) | CMB: +20, CMD: 30/30F | F:+17* R:+11* W:+17* |

Race: (#2)
Imm: Disease, Fear | ER Acid/Cold/Elec 5 | Aura 20' (Dim. Anchor DC 20) 10' (Courage +4) | PER: +4 | MV 30'/20' | Dipl +23**, Intim +33*, SenMot +17**, Stealth +8, UMD +10 |

Classes/Levels: (#3)
Radiance +3 cold iron, +23/+23/+23/+18 (1d10+11/17-20){spoiler=Daily]Mythic 1d8, 9/12 | Smite Evil 4/4 | DivBond +3, 11m, 1/2 or Lay/Hands 5d6, 10/11 | Others{/spoiler]

Gender: (#1)
LG female lawbringer (archon) aasimar paladin (tempered champion, mendevian crusade) 11/Marshal-Champion 4 | HP: 154/161 | AC 26/T 12/F 25) | DR 10/adm | CMB: +21, CMD: 31/30F | F:+17* R:+12* W:+17*

Smite: +5 to hit, +11 to damage (bypass DR), +5 deflection to AC from tgt
Weapon: defending (+1), evil-outsider-bane (+1), keen (+1), merciful (+1), axiomatic (+2), disruption (+2), flaming burst (+2), holy (+2), speed (+3), brilliant energy (+4)

Effects Now Active:

Halo (Light, 20', 40', 110 min.): +2 Intimidate vs. evil, saves vs. blind/dazzle.

+3 cold iron longword
Divine Bond (+3): Keen (17-20/x2), Holy (+2/+2d6 vs Evil), 11m

Anchoring Aura (20'r, Will DC 20): dimensional anchor.
Aura of Courage +4 (10'): Allies gain morale bonus vs. fear.

Divine Weapon Specialization (1d10): Longsword damage increased (1d10).
Hard to Kill (-32) Automatically stabilize.

Worldwound Walker: Can be neutral vs. alignment spells/effects.
Energy Resistance (5): Vs. Acid/Cold/Electricity.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.