Mistress Kayltanya

Angelica Isley's page

103 posts. Alias of Jolly Roger.


Race

Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)

Classes/Levels

Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

Gender

AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft

About Angelica Isley

background:

Alexandria had a tough childhood. Both her parents were Aasimar paladins who were renowned vampire hunters, Maria and Castor Isley of the church of Mitra. When her mother was pregnant they were both overjoyed with the child. By her blood she would be a true champion of Mitra and slayer of undead. However it meant that they would have to take a break from battling undead for a while. Not the most stupid of the bunch, the vampire Count Zacharios knew the Maria was pregnant and plotted his revenge for his lost brethren and sisters. It was on the night that the birth that Zacharios and his cadre infiltrated the church where the child would be born. They slew the priest and all the monks present and tied both the father and the mother down. Zacharios bit Alexandria's mother and force fed her his blood. Then he patiently waited in the church as the child was born, for he wanted the parents to see the new nature of the child. And when Alexandria came out it became apparent what had happened, Zacharios blood had created a damphir. It wasn't long after that Zacharios slew both infamous vampire hunters, knowing that their daughter would grow up to be an undead freak. It wasn't until the next morning that the priests came by and saw the pool of blood that had came to rest in the church, with the little girl sitting there wailing for her parents.

Through her heritage it was expected that Alexandria would be a glorious paladin and the priests tried their best to raise her that way. However during her childhood she was resented by a lot of commoners, especially the other girls who made fun of her. All that ridiculous behavior led to Alexandria's annoyance and eventually hatred towards those jealous weak-minded individuals.
She was still let in the paladin order of Mitra, just like her parents wished. During her training it did not take long for her to manipulate other trainees to do little tasks for her and some even fell in love with her. She enjoyed toying around with those blathering fools.
Even still, eventually she became a full fledged paladin of Mitra with one purpose: to slay Zacharios. She quickly rose through the ranks due to her name and her skill.

It didn't take long for her to track him down and with a cadre of paladins of her own they were able to infiltrate his castle and slay him and his minions. With his dying breath Zacharios cursed Alexandria that her true nature would soon take over. Arrogant as she was, Alexandria laughed at him and only drove the stake deeper. During the search of the castle they found many relics and magical items which would be cataloged and destroyed when the paladins would return to the capitol. However among those items Alexandria recognized an amulet with her parents name on it. Knowing the item would be destroyed Alexandria took it with her in secret and wore it under her armor.

What she didn't know was that her amulet was indeed cursed and that none other than Asmodeus corrupted her thoughts as she slept, walked around, trained and hunted more undead. With her goal now met, Alexandria was looking for a new one, and soon grew bored and irritated with the menial tasks she was set upon. With her arrogant character and disgust for the weakminded peasants it didn't take much for Asmodeus to convince Alexandria that perhaps Mitra didn't suit her all that well. When the amulet started whispering to her, she became curious of the powers Asmodeus could offer her. Maybe under Asmodeus she would have a worthy goal again, perhaps she would feel real excitement again. With pleasure she started to do his bidding. Anything to get rid of the idiots around her.

She started to corrupt new trainees and even some of her old class mates. First with little things like stealing sweets from the kitchen, until eventually she got one of the recruits to kill an innocent, she had convinced him that he was possessed by a demon. She reveled as the idiot kept adoring her even as he was cast out from the church.
She was able to change the hearts of many a comrade into thinking that the old ways were wrong. Mitra isn't the all powerful one they were taught, no, the older powers could do much more good with the country. True order would protect the weak, not these weak laws and civil rights.

Eventually she was tasked by Asmodeus to strike at Bellinda. Alexandria convinced several idiot recruits and former class mates that the child of the king was possessed, and the personal retinue as well. They would kill the child for her. It was during their inauguration that the recruits and a few full fledged paladins tried to strike, while Alexandria just observed, acting the innocent. But alas they failed and most were killed, though many bodyguards fell as well. Of her fellow comrades, one survived and under interrogation he spilled the beans. Alexandria was found waiting in her room as the guards came in and arrested her. When asked for her reason she said "It's a shame the idiots were incompetent. But what a show they gave us. That corruption has defiled the good name of the paladins for ages to come." It didn't take long for the authorities to sentence her to death by burning. Alexandria laughed all the while during her trail, on her way to the prison and in her cell.

Crime: Heresy

Female Anti-Paladin 3 (Lord of Darkness)
NE Medium Dhampir / Humanoid (Dhampir)
Init +1; Senses Perception +3, Darkvision 60 ft, Low-light Vision
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 28 (3d10+6)
Fort +9, Ref +7, Will +8
Defensive Abilities Resist Level Drain (PFARG 223), Undead Resistance (PFARG 224)
==OFFENSE==
Spd 30 ft/x4
Melee Unarmed Strike +6 (1d3+6) 20/x2 [PA]
==STATISTICS==
Str 18, Dex 12, Con 13, Int 14, Wis 10, Cha 20
BAB +3, CMB +7, CMD +18
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Extra Lay on Hands (PFCR 124), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6
SU Aura of Cowardice (PFAPG 120), Cruelty (PFAPG 120 - 121), Smite Good (PFAPG 120), Touch of Corruption (PFAPG 120), Unholy Resilience (PFAPG 120)
Languages Celestial, Common, Infernal

-- DHAMPIREN RACIAL TRAITS --
• Str: +2, Con: -2, Cha: +2
• TYPE: Humanoid (Dhampir)
• SIZE: Medium
• DARKVISION 60 FT: Dhampires can see in the dark up to 60 ft.
• SPELL-LIKE ABILITY: A dhampir can use obscuring mist three times per day as
a spell-like ability. The caster level for this ability equals the dhampir's class
level.
• LOW-LIGHT VISION: You can see twice as far as humans in conditions of dim light.
• NEGATIVE ENERGY AFFINITY: Dhampires are alive, but reacts to positive
and negative energy as if it were undead-positive energy harms it, while negative
energy heals it.
• RESIST LEVEL DRAIN: Dhampires take no penalties from energy draining
effects, though they can still be killed if they accrues more negative levels then
they have Hit Dice. After 24 hours, any negative levels a they takes are removed
without the need for an additional saving throw.
• UNDEAD RESISTANCE: Dhampires gain a +2 racial bonus on saving throws
against disease and mind-affecting effects.
• SVETOCHER: Brought forth by the haughty and brutal moroi, svetochers are
renowned and feared for their silver tongues and deadly strength. -1 penalty on saves
against effects that deal positive energy damage. Dhampir gain a +2 racial bonus on
Diplomacy and Knowledge (nobility) because of their heritage.
• Automatic Languages: Common
• Bonus Languages: Any

-- CLASS ABILITIES --
• FAVORED CLASS (Anti-Paladin) : You've gain the following bonuses: Hit Point).
• ANTI-PALADIN WEAPONS AND ARMOR: Anti-Paladin are proficient with all
simple and martial weapons, with all types of armor (heavy, medium, and light), and
with shields (except tower shields). (PFAPG).
• AURA OF EVIL: The power of an antipaladin's aura of evil (see the detect
evil spell) is equal to 3. (PFAPG 120).
• CRUELTY: Whenever you uses touch of corruption to deal damage to one target, the
target also receives the additional effect from one of the cruelties you possesse.
This choice is made when the touch is used. Fort save (DC 17) to avoid this cruelty.
You've selected the following: Command. (PFAPG 120 - 121).
• DETECT GOOD: At will, an antipaladin can use detect good, as the spell.
An antipaladin can, as a move action, concentrate on a single Item or individual
within 60 ft and determine if it is good, learning the strength of its aura as if
having studied it for 3 rounds. While focusing on one individual or object, the
antipaladin does not detect good in any other object or individual within range.
(PFAPG 120).
• PLAGUE BRINGER: The powers of darkness make an antipaladin a beacon of
corruption and disease. An antipaladin does not take any damage or take any penalty
from diseases. He can still contract diseases and spread them to others, but he is
otherwise immune to their effects. (PFAPG 120).
• SMITE GOOD: You can call out to the dark powers to crush the forces of good. As
a swift action, choose one target within sight to smite. If this target is good, add
+5 on attack rolls and add +3 on all damage rolls against the target. If the target
is an outsider with the good subtype, a good-aligned dragon, or a good creature with
levels of cleric or paladin, the bonus to damage on the first successful attack is 6.
Regardless of the target, smite good attacks automatically bypass any DR the creature
might possess. You can uses this 1 times per day. While smite good is in effect, you
gain a +4 deflection bonus to AC against attacks made by the target (PFAPG 120).
• TOUCH OF CORRUPTION: You surround your hand with a fiendish flame, causing
terrible wounds to open on those you touch. Each day you can use this ability 9 times
per day. As a touch attack, you can cause 1d6 points of damage. Using this ability
is a standard action that does not provoke attacks of opportunity. The following
cruelty apply against status effects of those you touch:
(PFAPG 120).
• UNHOLY RESILIENCE: You gain a +4 bonus on all saving throws. (PFAPG 120).

• AURA OF OBEDIENCE(Su):
At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet.

In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness' level + the lord of darkness' Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.

• CRUELTY (Su)
At 3rd level, a lord of darkness gains the cruelty class feature of the antipaladin. This functions just like that class feature with the following exception.

At 3rd level, he can select the following cruelty in place of the sickened cruelty.

Commanded: The target must obey one order from the lord of darkness, as per the command spell.

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of
armor in which you are proficient, the armor check penalty for that armor applies only
to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and
Tumble checks. (PFCR 118)
• POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3
for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
• EXTRA LAY ON HANDS: Lay on hands 2x more times per day.