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About Arista MilocatheVital Stats:
HP: 102 (+11 FC, +12 mythic tier)
Height: 6'2" Weight: 150 lbs. Speed: 30 ft. Racial Traits:
Native Outsider Darkvision 60 ft. Skilled: +2 to Diplomacy and Perception Spell-like Ability: daylight 1/day CL 11 Celestial Resistance: acid/cold/electricity resistance 5 Traits:
Sacred Touch: standard action to stabilize dying creature by touch Unintentional Linguist: +1 to Linguistics Checks Saves:
Fort: +12, Ref: +7, Will: +15 Skills:
Diplomacy: +14 (+3 class skill, +3 mod, +6 ranks, +2 misc) Heal: +12 (+3 class skill, +5 mod, +4 ranks) Intimidate: +11 (+3 class skill, +3 mod, +5 ranks) Linguistics: +4 (+1 rank, +2 mod, +1 trait) Perception: +11 (+2 misc, +5 mod, +4 ranks) Profession(Cooking): +12 (+3 class skill, +5 mod, +4 ranks) Ride: +6 (+3 class skill, +2 rank, +1 mod) Sense Motive: +11 (+3 class skill, +5 mod, +3 ranks) Feats:
Angelic Blood: +2 vs. spells w/evil descriptor; +2 on Con checks to stabilize Weapon Focus (scimitar) [Mythic]: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn. (+2 attack) Angelic Flesh (steel): +1 natural armor bonus to AC, unarmed strikes and natural attacks count as cold iron Weapon Specialization (scimitar) [Mythic]: When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization. (+3 damage) Dodge Mobility: +4 AC vs AoO for movement Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (-2 attack, +2 AC) Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Whirlwind Attack: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Believer's Boon (Fire Domain): Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (1d6+6 dmg, 7/day) Angel Wings: Fly speed 30ft with light armor or unencumbered, or 20ft with medium or heavy load or medium or heavy armor. Fly is a class skill for me. Improved Critical Increases range of critical hit. 15-20 Warpriest Features:
Fervor: 4d6 damage healed or dealt in touch range, 10/day
Channel Positive Energy: 4d6 dmg healed or dealt in 30 ft. radius, DC 18 (2 Fervor uses) Sacred Weapon +3 (may add +3 enhancement to weapon as a swift action 10 rounds a day).The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, she can add anarchic and vicious. If she is good, he can add ghost touch and holy. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. Sacred Armor (Su): (This power grants the armor a +2 enhancement bonus. (10 minutes a day)) At 7th level, the warpriest gains the ability to imbue his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn. This ability cannot be applied to a shield. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. Blessings:
(8/day) Fire Blessing: Fire Strike (minor): As a standard action, you can touch one melee weapon to bestow upon it the glory of fire. For 1 minute, this weapon glows red hot and deals 1d4 points of fire damage with each strike. Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute. Healing Blessing: Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat. Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute. Spells:
0-level (5): Create Water, Guidance, Detect Magic, Read Magic, Enhanced Diplomacy 1st level (5+1): Shield of Faith, Remove Sickness, Protection from Evil, Cure Light Wounds, Detect Evil, Diagnose Disease, Mythic Bless (The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell's duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.) 2nd level (5+1): Enthral, Lesser Restoration, Cure Moderate Wounds, Sound Burst, Bears Endurance, Consecrate 3rd level (3+1) Cure serious wounds, Create Food and Water, Remove Disease, Align Weapon Communal, Remove Curse, Mythic Cure Serious Wounds, Mythic Prayer (The spell's luck bonus increases to +2, and the penalty for enemies changes to –2. When you cast the spell, your affected allies heal an amount of hit point damage equal to double your tier, and affected enemies take an amount of damage equal to double your tier.) 4th level (2+1) Cure Critical wounds 4d8+10, Holy Smite, Restoration, Bountiful Banquet Equipment and Possessions:
Elven chain: +6 AC, +4 max dex, -2 check penalty Fire Goddesses Blade Cloak of Resistance +2 Ring of Protection +1 Theon's sword Masterwork heavy steel shield: +2 AC, -1 check penalty Masterwork Backpack (leaving in room) Bag of Holding Type IV (with us) Daily Rations 18 (taking) Bedroll (taking) Blanket (taking) Belt Pouch (taking) Holy Text (typical)(taking) Holy Symbol (silver) (leaving in room) Flint and Steel (taking) 50 ft. Rope (taking) Spell Component Pouch (taking) Waterskin with regular water Ring of Sustenance (wearing) Hair brush with flower etched handle (family heirloom)[taking] Simple silver hair band (taking) Silver headband with flower design (gift from Esme)[have with me] Canteen (taking) Jasmine Scented Soap 2 new bars (taking) Lavender Perfume (taking) Thick mid sleeve Gold shirt (wearing) 2 pair black cotton pants (leaving in room) 1 Ivory peasant top (leaving in room) 1 Long sleeve warm dark green top. 1 Long wool burgundy skirt (wearing) Black Brassier & Panty set (wearing) Red Brassier & Panty set (taking) Dark Leather Boots (currently wearing) Dark Green Hooded Cloak (taking) Dark leather Belt (have in possession) Warm Sleep Set (changing colors of blue made by Magdalena) Potion of Neutralize Poison (taking) Heavy Winter Blanket (taking) 2 Extra medium thickness pillows Cooking set (leaving in room) Dove pin (always wears) Emerald Pendant Necklace (always wears) Wooden Holy Symbol (Made by Alethiro & She ALWAYS wears it =o) 2 boxes of ancient statuettes 8 statues in total (used at Tower of Order to restart it) Belt of Giant Strength +2 (Wearing) Headband of inspired wisdom +2 Golden Comb (gift from Ylrhea] 632PP 95GP SP Combat:
Init: +4 AC: 23, FF: 19, Touch: 14 BAB: +8/+3 CMB: +10, CMD: 22 Fire Goddess Blade: +17/+12 atk, 1d10+9, 1d6 fire dmg 18-20/x2 Mythic Abilities:
Hard to Kill Mythic Power 7/day +1d6 Surge Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn. Mythic Spellcasting (Ex): You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier. (Bless, Cure Serious Wounds, Prayer) Amazing Initiative(Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you 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. You can't gain an extra action in this way more than once per round. Shout of Defiance(Su): You can channel holy energy into a righteous shout of defiance. As a standard action, you can expend one use of mythic power and one use of either channel energy or lay on hands to create a 100-foot spread of healing energy. All allies within this spread heal a number of hit points equal to 1d6 plus double your tier. If this brings an ally from negative hit points to 0 hit points or more, the ally can immediately stand up from prone without provoking an attack of opportunity. Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain 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. Shatter Resilience (Ex): You can channel your mythic power through your strike to lower your target's damage reduction. When you hit a creature that has DR, you can expend one use of mythic power as part of the attack to lower the target's DR by an amount equal to your tier (to a minimum of 0) for 1 minute. Multiple uses of this ability on the same creature don't stack. Background:
Arista's life was one of servitude to the church of Sarenrae. Though Aroden had become the patron god of Zahvroma, she followed the Dawnflower with all her heart. With her scimitar, she brought justice to a country troubled by dangerous changes. Perhaps it was Sarenrae who saved her, when the Shard of the Sky fell.
The war had begun with demons, devils and other unspeakable creatures assaulting Zahvroma. Arista fought long and hard against the evil foes, until the great dragon, Malfeliax, shattered the Shard. The aasimar's soul was trapped in a fragment that the dragon broke off. It has been 500 years since she walked on Zahvroma's soil and the life she knew is long gone. Appearance:
At 6'3", Arista is a very tall and well built Aasimar. Her athletic build comes from the years she spent training as well as the years she spent on the battlefields of Zahvroma in service to her Goddess.
As for her other physical features, she has a metallic looking skin tone with long shining silvery hair. Her hair seems a little unruly at times, falling around her face and cascading down her back in waves and soft curls to her waist. Her face is nicely proportioned and seems to have a delicate bone structure. Her eyes are a striking shade of emerald green that at times seem to sparkle, much like the gem that the color is named for. Her face seems to radiate joy when someone catches her in a true moment of happiness and her smile shines and spreads warmth. She treats those she meets with respect and is willing to give everyone the benefit of the doubt, unless they prove themselves to be untrustworthy. She is very open about who she is and where she came from, though she wouldn't like someone prying into her past without her permission. Although some may find her appearance to be beautiful, others may find her looks to be odd and maybe even a little intimidating. Arista just doesn't pay much attention to how she looks, or how others may look at her. Her focus stays primarily on helping those around her in need. Her true beauty is something that comes from inside of her, and is not something that can truly be measured by physical standards. She has a kindness and innocence about her that has not yet been spoiled by the evils around her. Life Notes:
Married Alethiro Milocathe on 15th of Forgefire. Was impregnated on our wedding night and we're expecting a girl. Father is Belos, Mother is Leda--Whereabouts unknown. Both are human Aasimar...but we just go by Aasimar since it's obvious that we're human we dont' need a sub category. Older Brother Theon- Went missing while looking for me after I was trapped in the shard. Disappeared at the foot of the Rimespire Mountains- Whereabouts unknown. Younger Sister Phila- Married Human Hieron Stavros. 3 children. 2 sons deceased, Daughter Ligeia who had my great niece and nephew-Marie and Andres. Marie is married to Lucco and have two children- Wilk-4, Nerah-5. The paper work when I find it on Celine will say that she was born on the 7th of wandering 226, making her actually 25 and not 30-35 like we thought. That could explain a lot. Theon's birthday is the 19th of Sunsheight. |