Telandia Edasseril

Ascendant Rowan's page

814 posts. Alias of Danath Kirion.


Full Name

Ascendent Rowan

Race

Ascendent Rowan

Classes/Levels

HP: 135/144 | AC: 25 T: 14 FF: 22 | F: +14 R: +13 W: +15 | Init: +2 Per: +7 | Smite: 1/1 LoH 7/9 | CMB +9 CMD 23| Effects: Resist Acid 5 Cold 5 Elec 5 AoC 10ft |Senses: Darkvision Perception +11 Aura courage (10 ft.), resolve (10 ft.) Speed 60

Occupation

Scale of Cloudwalking: 3/d as Standard Action to cast Levitate see description.

Strength 16
Dexterity 10
Constitution 14
Intelligence 18
Wisdom 14
Charisma 18

About Ascendant Rowan

Rosarius of the Inheritor:

What catches your eye is the largest of the three items in the case, nestled above the others. As you touch it, it pulses with satisfied golden light - yet the color is just a little different than what you experienced when you got your mythic power, and it doesn't quite feel like Kariel's aura either. It does, however, feel right... and for just a moment, the item radiates a strong sense of approval for the care and mercy you've shown thus far.

Rosarius of the Inheritor

Description: This ornate golden amulet is said to have been worn by Iomedae when she fought as a mortal - which is blatantly untrue, since the fact that it carries her holy symbol suggests it was made long afterwards, but it makes for a good story. Still, there's no denying that it's a powerful item in the hands of her followers, and it seems to have been made to protect the bearer from evil. The Rosarius of the Inheritor only functions for followers of Iomedae, and in addition to its other properties, it can be used as a Holy Symbol.

Item Slot: Neck

Omen: The Rosarius of the Inheritor sheds light for five feet whenever the wearer is praying, increasing the brightness of the area by one level (up to normal light). No known ability is capable of extinguishing this light.

Abilities:

5th: Mirror Image (Sp): Once per day on command, you can use mirror image as the spell. (CL 5th)

7th: Daylight (Sp): Once per day on command, you can cause the item to shed daylight as the spell. Darkness spells attempting to counter this light must be 4th level or higher. (CL 7th)

10th: Dispel Magic (Sp): Once per day, when you issue the command word and gesture with the item, you can use dispel magic as the spell. (CL 10th)

11th: Protection from Arrows (Su): While you are holding, wearing, or wielding the item, you gain damage reduction 10/magic against ranged weapons, as if affected by the protection from arrows spell. There is no limit to the amount of damage prevented.

13th: Maximize Spell, Lesser (Su): You can cast up to three spells per day of up to 3rd level that are maximized as though using the Maximize Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

16th: Contingency (Su): Once per day, you can place a spell on yourself that triggers automatically on a trigger condition you specify, as though using the contingency spell.

17th: Banishment (Sp): Once per day, when you issue the command word and gesture with the item, you force extraplanar creatures out of your home plane, as the banishment spell. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. (CL 15th)

20th: Regeneration (Su): While you are holding, wearing, or wielding the item, you heal 1 point of damage per level every hour rather than every day and regrow lost body parts, as though wearing a ring of regeneration.

Army Stats post Generic:

[b-]Dawnbringer HP[/b-] 16/16 [b-]DV[/-b] 22

[ooc-][b-]Tactics -[/b-] Spellbreaker [/ooc-]
[b-][ooc-]Strategy Track -[/b-] Cautious | DV: +2 | OM: -2 | Damage: -3[/ooc-]

[ooc-]Channel Positive / LoH to keep up our healing as needed. Heal 3 (Equal to Army ACR-) with Minus 1 to attack (Not included as full details of injuries are unknown as of this post.[/ooc-]

[dice=Melee Phase 5 or 4 of Army Attack - Cautious]1d20+10-2[/dice-]

Generic Combat post:

AC 27 T 16 FF: 21 (Protection from Evil if it applies)

SwA: Lay on hands - Fey Foundling and Greater Mercy [dice]3d6+1[/dice]

AC 27 T 16 FF: 24 (W-Shield )

Demon Bane Longsword a +3 weapon vs Evil Outsiders only, +1 vs everything else

[dice=Attack 1 - Evil Outsider Bane Longsword +3 + Flanking:] 1d20+12+2[/dice]
[dice=Damage +Bane]1d8+4+2d6[/dice]

[dice=Attack 2 - Evil Outsider Bane Longsword +3 +Flanking:] 1d20 +7 +2[/dice]

[dice=Damage +Bane]1d8+4+2d6[/dice]

[dice=Attack 1 - Compassionate Mace = Fighting defensively]1d20+11-2[/dice]
[dice=Damage]1d8+4[/dice]

[dice=Attack 2 Compassionate Mace = Fighting Defensively]1d20+6-2[/dice]
[dice=Damage]1d8+4[/dice]

Ascendent Rowan
Female peri-blooded aasimar (emberkin) oracle (purifier) 9/paladin (hospitaler) 9/gestalt 9/Champion 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Advanced Race Guide 86, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
Aura courage (10 ft.), resolve (10 ft.)
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Defense
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AC 25, touch 15, flat-footed 21 (+10 armor, +1 deflection, +4 Dex)
hp 144 (9d10+54)
Fort +14, Ref +13, Will +15
Defensive Abilities hard to kill; Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 60 ft.
Melee +1 breaking adamantine morningstar +14/+9 (1d8+4) or
. . +1 compassionate heavy mace +14/+9 (1d8+4) or
. . +1 evil outsider-bane longsword +14/+9 (1d8+4/19-20 plus 2d6 vs. Evil Outsider) or
. . cold iron masterwork longsword +14/+9 (1d8+3/19-20)
Ranged composite longbow +10/+5 (1d8+2/×3)
Special Attacks channel positive energy 6/day (DC 19, 5d6+1), channel positive energy 8/day (DC 18, 3d6), inspired spell[MA], mythic power (7/day, surge +1d6), smite evil 2/day (+5 attack and AC, +9 damage)
Paladin Spell-Like Abilities (CL 9th; concentration +16)
. . At will—detect evil
Oracle (Purifier) Spells Known (CL 10th; concentration +17)
. . 5th (3/day)—mass cure light wounds
. . 4th (5/day)—crusader's edge (DC 19), cure critical wounds, denounce[APG] (DC 19), legend lore, tongues
. . 3rd (6/day)—communal align weapon[ACG], cast out[APG] (DC 18), cure serious wounds, locate object, locate object, remove blindness/deafness
. . 2nd (6/day)—confess[APG] (DC 17), cure moderate wounds, communal protection from evil[UC], resist energy, lesser restoration, shield other, tongues
. . 1st (7/day)—bane (DC 16), bless, command (DC 16), cure light wounds, entropic shield, identify, veil of heaven[ARG] (DC 16)
. . 0 (at will)—bolster spirits, capture alive (DC 15), create water, detect fiendish presence, detect magic, detect poison, purify food and drink (DC 15), read magic, simple bed
. . Mystery Lore
Paladin (Hospitaler) Spells Prepared (CL 6th; concentration +13)
. . 2nd—martyr's bargain, sacred bond[APG] (DC 17)
. . 1st—divine favor, grace[APG], hero's defiance[APG], word of resolve[UM]
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Statistics
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Str 16, Dex 10, Con 14, Int 14, Wis 14, Cha 20
Base Atk +10; CMB +13; CMD 24
Feats Deific Obedience, Dual Path[M], Extra Revelation[APG], Greater Mercy[UM], Leadership, Power Attack, Vital Strike
Traits armor expert, blessed touch, riftwarden orphan
Skills Acrobatics +2 (+14 to jump), Appraise +0, Bluff +3, Climb +7, Craft (armor) +15, Diplomacy +9, Disguise +3, Escape Artist -3, Fly -3, Handle Animal +10, Heal +10, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +14, Knowledge (religion) +16, Linguistics +5, Perception +11, Profession (soldier) +6, Ride +4, Sense Motive +10, Spellcraft +11, Stealth +3, Survival +3, Swim +3, Use Magic Device +10; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic; tongues (understand)
SQ amazing initiative, armor training 1, divine bond (weapon +2, 2/day), fleet charge[MA], holy terror, impossible speed[MA], lay on hands 9/day (4d6+1), mercies (diseased, poisoned, sickened), meticulous, mythic smite[MA], oracle's curse (tongues [celestial, abyssal]), revelations (celestial armor[ARG], lore keeper, see sin[ARG], sidestep secret), sacred scourge
Combat Gear 2 holy arrows (50), cold iron arrows (50); Other Gear armor of the pious, +1 blinding heavy steel shield, +1 breaking adamantine morningstar, +1 compassionate heavy mace, +1 evil outsider-bane longsword, Evil Outsiders slaying arrow, cold iron masterwork longsword, composite longbow (+2 Str), efficient quiver, ring of protection +1, backpack, backpack, bedroll, bedroll, belt pouch, belt pouch, candle (10), flint and steel, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], masterwork armorsmithing tools, mess kit[UE], pot, soap, tattoo holy symbol of Iomedae[UE], torch (10), torch (10), trail rations (5), trail rations (5), travelling spellbook[APG], waterskin, waterskin, wooden holy symbol of Iomedae
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Special Abilities
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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).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
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.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Terror (Su) Use sacred scourge to panic evil outsiders as if turning undead.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (4d6+1 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership (score 14) You attract loyal companions and devoted followers.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Meticulous -2 on all untrained skill checks
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Oracle Channel Positive Energy 5d6+1 (6/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Paladin Channel Positive Energy 3d6 (8/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Scourge (Su) Channel as a cleric to harm evil outsiders.
See Sin (+4) (Su) Bonus to sense enchantments and to identify enchantment/curse/emotion spells or effects.
Smite Evil (2/day) (Su) +5 to hit, +9 to damage, +5 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Celestial, Abyssal) You can only understand and speak two languages in combat.
Tongues (understand) (Ex) Understand any language.
Vital Strike Standard action: x2 weapon damage dice.

Justicar:

Justicar
A Justicar is the living embodiment of one of the ideals of the heavens — Truth. As an embodiment of truth, and in keeping with the teachings of heaven, a Justicar must follow a strict moral code beyond that required of a common paladin. The benefit of this purity and stricture is awe-inspiring — eventually allowing the Justicar to become an avatar of their deity.

Role: Justicars are the elite paladins in the worship of a deity. While there are many paladins of most lawful good deities, there can never be more than 13 Justicars of a deity alive at any one time (across the entire multiverse). The leader of the Justicars in each faith is known as the Grandmaster. The grandmaster must be a Justicar of at least 8th level. However, those with both the temperament and talent to become Justicars are rare - many faiths have none at all. As such, their ordination is a major event.

Level | BAB | Fort Save | Reflex Save | Will Save | Special | Spells per Day
01 | +1 | +1 | +0 | +2 | Resist illusions, zone of truth, enemy of evil, celestial companion | +1 lvl of existing class
02 | +2 | +2 | +0 | +3 | Discern lies | +1 lvl of existing class
03 | +3 | +2 | +1 | +3 | Shield of truth | +1 lvl of existing class
04 | +4 | +3 | +1 | +4 | Mark of justice | +1 lvl of existing class
05 | +5 | +3 | +1 | +4 | Immunity to illusions | +1 lvl of existing class
06 | +6 | +4 | +2 | +5 | Sword of courage, scourge of evil | +1 lvl of existing class
07 | +7 | +4 | +2 | +5 | True seeing | +1 lvl of existing class
08 | +8 | +5 | +2 | +6 | Armor of honor | +1 lvl of existing class
09 | +9 | +5 | +3 | +6 | Holy word | +1 lvl of existing class
10 | +10 | +6 | +3 | +7 | Avatar, demon-bane | +1 lvl of existing class

Alignment: Lawful Good

Hit Dice: d10

To qualify to become a Justicar, a character must fulfill all of the following criteria.

Class: A Justicar must have at least 3 paladin levels and may not be a ex-paladin. As a powerful Prestige Class offering high martial and magical power, the Justicar takes up both sides of a Gestalt character's levels.

Deity: Any Lawful Good. In addition, they must be an actual deity (not an Empyreal Lord, demigod, or similar near-divine figure).

Skills: Knowledge (religion) 8 ranks, Sense Motive 2 ranks, Diplomacy 2 ranks.

Quest: A Justicar-to-be must complete an arduous quest of some significance to their deity to demonstrate their worth before they may be ordained (see below). The rescue of Drezen from the forces of evil qualifies for this.

Ordination: A Justicar must be ordained by a person with to power to ordain Justicars. This power is only held by clerics of 13th level or higher and by certain celestial servants. Once the Justicar-to-be proves themselves worthy by a quest (see above), the ordaining priest must cast bless, zone of truth, prayer, discern lies, mark of justice, righteous might, and holy word upon the Justicar-to-be. This ordination ritual also requires the presence of a holy relic of the deity involved. (The Sword of Valor qualifies.)

Class Limitations
Justicars must follow a strict moral code. Failure to follow these rules may result in the PC becoming a ex-Justicar.

Alignment: A Justicar must be lawful good. In addition to the strictures placed on a paladin, a Justicar must live by the following additional limitations:

Reject Property: A Justicar may not own real property — land, buildings or other holdings, nor may they circumvent this by having agents or friends hold such property in their name. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (inherited land, for example) requires atonement. A gift of land, if rejected, does not constitute disobedience.

Reject Disguise: As an embodiment of Truth, a Justicar may not thwart truth, regardless how noble the goal. Though they may tolerate it in others, a Justicar will not willingly disguise themselves, accept magic intended to conceal or disguise their person or qualities, nor may they use protective magic based on disguise or hidden appearance. They will counsel against their companions using such tactics, though they will not split with persons who are otherwise good-aligned as a result of their use of such tactics. The Justicar simply will not take part in them. Willful disobedience of this principle results in the character becoming an ex-Justicar. Unintentional disobedience (having a disguising spell cast upon you by a friend against your will) requires atonement. Having a disguise or concealment spell cast upon you by an enemy, if unwanted, does not constitute disobedience if the Justicar immediately seeks to undo the disguise.

Reject Falsehood: A Justicar may not lie, regardless of how noble the goal. Lying means active deception. Standing silent or failing to answer a question is not lying. However, if a Justicar fails to answer a question because of an intent to deceive, he must do atonement. Willful disobedience of this principle results in the character becoming an ex- Justicar. Unintentional disobedience (being magically compelled or otherwise forced to lie against your will, for example) requires atonement. Because a Justicar embodies Truth, the GM is encouraged to demand the strictest compliance to this principle.

Ex-Justicars: If a Justicar violates any of the strictures above, they become an ex-Justicar. They lose all Justicar spells and class features (including the service of the Justicar’s falcon familiar). They may not progress any further in levels as a Justicar until they have atoned.

Torment: The above rules allow evil NPCs (or characters) to torment Justicars — magically disguising them against their will, etc. An evil creature can never cause a Justicar to become an ex-Justicar by such torment unless the Justicar willingly joins or fails to reject the evil character. At worst, such actions may require the Justicar to do atonement. Note that in the case of such torment, a Justicar is free to attempt to slay, capture, or otherwise defeat the tormenting evil NPC prior to attempting to undo the source of the torment. The only exception is lying. If a Justicar willfully lies, even to an evil opponent, they become an ex-Justicar.

Spells per Day: When a Justicar level is gained, the character gains new spells per day as if he had also gained a level in any one spellcasting class he belonged to before he added the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous caster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Justicar, he must decide to which class he adds the new spell level for purposes of determining spells per day.
Resist Illusions (Su): A Justicar gains a +4 sacred bonus on Will saves against illusion magic. This bonus stacks with other sacred bonuses. In addition, Justicars are allowed to save to disbelieve illusions without having to interact with the illusion, even if that is normally required to disbelieve the illusion.

Zone of Truth (Sp): Once per day for every three Justicar levels, a Justicar can cast the spell zone of truth as a spell-like ability. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level.

Enemy of Evil (Su): A Justicar gains a +2 sacred bonus to attack and damage rolls against evil-aligned undead and outsiders. This bonus stacks with other sacred bonuses.

Celestial Companion (Su): A Justicar gains a celestial falcon as a companion per the druid animal companion rules (see “Druid” in Chapter 3 of the Pathfinder Roleplaying Game), with an effective druid level equal to their total character level.
Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 10; Special Attacks smite evil 1/ day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until the target is dead or the celestial falcon rests); Special Qualities darkvision 60 ft., low-light vision, DR and energy resistance per Pathfinder Roleplaying Game Bestiary “Celestial Creature”, SR equal to character level +5
4th-Level Advancement: Ability Scores Str +2, Con +2.

Discern Lies (Su): At 2nd level, a Justicar can discern lies as the spell once per day and an additional time per day for every 3 Justicar levels thereafter (2 at 5th, 3 at 8th). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level. As this is a supernatural ability, not a spell-like ability, it is not subject to spell resistance, counterspells, or dispel magic. It does not function in an antimagic area.

Shield of Truth (Su): Beginning at 3rd level, a Justicar can invoke a shield of truth once per day as a standard action. Invoking this ability either enhances the Justicar’s current shield or temporarily creates a supernatural shield for the Justicar to use. The shield has the following abilities: +2 sacred bonus to AC (if the shield is created, this is the only armor benefit it provides) and it becomes a blinding shield (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game), except the blinding effect only affects evil creatures. In addition, the shield radiates the effects of a prayer spell for its duration. This ability lasts for 30 minutes. Shield of truth cannot be used in combination with either sword of courage or armor of honor until the Justicar gains the avatar ability. The sacred bonus of this ability stacks with other sacred bonuses.

Mark of Justice (Su): Beginning at 4th level, the Justicar gains the ability to pass holy judgment on others once per day and place a mark of justice on persons so judged as the spell (but as a standard action). The ability functions as if cast by a caster of a level equal to the Justicar’s total character level. As this is a supernatural ability, not a spell-like ability, it is not subject to spell resistance, counterspells, or dispel magic. It does not function in an antimagic area.

Immunity to Illusions (Su): Beginning at 5th level, a Justicar is immune to all illusions. A Justicar notes the presence of illusions but recognizes them for what they are and disbelieves them immediately and automatically.

Sword of Courage (Su): Beginning at 6th level, a Justicar can invoke a sword of courage once per day as a standard action. Invoking this ability either enhances the Justicar’s current weapon or temporarily creates a supernatural magical weapon (in the form of their deity's favored weapon) for the Justicar to use. The sword gains a +2 sacred bonus to attack and damage rolls. The sword also becomes a holy weapon for its duration. In addition, the sword radiates remove fear in a 30-foot radius for its duration (caster level equal to the Justicar’s total character level). The ability lasts for 30 minutes. Sword of courage cannot be used in combination with either shield of truth or armor of honor until the Justicar gains the avatar ability. The sacred bonus of this ability stacks with other sacred bonuses.

Scourge of Evil (Su): At 6th level, a Justicar gains an additional +1 sacred bonus to attack and damage rolls and double the normal critical threat range against all evil-aligned creatures (of all types). The sacred bonus of this ability stacks with other sacred bonuses, and the improved critical threat range stacks with the Improved Critical feat or keen weapon quality if the Justicar has these as well.

True Seeing (Su): Beginning at 7th level, a Justicar can use true seeing as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level. As this is a supernatural ability, not a spell-like ability, it is not subject to spell resistance, counterspells, or dispel magic. It does not function in an antimagic area.

Armor of Honor (Su): Beginning at 8th level, a Justicar can invoke an armor of honor once per day as a standard action. Invoking this ability either enhances the Justicar’s current armor or temporarily creates a suit of magical chainmail around the Justicar. The armor gains a +2 sacred bonus to AC. The armor also has the qualities of moderate fortification, invulnerability, and spell resistance (15) (see the “Magic Items” section in Chapter 15 of the Pathfinder Roleplaying Game) for its duration. This ability lasts for 30 minutes. Armor of honor cannot be used in combination with either shield of truth or sword of courage until the Justicar gains the avatar ability. The sacred bonus of this ability stacks with other sacred bonuses.

Holy Word (Su): Beginning at 9th level, a Justicar can speak a holy word as the spell once per day. The ability functions as if cast by a caster of a level equal to the Justicar’s total character level. As this is a supernatural ability, not a spell-like ability, it is not subject to spell resistance, counterspells, or dispel magic. It does not function in an antimagic area.

Avatar (Su): At 10th level, a Justicar can use shield of truth, sword of courage, and armor of honor at the same time up to once per week (as a standard action). When all three powers are invoked at the same time it seems as if a spectral figure of their patron deity overlaps the body of the Justicar and mimics his every movement. In combat against evil creatures the figure of the deity becomes even more apparent. In addition to allowing all three powers to operate in unison, when a Justicar becomes an Avatar of their deity he is treated as if under the effects of a greater heroism spell (caster level equal to the Justicar’s total character level) for the duration of the ability. The avatar ability lasts only so long as all three abilities — shield of truth, sword of courage, and armor of honor — are in effect at the same time.

Demon-bane (Su): At 10th level, a Justicar becomes an evil-killing machine. His critical threat range is doubled against evil undead and outsiders. This ability stacks with both the scourge of evil ability (see above) and the Improved Critical feat or keen weapon quality if the Justicar has these as well.

Spoiler:

[spoiler=Old Rowan]
Ascendent Rowan - Sword of Iomadae
Eye Color Emerald Green
Hair Color Golden Wheat (Metallic looking at a distance)
Skin Color Fair
Height: 5' 9"
Weight: 125 lbs
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
Aura courage (10 ft.)
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Defense
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AC 24, touch 14, flat-footed 21 (+10 armor, +1 deflection, +3 Dex)
hp 125 (9d10+35)
Fort +13, Ref +13, Will +13; +2 vs. death
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 breaking adamantine morningstar +10/+5 (1d8+10) or
. . +1 compassionate heavy mace +10/+5 (1d8+10) or
. . +1 evil outsider-bane longsword +10/+5 (1d8+10/19-20 plus 2d6 vs. Evil Outsider) or
. . cold iron longsword +9/+4 (1d8+9/19-20)
Ranged composite longbow +9/+4 (1d8+2/×3)
Special Attacks arcane reservoir (2/7), arcanist exploits (dimensional slide[ACG], familiar[ACG]), channel positive energy 8/day (DC 17, 2d6+1), consume spells, mythic power (7/day, surge +1d6), smite evil 2/day (+5 attack and AC, +7 damage), wild arcana[MA]
Paladin Spell-Like Abilities (CL 7th; concentration +14)
. . At will—detect evil
Oracle Spells Known (CL 7th; concentration +14)
. . 3rd (5/day)—cure serious wounds, daylight, symbol of healing[UM]
. . 2nd (7/day)—consecrate, cure moderate wounds, flexarmor, communal protection from evil[UC], tongues
. . 1st (8/day)—bless, cure light wounds, identify, protection from evil, shield of faith, summon monster I, weapons against evil
. . 0 (at will)—animate tools, askew balance (DC 15), detect fiendish presence, discern health, mending, shelve, simple bed
. . Mystery Lore
Arcanist Spells Prepared (CL 7th; concentration +13)
. . 3rd—dispel magic, lightning bolt (DC 17)
. . 2nd—bull's strength, see invisibility, summon swarm
. . 1st—energy missile, energy missile, feather fall, shield, shield
. . 0 (at will)—dancing lights, detect magic, mending, message, open/close (DC 14), prestidigitation, read magic
Paladin (Hospitaler) Spells Prepared (CL 4th; concentration +11)
. . 2nd—litany of righteousness[UC] (DC 17)
. . 1st—cure light wounds, righteous strike, word of resolve[UM]
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Statistics
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Str 16, Dex 10, Con 14, Int 18, Wis 14, Cha 21
Base Atk +9; CMB +9; CMD 23
Feats Dual Path[M], Fey Foundling[ISWG], Greater Mercy[UM], Hands Of Valor, Improved Familiar, Leadership, Power Attack, Summon Good Monster
Traits armor expert, blessed touch, riftwarden orphan
Skills Acrobatics +1 (-3 to jump), Appraise +8, Bluff +3, Climb +2, Craft (armor) +16, Diplomacy +19, Disguise +3, Escape Artist -4, Fly +2, Handle Animal +12, Heal +12, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +8, Perception +7, Ride +2, Sense Motive +14, Spellcraft +10, Stealth -1, Survival +0, Swim +2, Use Magic Device +11; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Varisian
SQ amazing initiative, combined spells, crafting mastery[MA], divine bond (weapon +1, 1/day), lay on hands 8/day (3d6+1), mercies (diseased, fatigued), meticulous, mighty summons[MA], oracle's curse (tongues), recalled blessing[MA], revelations (brain drain, sidestep secret)
Combat Gear +1 magical beast-bane arrows (50), 2 holy arrows +1 (50), cold iron arrows (50), wand of cure light wounds; Other Gear armor of the pious, in drezen - defiant (evil outsiders) chainmail of the inheritor, +1 blinding heavy steel shield, +1 breaking adamantine morningstar, +1 compassionate heavy mace, +1 evil outsider-bane longsword, Evil Outsiders slaying arrow, cold iron longsword, composite longbow (+2 Str), efficient quiver, ring of protection +1, artisan's tools, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, rosier of the inheritor, silver holy symbol of Iomedae, soap, tattoo holy symbol of Iomedae[UE], trail rations (5), travelling spellbook[APG], waterskin
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Special Abilities
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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).
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Brain Drain (4d4, 5 rounds, 1/day, DC 17) (Su) Target within 100' suffers 4d4 damage, and you have 5 rounds to take a full-round action to make a knowledge skill check using the target's skill bonus. Will negates.
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Consume Spells (5/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Fey Foundling Magical healing works better on you
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Hands of Valor +5 (1/day) Lay on hands grants creature bonus on attacks and saves vs. fear for 1 minute.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6+1 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership (score 14) You attract loyal companions and devoted followers.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Meticulous -2 on all untrained skill checks
Mighty Summons (Su) Summoned creatures have DR 5/epic, and extra creature or spend 1 power to add agile or savage template.
Paladin Channel Positive Energy 2d6+1 (8/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (2/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tongues (Celestial, Abyssal) You can only understand and speak two languages in combat.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

[spoiler=Wealth]
1,566 gp, 3 sp, 8 cp

Costs - (Paid) 4560 for Guildhall + Bunks and Organization of Accountant, Master Mason, Laborers, Drivers and Acolyte Recruiting and building costs incurred for the PHLUD.

Bonuses - Grey Garrison:

+5 Hp, +2 Diplomacy Checks, Greater Mercy Feat

Personality:

Dedicated - Devoted to her chapter and seeing to the end of threats to the societies around the worldwound.

Kind - Often giving out healing for free to the downtrodden and making it her personally crusade to eradicate sickness.

Studious - Spends many hours dedicating herself to research to further her knowledge of the world at large.

Steadfast Redeemer - Feeling remorse for the evil she has allowed to pass and the crimes she has committed recently Rowan is struggling to find others she can bring back to the light. Even if it means taking a risk and possibly gaining the ire of Mendev...

Rowan's background:

Born a native of the land of Sarkoris, her mother was from the City known as Dyinglight and Rowan never knew much about her father. Save for the fact he was a rather charismatic adventurer at the time and a servant of Aroden when the god was still alive. Her mother however was a proud Kellid Druid and raised Rowan in the ways of the druidic society up until the time of the death of Aroden and the coinciding opening of the abyssal portal, which, became known as the Worldwound today.

She was around thirty years old, a budding teenager when the battle for Sarkoris came to a head in the final battle at Storasta. The same battle when she last saw her mother alive before she was shipped off to Gundrun for her own safety. The Song of Sarkoris is something Rowan has come to hum at times in remembrance of her mother’s brave stand against overwhelming odds among the remaining witches and tribal druids of her fallen people.

Her caravan came under attack and that was the day she learned that she could infuse weapon she held with a holy power. It lasted mere moments but it was enough to aid in fighting the cultists that had waylaid their caravan. It was in that moment she realized that she was special in ways she hadn't realized, most likely she had gained these abilities from her mysterious father.

After her narrow escape she arrived in Gundrun but she didn’t remain for long after word of Storasta’s fall and, the inevitable death of her mother at the hands of demonic forces, reached her. The news saddened her at first but inevitably drove her to action. When Iomedaian paladins swept through the region, the Sword of Iomedae called to her in a way she couldn't understand at the time. These paladins were calling for volunteers for the first crusade she was quick to join their ranks. Being underage however, she was sent to Lastwall for training and despite her best efforts was unable to secure a position higher than squire until reaching adulthood. Because of the delay’s she missed the opportunities’ to join the initial crusades against the worldwound.

Around the time of the second crusade she was granted a transfer to an outpost in Nerosyan to study topics dealing with demons and their origins in an attempt to better understand her planar enemies. She attempted, in vain, to find information on the ritual she was exposed to years prior. She spent many years in Nerosyan until she eventually transferred to Inquisition in Kenebras. At first she was the Inquisitions Bloodhound hunting down and apprehending several people and their families on the word of her superior calling them heretics and seditious devil worshippers. It wasn't until her clash with a former Tiefling Crusader that her perceptions were shattered and the dark truth within her order was revealed. Corruption was rampant, a darkness had taken root and she had been aiding it. The Tiefling, despite days of torture, resisted and refused to aid the Inquisition. Because of his uncooperative nature he was eventually executed without justification.

After that day she worked far harder in aiding in curbing the bloodlust during the fourth crusade and minimizing the innocent lives lost due to paranoia and corruption. Her efforts met with limited success as the Inquisition wielded far more power than a young paladin and she found herself quickly at odds with her superiors. She was dismissed from their halls and quickly assigned to guard duty at the city gates until the crusade winded down to its disgraceful close.

As the fourth crusade ended she turned to learning the magic that was utilize in combating these evils in her spare time. Both facets left her in awe, divine magic and arcane were two sides of a somewhat similar coin. Although they were approached in different manners. Of which she was very interested in learning and hopefully utilizing in her research. It was during this research she found the calling as an Oracle of Iomedae and sought to ensure the goddesses acts were not forgotten among the disillusioned and spiritually crushed crusaders of Kenebras.

She often sought out the Silver Dragon Guardian of the city, seeking answers to questions she thought the dragoness knew and planned to, overtime, create a partnership with this powerful guardian. Lest the dragon, like many stalwart defenders before it, fell into apathy as the cause yet again wained from lack of success. She succeeded somewhat and was able to confirm a shocking truth. Her father had been alive, until recently, He was apart of a special order known as Riftwardens. He had disappeared a few years before her arrival in Kenebras, trying to accomplish a secret mission deep in the Worldwound. Her heart sank as she felt, deep down, that her father too was dead.

Recently, her research had started to bear fruit, it was the work of decades and research in multiple cities. A pattern was forming in how and why the demons were fighting, in all its chaos there was an underlining purpose that she just started to see. However despite her best efforts and years of research she has been unable to learn more about what caused the strange spiral markings on her body, but the question lingered in the back of her mind to this day. This nagging instilled in her a fury against the one that had killed her mother and father. Her gut told her that whoever it was that they were still out there!

All of her efforts nearly exploded in her face when the city came under attack during Armasse. The death of the draconic guardian broke her heart and the deaths of so many innocence’s sent her into a rage she hadn’t felt since being forced to Gundrun. She vowed to make her stand in Kenebras, no matter the outcome and weather this demonic incursion to its end. Her families connection to the Riftwardens bolster her resolve as she turned a centuries worth of learning against the demonic incursion in Kenebras...

Scale of Cloudwalking::
Three times per day as a standard action, this scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20 % miss chance) to any creature or object wholly contained within.

Post Keeper:

Rowan had a tired look, all sense of merriness had left her as she addressed those who were present. The armor of the Pious shined in the dim light and Iomedae's symbol flashed as she turned. "Irabeth, when you see Anevia, repeat what is said here. Please." She hands over the Journal to Irabeth then before saying."The Traitor of Kenebras, Staunton Vaughn is dead and his items are captured." She lets it sink in momentarily as she continues, indicating Julian, Anathya and Jestak. "Defeated by our hand mere hours ago and though he called out to Deskari in the end, he failed to dim the light which is our cause." Her features soften some as she introduces Anathya and Jestak to everyone present. "We found Anathya within the Citadel, battling a Vrock alone. She has aided us immensely and it is my hope you will come to support her as I have. Jestak was a former soldier of the enemy, however she came over to our side and I hope to see her treated with respect. She also aided me against a Succubi and aided in the rescue of four of our crusaders who were taken without our notice. Now..."

She indicates the treasure. "We make our final push into the citadel tomorrow. Though we face heavy opposition in the dungeon level, we will succeed. A Shadow demon lies within the fortress, though I have no doubt the enemy could try and strike at us in our camp so we will double the sentries, patrols and everyone is to be on guard for demonic intrusion. Patrols are to actively search for evil aura's in camp. Again, so I am perfectly clear, everyone needs to be on-guard and not move alone."

"Now, once the fighting is over I will see these spoils spread among the warriors here. For now we need it in this final push and with that final push we will recover the Sword of Valor and raise it over Drezen once more." She addresses the prisoners situation then. ""