About Darya Flamekissed Max HP:75 (7d10+14+7FCB+5) Current HP:57 Non Lethal:
AC: 20 (24 vs target during smite) (10+ 7 Armor + 3 Shield)
Armor: +1 Breastplate +7 Max dex+3 ACP-2
Saves:
CMD: 18 Offense
Combat: (1/day +4 to attack Demons. Add Crit modifier to damage on crit with demon)
Melee: +1 evil outsider bane longsword +13 (+15)/+8(+10) 1d8+3(+5) (+2d6)
Smite Bastard sword +15/+10 1d10+10 (1d10+17 first attack vs evil outsider/dragon/undead)
Special: Searing Light +7 ranged touch 3d8 normal. 6d6 vs undead. 6d8 vs undead vulnerable to daylight. . (cost 1 use of Daylight)
Special Abilities:
Halo at will (Aasimar alternate trait) Light/+2 Intimidate vs evil/ +2 saves vs Blinded or dazzled Daylight 3/day Aura of good Detect evil Smite Evil +4 to att/+7 damage or ( Evil outsider, evil-aligned dragon, or an undead creature +4 to att/ +14 damage 1st attack). 3x per day Used: 0 Lay on Hands 9x/day 2d6 (3d6) Used 0 Channel positive energy 2d6, uses 2 Lay On Hands per channel Aura of courage - Immune to fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects Divine health - Immune to all diseases, including supernatural and magical diseases Mercy (Shaken, Sickened) Power of Faith (+1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear 30ft radius, 1 minute)
Mythic Tier 2: Marshal
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier
Amazing Initiative (Ex):
Path Ability: Deadly Guidance (Ex)
Path ability: Menacing Presence (Su)
Skills::
Climb +2 Diplomacy +3 Heal +6 Intimidate +14 (+17 vs Evil with Halo active) Perception +3 Sense motive +13 Spellcraft+ Knowledge Religion +6 Knowledge Dungeoneering +1 Knowledge Planes+5 Ride + Stealth + Swim +2 Survival +2 Background Skills:
Feats::
Exotic weapon proficiency (Bastard Sword), Extra Lay on hands, Greater Mercy (if no condition to heal +1d6 to Lay On Hands), Heavenly Radiance (x2):Aasimar racial feat Traits::
Stolen Fury (Campaign) You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons. Associated Mythic Path: Champion. Multiple Characters: You and any other PC who takes this trait were all part of the same ritual, and it was only by working together that you managed to escape—further, the support of your fellow ritual survivors has played a key role in your coming to terms with it, and you retain a close bond of friendship (or perhaps a friendly rivalry) to this day. Contagious Mettle (Social)
A Shining Beacon(Religion)
Demon Smiter (Combat)
Racial:
• Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma. • Type: Aasimars are outsiders with the native subtype. • Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. • Base Speed: Aasimars have a base speed of 30 feet. • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. • Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. • Equipment:
50ft silk rope Paladin's kit.- a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Small steel mirror, Whetstone, Silver holy symbol Explorer's outfit, perfume Righteous Medal of Agility: This triangular iron medal shows a demonic face surrounded by three swords. It is awarded to a hero who delivers a death blow to a demon in combat before that demon gets a chance to act in the combat. This medal is associated with Dexterity and grants a +1 sacred bonus on Initiative checks. Righteous Medal of Clarity: This circular blue medal depicts a pair of feminine gray eyes surrounded by a circular silver lightning bolt. It is awarded to a hero who recovers vital information of great use against the Worldwound and delivers this intelligence to the crusaders. This medal is associated with Intelligence and grants a +2 sacred bonus on saves against insanity or confusion effects. Capacity::
Light: 58 lbs Medium: 116 lbs Heavy: 175 lbs Details:
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3–11, to a maximum of seven times per day at 19th level. Power of Faith (Su)
Background:
Born to a much respected priestess of Sarenrae months after her Paladin father fell in battle, Darya was raised in Kenebres, surrounded by the ongoing intensity of the battle against the Worldwound. Raised by her mother, whose meteoric rise within the church was exceeded only by her wisdom, she was grounded in the realities of good and evil from an early age. Unfortunately, this morality was accompanied by an intense capacity for wrath, an emotion easily invoked by injustice or unfairness. When at the age of 8 she brutally beat 3 older boys who were tormenting a half-orc girl, the decision was made to train her for combat in the hopes of giving her an outlet for her rages. As she grew into a young woman, the strategy seemed to work. Most of the time she was a delight to be around, the darling of the crusade, albeit one that none of the younger trainees relished sparring with. Yet for those close to her, her teachers and weapons masters, there was always a tinge of awe mixed with fear at the sheer unrelenting capacity for violence she could bring to bear, sometimes getting carried away when sparring, especially after being hit. She struggled with her emotions, believing herself a failure in her lack of holding to Sarenrae’s virtues of compassion and peace. Feeling the need to come to terms with her perceived shortcomings, the young warrior took a leave, taking a sojourn of self searching that would change her life. In her travels she would at one point come to spend time at a roadside tavern where she encountered a beautiful green haired elven woman named Jerribeth who struck her fancy. The two talked and laughed well into the night until Darya's head began to spin, perhaps from too much drink, and everything faded to black. As fate would have it, Jerribeth was a worker of dark forces who, upon immediately recognizing Darya's heaven-touched nature, found her a perfect candidate for some dark ritual. Drugged and in a haze, Darya remembers little of the ritual, save a few other of the intended victims, who possessed an inner rage much like her own, kindred spirits. In some strange manner, their joint fury was able to somehow twist the ritual, stealing the dark power conjured for their own allowing them to break free and fight their way to escape in the ensuing chaos. They made a pact to remain friends, encountering each other numerous times since then, coming to each other's aid when needed. It was on that night, free and away from the cultists that Darya knelt to give thanks to Sarenrae and felt a different presence. One that was intense and magnificent, a roaring furnace of holy power yearning for the opportunity to destroy evil wherever it lay. In that moment Darya found her purpose, taking up the banner of Ragathiel, his fire and fury filling her soul. Description:
Darya Darya is stunning to say the least. Taller and more powerfully built than most women, her frame is lined with sleek muscle from years of training with weapons, her skin surprisingly without a single blemish or scar, practically impossible for a warrior. Her flaming red hair fans out like fire around her a sharp contrast to her skin that while tanned, carries a slightly golden tinge as well as if she were constantly in the light of the setting sun. Those who would have the opportunity so see her undressed would see the tattoo taking up the majority of her back, six skillfully done wings, spanning from her shoulder-blades to the small of her back, five of them a blazing red with fiery gold highlights, while the upper left is black
Loyalties:
Ragathiel and his church The eradication of evil Protection of the innocent Code of Conduct:
Ragathiel's Code of Conduct Followers of Ragathiel are forthright in their intentions and desires, which is to vanquish evil whenever it shows its face. They fight until their last breathe and strive to protect all that would be tainted by evil. Ragathiel is often referred to as the General of Vengence, and as such many of his followers find themselves in leadership roles. Their tenets follow: I will strike hard and fast against all evil that shows itself to me. I will do all in my power to root out evil where it may hide. I will however not assume evil exists, and not strike down a creature until its evil has been proven without a doubt. I am always striving to control myself in the face of temptation and baser urges. When desires well up within myself that do not honor Ragathiel, I will battle with myself to ensure I remain strong. Without honorable allies, evil will prevail. I am always willing to accept those who wish to follow me into the fight against evil, even if they appear to be unlikely allies. In the most desperate of times, I will accept help from those who are not honorable when the result will allow a far greater evil to be vanquished. Once my goal has been accomplished, I will then disavow any allegiance to the creature. I will know the tools with which I battle evil. Every latch on my armor, every notch in my sword, and the weight of my boots; they are my family, my body, my soul.
Wealth:
pp 2,746gp 7sp 50cp gems xp
Army:
LG Medium army of human (Paladin 4)
Active Effects:
Angelic Bond (+3 Deflection to AC/+3 SAVES). Power of faith +1 AC, attack rolls, damage rolls, and saving throws against fear. Marshal’s Order : Rally (reroll 1d20 roll). Prot. from Cold (20pts /round). Haste +1 Reflex/AC, extra action. Bless: +1 morale bonus on attack rolls.
Current AC: 27: F+17 R+11 W+15 |