Fighter

Darya Flamekissed's page

1,297 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Lady Darya Flamekissed

Race

Aasimar

Classes/Levels

Paladin (Holy Light) 7/Marshal 2. HP 43/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (1); LOH/Holy Light 9/day(1);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Gender

Female

Size

5'10 167lbs

Age

21

Special Abilities

Active spells:
Active Effects: Angelic Bond (+4 Deflection to AC/+4 SAVES). Power of faith +1 AC, attack/damage, and saves vs fear. Marshal’s Order : Rally (reroll 1d20 roll). Prot. from Cold (20pts /round. Haste +1 Reflex/AC, ext

Alignment

LG

Deity

Ragathiel

Languages

Common, Celestial, Abyssal

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 12
Charisma 19

About Darya Flamekissed

Max HP:75 (7d10+14+7FCB+5) Current HP:57 Non Lethal:
STR 16(+3) DEX 10(+0) CON 14(+2)12 INT 10(+0) WIS 12(+1) CHA 19(+4)
Hero Points: 3
Defense

AC: 20 (24 vs target during smite) (10+ 7 Armor + 3 Shield)
Touch: 10 (14)
Flat footed: 20 (24)
Resistance: Acid 5, Electricity 5, Cold 5

Armor: +1 Breastplate +7 Max dex+3 ACP-2
+1 Blinding heavy shield +3 ACP-2 (2/day all within 20ft DC 14 Reflex save or be blinded for 1d4 rounds.)

Saves:
Fort: +14 (+16 blinded or dazzled) Reflex: + 7 Will: +12 (+14 confusion/insanity)(Immune to fear, +5 adjacent allies, +4 allies within 30 ft vs fear)
Death Threshold: -28hp

CMD: 18

Offense
BAB:+7/+2 CMB:+10 (+12 Disarm/Trip w flail) Initiative +1 Speed: 30

Combat: (1/day +4 to attack Demons. Add Crit modifier to damage on crit with demon)
Melee: Radiance: +1 Evil Outsider bane Cold Iron Bastard Sword (1 handed) +13 (+15)/+8(+10) 1d10+3 (+5 +2d6) 19-20/x2
Legendary power:2/2 Power: Unstoppable Strike (Attack Touch AC) Legendary Surge: Attacks/ Maneuvers

Melee: +1 evil outsider bane longsword +13 (+15)/+8(+10) 1d8+3(+5) (+2d6)
Melee: Heavy flail +11/+6 1d10+3 19-20/x2 disarm/trip
Ranged: Heavy Crossbow +7/+2 1d10 19-20/x2 120ft 68 bolts

Smite Bastard sword +15/+10 1d10+10 (1d10+17 first attack vs evil outsider/dragon/undead)
Smite: +1 evil outsider bane longsword +17 (+19)/+11(+13) 1d8+15 (+18 +2d6) 19-20/2

Special: Searing Light +7 ranged touch 3d8 normal. 6d6 vs undead. 6d8 vs undead vulnerable to daylight. . (cost 1 use of Daylight)
Wandering Star Motes (DC 18 Will or dazed for 1 round) repeats each round
Blinding Shield(2/day, Used:1): Except for the wielder, anyone within 20 feet must make a successful DC 14 Reflex save or be blinded for 1d4 rounds.

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)
Divine Bond: Angelic Bond: As a standard action, the paladin can call forth an angel spirit that bonds to her, causing her to manifest a resplendent halo. This bond allows the paladin to shine light as per continual flame for 1 minute per paladin level. Additionally, while the halo shines, all allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +3. For every 3 levels she has beyond 5th, the deflection bonus and resistance bonus provided by this effect increases by 1, up to a maximum of +8 at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level.

Mythic Tier 2: Marshal
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

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
.
Marshal’s Order: Rally (Su)
As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

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.

Path Ability: Deadly Guidance (Ex)
You are able to point out the weak points in an enemy’s defenses, and your allies benefit from your tactical insight. As a swift action, you can expend one use of mythic power to designate a single opponent within 30 feet of you. All allies within 30 feet of that opponent gain the sneak attack ability when attacking it, and can thus deal +1d6 points of damage when flanking that opponent or when the opponent is otherwise denied its Dexterity bonus to AC. This sneak attack damage stacks with sneak attack damage from other sources. This ability lasts a number of rounds equal to half your tier (minimum 1). You can take this ability up to four times. Each time you take it, the sneak attack damage from this ability increases by 1d6.

Path ability: Menacing Presence (Su)
Something about you puts others on edge. You can attempt an Intimidate check to influence a creature’s attitude as full-round action instead of it taking 1 minute. In combat, you can attempt an Intimidate check to demoralize an opponent as a move action. If you expend one use of mythic power, you can attempt to use Intimidate to demoralize all enemies within 30 feet as a standard action, or as a move action if using the Dazzling Display feat.

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:
Knowledge Nobility+8
Knowledge History+ 9
Handle Animal +7

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)
Benefits: If you follow this code, you gain a +1 trait bonus on Will saves against fear. In addition, any allies adjacent to you receive a +1 morale bonus on Will saves against fear..

A Shining Beacon(Religion)
You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully.
Benefit(s) You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon against a demon. This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiplier.

Demon Smiter (Combat)
You grew up around those who fight the demons, and from their stories you learned about the demons' weaknesses. You likely have joined that nation's cause as a crusader.
Benefit(s): Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.

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)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

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)
hp 16; ACR 3; Morale +1
DV 18; OM +8, ranged
Resources Improved Armor: Masterwork, Improved Weapons: Masterwork, Mounts: Horse, Ranged Weapons
Special Aura of Courage, Channel Positive Energy, Divine Health, Lay on Hands, Mercy, Smite Evil (1/battle), Spellcasting (1st Level)
Speed 3 Hex; Consumption 5 BP

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