Dejik Level 11
Female human (Kellid) oracle 9/paladin (divine hunter) 2/Hierophant 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (human)
Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +0
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 133 (11 HD; 9d8+2d10+67)
Fort +17, Ref +12, Will +15; +2 sacred bonus vs. insanity or confusion effects, +2 vs. death
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee dagger +8/+3 (1d4/19-20) or
. . mwk cold iron longsword +9/+4 (1d8/19-20)
Ranged +2 holy longbow +13/+8 (1d8+2/×3 plus 2d6 vs. evil)
Special Attacks channel positive energy 7/day (DC 22, 7d6+1), inspired spell[MA], mythic power (9/day, surge +1d6), smite evil 1/day (+6 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +8)
. . At will—detect evil
Oracle Spells Known (CL 11th; concentration +17)
. . 4th (5/day)—blessing of fervor[APG] (DC 20), cure critical wounds, deathless[MA], restoration
. . 3rd (7/day)—accept affliction, cure serious wounds, invisibility purge, neutralize poison, prayer[M], communal resist energy[UC]
. . 2nd (8/day)—burst of radiance (DC 18), cure moderate wounds, life pact[ACG], lesser restoration, shield other, spear of purity[UM] (DC 18), status, suppress charms and compulsions, surmount affliction[UM]
. . 1st (10/day)—bless, cure light wounds, deathwatch, detect undead, divine favor, endure elements[M], liberating command[UC], protection from evil[M], remove sickness[UM] (DC 17), shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect fiendish presence, detect magic, detect poison, guidance, mending, purify food and drink (DC 16), read magic, resistance, stabilize
. . Mystery Life
. . M mythic spell
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Statistics
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Str 11, Dex 16, Con 20, Int 10, Wis 10, Cha 22
Base Atk +8; CMB +8; CMD 21
Feats Alignment Channel[M], Extra Revelation[APG], Fey Foundling[ISWG], Mythic Spell Lore[M], Precise Shot, Quick Channel[UM], Reach Spell[APG], Reactive Healing[ACG], Selective Channeling
Traits blessed touch, magical knack, touched by divinity
Skills Diplomacy +10, Handle Animal +10, Heal +15 (+16 circumstance to treat wounds or deadly wounds), Knowledge (nature) +4, Knowledge (planes) +9, Knowledge (religion) +9, Sense Motive +4, Spellcraft +14, Survival +5 (+7 to avoid becoming lost when using this), Use Magic Device +10
Languages Common, Hallit
SQ amazing initiative, lay on hands 7/day (1d6+1), mythic domain[MA], oracle's curse (clouded vision), overflowing grace[MA], recuperation, revelations (combat healer, life link, channel, safe curing), shape channel[]
Combat Gear cold iron durable arrow (35), extend metamagic rod (lesser), potion of cure serious wounds (2), potion of endure elements (2), potion of lesser restoration, potion of protection from evil, potion of sanctuary, scroll of cause fear, scroll of comprehend languages, wand of bless weapon (50 charges), wand of cure moderate wounds (9 charges), wand of daylight (24 charges), wand of protection from evil (31 charges), wand of spiritual weapon (7 charges), healer's kit; Other Gear +1 elven chain, mithral chain shirt, +1 longbow, +2 holy longbow, blunt arrows[APG] (20), dagger, mwk cold iron longsword, belt of mighty constitution +4, handy haversack, headband of alluring charisma +2, righteous medal of clarity, terendelev's scales (sacred weaponry), adventurer's sash, bedroll, compass[APG], grappling arrow[UE], ink, inkpen, masterwork backpack[APG], paper (5), silk rope (50 ft.), surgeon's tools[UE], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 150 gp
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Special Abilities
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Alignment Channel [Mythic] Alignment channel affects all with alignment at 1/2 effect, or use 2 power for full effect.
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).
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Clouded Vision You cannot see beyond 60 ft
Combat Healer (2/day) (Ex) Cast "cure" spells as swift actions for 2 slots.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
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 (1d6+1 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Life Link (13 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Mythic Domain (1/day) (Su) Spend 1 power to regain use of domain powers and revelations as 8 hours rest.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Oracle Channel Positive Energy 7d6+1 (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Overflowing Grace (Su) Creatures at full HP affected by your channel gain +1 sacred bonus to atk, skills, abil checks, saves, for 1 min.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Channel Channel energy faster by expending more uses
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as imm act to heal yourself.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Shape Channel (Ex) Spend 1 power to change the shape of your channel.
Smite Evil (1/day) (Su) +6 to hit, +2 to damage, +6 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Back story:
As an infant, Dejik was found alone by a crusader patrol; whether she was orphaned or abandoned is still unknown. Because one of her eyes is pale blue, almost white, the crusaders guessed that her Kellid tribe saw this as a demonic taint and left her behind.
She was raised by the church of Iomedae, with the paladins and crusaders her only family. Here, her off-color eye was seen as a mark of some divine or angelic celestial influence, and she became a scout and messenger for the crusaders. She is also a skilled medic and is unusually hardy despite her frail looks.
At the fall of Kenabres, she watched Terendeleve die, then fought off the demons as best she could. During the battle, she was severely injured. When she woke, she couldn't see. She was devastated by her blindness and focused on helping others to fight off the looming despair. She quickly discovered that her lay on hands ability is stronger than before, emanating out to heal everyone in the area.
Dejik struggled with her blindness and loss of purpose. She relied increasingly on a small group of friends who were also singled out by Terendeleve for a special gift. At her lowest moments, Dejik feared that Iomedae had abandoned her, and she found some small amount of comfort and aid from Shelyn, the patron goddess of one of her dearest friends. Recently, an angel told her that Iomedae was her mother, and Dejik still reels from this revelation.
She is small and slender, but nimble and wiry, and her face is scarred from some kind of burn. Even amidst the scars, her blue-white eye is still her most striking feature.