Lillend

Elita Myken's page

68 posts. Alias of Tirion Jörðhár.


Full Name

Elita Myken

Race

Lyrakien Half-Fiend (outsider(native), azata, extraplanar, evil)

Classes/Levels

Monk(Martial Artist+)/1 - Cleric(Crusader)/3

Gender

Female

Size

Tiny - 1', 10 lbs

Age

250

Alignment

Neutral Evil

Deity

Libicocco - Malbranche

Languages

Common, Sylvan, Celestial, Infernal, Abyssal, Draconic, Elvish, Undercommon, Giant, Necril, Truespeech

Strength 9
Dexterity 27
Constitution 20
Intelligence 21
Wisdom 28
Charisma 23

About Elita Myken

___________________________________________________________
Offense:
___________________________________________________________
+8 Initiative (+8 Dex)
+5 BAB (+0 Monk, +2 Cleric, +3 Outsider HD)
+6 BAB if Unarmed or Flurry of Blows

+2 CMB (+5 BAB, -1 Str, -2 Size)
+30 CMD (+5 BAB, -1 Str, +8 Dex, +9 Wis, -2 Size, +1 Dodge +10) Continuous Freedom of Movement

+16 Cestus (+5 BAB, +8 Dex, +2 Size, +1 Masterwork) Damage: (1d3-1)(-1 Str) (19-20 Crit)
+17 Scimitar (+5 BAB, +8 Dex, +2 Size, +1 Magic, +1 Weapon Focus) Damage: (1d3+9)(+8 Dex - Dervish Dance, +1 Magic) (18-20 Crit)
+16 Light Crossbow (+5 BAB, +8 Dex, +2 Size, +1 Masterwork) Damage: (1d4)(19-20 Crit)

+16/+16 Flurry of Blows(Scimitar) (+6 BAB, +8 Dex, +2 Size, -2 Two Hand Penalty, +1 Weapon Focus, +1 Magic)
+15/+15 FoB with Cestus
+14/+14 FoB Unarmed
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 80
Max hp: 80 (+10+5+8+4+6+4+8; +0 FC; +35 Con)

AC 30 [+8 Dex, +9 Wis, +2 Size, +1 Natural Armor, +10]
Flatfoot AC 22 [+9 Wis, +2 Size, +1 Natural Armor, +10]
Touch AC 29 [+8 Dex, +9 Wis, +2 Size, +10]

+12 Fort (+6 base, +5 Con, +1 Cloak) (+2 Monk, +3 Cleric, +1 Race HD)
+15 Ref (+6 base, +8 Dex, +1 Cloak) (+2 Monk, +1 Cleric, +3 Race HD)
+18 Will (+8 base, +9 Wis, +1 Cloak) (+2 Monk, +3 Cleric, +3 Race HD)
Racial: DR 5/good; DR 5/magic; Immune electricity, petrification, poison; Resist cold 10, fire 10, acid 10 - Spell Resistance: 14

Special Abilities:

Monk Abilities:
** - 2nd level - **Evasion - no damage on Reflex saves where 1/2 damage usually
Flurry of Blows

Cleric Abilities

Channel Energy - 9/day, 2d6 -- 9/9

Painful Smite (Su) - 12/day - 12/12
- damage is non-lethal, adds +9 Wis bonus to damage

Racial Abilities
Continuous Effects Freedom of Movement, Detect Magic, Detect Evil

Traveler's Friend - may remove exhaustion/fatigue 1/day from a creature through Lyrakien performance.

Darklight Blast
1d4+variable damage -- 1 per every 4 rounds

Smite Good - As Paladin level 3, 1/day
Darkness - 3/day

Cleric Spells:

0th Level - 4

  • Bleed
  • Guidance
  • Purify Food and Drink
  • Read Magic

1st Level - 1+1+3 Base(-1 Crusader) + Domain + Wisdom Bonus


  • Bane
  • Ray of Sickening
  • CLW
  • CLW
  • True Strike**

2nd Level - 0+1+2


  • Restoration, Lesser
  • CMW
  • Pain Strike**

** Domain Spell, may not be spontaneously cast.

Skills:

+15 Acrobatics (Dex +8, Ranks 4, Class Skill +3),
+9 Appraise (Int +5, Ranks 1, Class Skill +3)
+13 Bluff (Cha +6, Ranks 4, Class(race) Skill +3)
-1 Climb (Str -1, Ranks 0, Class Skill +3)
+13 Diplomacy (Cha +6, Ranks 4, Class Skill +3)
+9 Disable Device (Dex +8, Ranks 1)
+6 Disguise (Cha +6, Ranks 0)
+12 Escape Artist (Dex +8, Ranks 1, Class Skill +3)
+24 Fly (Dex +8, Ranks 1, Perfect Maneuverability +8, Size +4, Class(race) Skill +3)
+7 Handle Animal (Cha +6, Ranks 1)
+13 Heal (Wis +9, Ranks 1, Class Skill +3)
+10 Intimidate (Cha +6, Ranks 1, Class Skill +3)
+11 Knowledge, Arcana (Int +5, Ranks 3, Class Skill +3)
+6 Knowledge, Dungeoneering (Int +5, Ranks 1)
+6 Knowledge, Engineering (Int +5, Ranks 1)
+9 Knowledge, Geography (Int +5, Ranks 1, Class(race) Skill +3)
+9 Knowledge, History (Int +5, Ranks 1, Class Skill +3)
+6 Knowledge, Local (Int +5, Ranks 1)
+6 Knowledge, Nature (Int +5, Ranks 1)
+9 Knowledge, Nobility (Int +5, Ranks 1, Class Skill +3)
+12 Knowledge, Planes (Int +5, Ranks 4, Class Skill +3)
+12 Knowledge, Religion (Int +5, Ranks 4, Class Skill +3)
+9 Linguistics (Int +5, Ranks 1, Class Skill +3)
+19 Perception (Wis +9, Ranks 7, Class Skill +3)
+12 Perform(Dance) (Cha +6, Ranks 3, Class Skill +3)
+8 Ride (Dex +8, Ranks 0, Class Skill +3)
+15 Sense Motive (Wis +9, Ranks 3, Class Skill +3)
+9 Sleight of Hand (Dex +8, Ranks 1)
+13 Spellcraft (Int +5, Ranks 5, Class Skill +3)
+20 Stealth (Dex +8, Ranks 1, Size +8, Class Skill +3)
+9 Survival (Wis +9, Ranks 0)
+3 Swim (Str -1, Rank 1, Class Skill +3)
+17 Use Magic Device (Cha +6, Ranks 7, Class(Trait) Skill +3, Trait +1)

Each level skill points gained 9/level for Monk, 7/level for Cleric, 11/HD for first 3 HD

Traits:

• Dangerously Curious - +1 on UMD, UMD is a Class Skill.
• Magical Knack +2 CL on Cleric if < total levels.

Feats:


  • Unarmed Strike (Monk Bonus)
  • Perfect Strike (Scimitar)(Monk Bonus(Replaces Stunning Fist))
  • Combat Expertise (Level 1)
  • Weapon Focus(Scimitar) (Crusader Level 1 Bonus Feat)
  • Weapon Finesse (Monk-Level 1 Bonus Feat)
  • ** - not until monk level 2 - ** Dodge (Monk-Level 2 Bonus Feat)
  • Butterfly's Sting (Level 3)
  • Crusader's Fury (Level 5)
  • Dervish Dance (Level 7)

  • Weapon Proficiency - Monk (club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear)
  • Simple Weapon Proficiency + Scimitar (Religious Preferred Weapon)
  • Armor Proficiency, Light
  • Armor Proficiency, Medium
  • Armor Proficiency, Shields (not Tower)

Racial:

Lyrakien
-6 Str, +8 Dex, +2 Con, +4 Int, +6 Wis, +10 Cha

Speed: 30', fly 80' (perfect)
Size: Tiny
Type: Outsider (azata, extraplanar, evil)
Senses: darkvision 60 ft., detect evil, detect magic, low-light vision
Racial Defenses: DR 5/good; Immune electricity, petrification; Resist cold 10, fire 10.
--> Lyrakien are normally DR 5/evil, changed to DR 5/good due to fallen nature.

Spell Like Abilities:(CL 3rd, concentration +8)

  • Constant--detect evil, detect magic, freedom of movement
  • At will--dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
  • 1/day--cure light wounds, lesser confusion (DC 16), silent image (DC 16)
  • 1/week--commune (6 questions, CL 12th)

Darklight (Starlight) Blast
A perverted version of a Lyrakien's Starlight Blast, as a standard action once every 1d4 rounds, a Elita can tap into the divine power of Abbadon, unleashing a blast of unholy darklight in a 5-foot burst. All creatures in this area take 1d4 points of unholy damage, plus 1 point for each step their alignment deviates from neutral evil. For example, a neutral or lawful evil creature would take 1d4+1 points of damage, a lawful neutral creature would take 1d4+2 points of damage, and a lawful good creature would take 1d4+3 points of damage. A DC 12 Reflex save negates this damage. Neutral Evil creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler's Friend
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

Half-Fiend
Abilities
+2 Str, +4 Dex, +4 Con, +2 Int, +4 Wis, +2 Chr

Armor Class: Natural armor improves by +1.

Defenses/Qualities:

  • darkvision 60 feet
  • Immune to poison; acid, cold, electricity, and fire resistance 10
  • DR 5/magic
  • SR 14 = CR + 11

Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).

Special Attacks:


  • Smite Good (Su): Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.

  • Darkness 3/day
  • Desecrate 1/day

Favored Class & Notes:

Favored Class: Cleric
Lvl 1 (Skill)
Lvl 2 (Monk-0)
Lvl 3 (Skill)
Lvl 4 (Skill)
Lvl 5 ()
Lvl 6 ()
____
+1 Wis at Level 4

Cleric - Crusader Archetype:

Crusader Archetype Class Changes
Diminished Spellcasting
A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.

Bonus Feats
A crusader gains a bonus feat at 1st level, 5th, 10th, 15th and 20th levels.


  • 1st/5th Feats: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*.
  • 10th/15th Feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*.
  • 20th Feats: Greater Shield Specialization and Greater Weapon Specialization*

Legion’s Blessing (Su)
At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the crusader’s reach when the spell is cast. Using the legion’s blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inf lict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion’s blessing.

Channel Energy
- Negative Energy - 2d6, 9/day

Preferred Weapon
Scimitar - a weapon for a smooth, quick and silent death.

Domains:
Destruction(Torture) Domain - only 1 domain from Crusader Archetype

Painful Smite (Su)
Prior to making a melee attack roll, you can choose to convert all damage from that strike into nonlethal damage, adding your Wisdom modifier to the damage. If you succeed in your attack, you can make an Intimidate check against your target to demoralize them as a free action. You gain a bonus on your Intimidate check equal to the nonlethal damage dealt by the painful strike. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Domain Spells: 1st—true strike, 2nd—pain strike, 3rd—rage, 4th—inflict critical wounds, 5th—symbol of pain, 6th—harm, 7th—disintegrate, 8th—demand, 9th—implosion.

Monk:

Weapon and Armor Proficiency:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon as if using the Two-Weapon Fighting feat. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit - .5 lbs.
(2310) Scimitar +1 - .5 lbs.
(300) Cestus, Masterwork - .5 lbs.
(317) Light Crossbow, Masterwork - 1 lbs.
40 Bolts
40 Bolts, Cold Iron
40 Bolts, Silver
(1000) Cloak of Resistance +1 - .1 lbs.
(5) Spell Components Pouch, - .5 lbs.
(50) Obsidian Holy Symbol - A scene of wind destroying everything in its path.
(2000) Handy Haversack - 5 lbs

(750) Wand of Mage Armor (CL1, 50 Charges)
(750) Wand of Shield (CL1, 50 Charges)
______
Total = ~7450
______________________

11.5 lbs

In Backpack

Oil, Flask, 1 lbs.
Flint and Steel
10 days of trail rations, 1 lbs.
Thieves Tools, Masterwork
Scroll Case x2 - .5 lbs each
Waterskin, 1 lbs
Whetstone, 0 lbs

Scrolls:

CL check DR = 1+CL if Cleric Spell above current Cleric level

________
Total Scrolls =
_________

Belt Pouch

Chalk, 3 pieces
25 p.p.
45 g.p.
8 s.p.
9 c.p.

Carrying Capacity

Current Weight: 11.5 lbs

Light Load: x < 30 lbs.
Medium Load: 27 < x < 60 lbs.
Heavy Load: 54 < x < 90 lbs

Appearance:

Garbed in loose fitting black clothing, Elita is a dark and deadly looking woman. With a scimitar in one hand and a look of hatred and vengeance in her eyes that would stop an ogre, she is a woman no man would want to stand in front of. Were it not for her diminutive size and the dark oil rainbow hued butterfly wings sprouting from her back, you would think that she had just stepped from the bow of her pirate ship. For a brief moment she pauses in front of you and stares into your eyes, you almost feel that she is staring directly into your soul. Then, before you can blink, she is gone and you are able to catch your breath, glad that you were not the target of whatever dark pain is the target of her vengeance.

Think of the Dread Pirate Roberts from the Princess Bride, without the good nature and comedy.

Background:

Elita is an Azata, originally from Elysium. For several hundred years, she travelled the material planes soothing the souls of weary travelers and at times serving as a familiar to free minded good mages. With the voice of an angel, her beautiful songs brought relief to weary travelers across all lands.

Nearly a century ago, Elita was with her master Myken Aztoth when he and his companions travelled to the Outer Planes. During this expedition, the party went to the first plane of Hell, Avernus. Tragedy struck while on Avernus and Myken was killed. Despite her best attempts, Elita was unable to escape Avernus and was captured by the infernal forces. For nearly 90 years, Elita was tested, tortured and traded among Devils, Demons, Daemons and other denizens of the lower planes. She has been imprisoned in Hell, Hades and the Abyss. However, through her guile and charisma, she managed to avoid being killed and destroyed by her captors. Nonetheless, her time in the lower planes has slowly eroded her connection with Elysium and the happy go lucky personality which is prevalent on that celestial plane. Instead, a darkness has slowly invaded her persona resulting in the dark fallen angel she is today.

During her imprisonment, Elita learned to control her body and evade the many attacks that were attempted by her captors and other prisoners. Approximately 10 years ago, Elita escaped from imprisonment in the Abyss by beguiling her captor and then hiding. For several years she remained hidden in the Abyss until she managed to follow a horde bound for Hell. Although equally horrific to the Abyss, Hell provided a much more predictable land. While in Hell, Elita's dark side continued to foment and grow. As such she became attracted to the dire hatred and destruction sought by Libicocco, the prideful Lady of Winds. As such, Elita began to dedicate herself to destruction of those who had caused her harm, without a care as to the collateral harm she might cause. While not having the great size and strength of internals, her speed and stealth enabled her blows to hit true causing just as much damage as those much stronger than her. She also learned to land vicious blows which frequently distracted her foe such that other much more powerful fighters could land deadly blows.

After several years on Hell, she finally found a conduit which returned her to Oerth, but despite several years in the beauty of Oerth, she continues to have dark vengeful thoughts and desires nothing more than to repay the players in the Blood War for the pain and suffering that they caused her. While this may sound like a good and noble cause, Elita no longer cares about the means used to bring about her vengeance. Destruction is her goal, particularly of those who harmed her. People are but pawns, the end goal is her target - destroying the Demon Lords, Arch-Devils, and other fiends who caused her pain.

As a result of her imprisonment, the music and stories which Elita formerly used to heal and entertain have become much darker. Her skills have turned from light to darkness enabling her to hide and disguise herself with great skill. She has learned to use her abilities to weaken and confuse foes such that even the mightiest of warriors must take heal or find himself watching Elita while another's blade is sunk between his shoulders.

Now Elita is ready to join the Blood War, not to help any side win, but to help all sides lose, for only then will her suffering finally be ended.

Moto:

The Ends Justifies the Means.