Ellena Lovain's page

1,047 posts. Alias of Gerald.


Pal7 [HP: 92/102 | AC (25)22 | T 11 | FF 22 | CMD 21; Fort+10,Ref+5,Will+7; Init: +0; Per-1, Smite Evil 3/3, LOH 6/6]


Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |Mythic Tier 1

About Ellena Lovain

Ellena Lovain
LG Female Human Paladin of Iomedae 7
Init. +0; Perception -1
AC 22 (10 + 8 Armor + 3 +1 Shield + 1 Deflection + 0 Dex ), touch 11, flat footed 22
HP: 102 (7d10 + 14 Con. + 7 Favored Class + 7 Toughness + 10 Mythic +5 Iomedae)
Fort: +10; Ref: +5; Will +7
Immune to Fear effects
Immune to Disease effects.
Speed 30' (20' in armor)
Radiance +2 cold iron Longsword, +15/+10, 1d8+7, 19-20/x2), or
w/ Power Attack Radiance +2 cold iron Longsword, +15/10 without a shield, or +13/+8 with a shield (1d8+11, 19-20/x2), or

Cold Iron Brass Knuckles, +12/+7 (1d3+5/x2)

Dagger, +12/+7 (1d4+5/19-20/x2)

Composite (+4 Str) Longbow, +7 (1d8+4/x3) 100' range
STR 21, DEX 11, CON 12(14), INT 08,WIS 08, CHA16

BAB: +7; CMB +12; CMD 22

Feats: 1. Power Attack (Mythic)
H. Toughness
3. Weapon Focus (Longsword)
5. Furious Focus
B. Step Up
7. Vital strike

Skills: 28 anks(2 Class -1 Int. +1 Human/level + 14 Background skills)
Armor Check Penalty -6
Diplomacy +9 (3 ranks + 3 Cha + 3 Class Skill)
Handle Animal +10 (4 ranks + 3 Cha + 3 Class)
Know. History +1 (2 ranks -1 Int)
Know. Nobility +4 (2 ranks - 1 Int + 3 Class)
Know. Religion +8 (6 ranks - 1 Int + 3 Class)
Profession (Soldier) +9 (7 ranks -1 Wis + 3 Class)
Sense Motive +8 (4 ranks - 1 Wis + 3 Class + 2 Iomedae)

Skill Shortcuts:

[Dice=Acrobatics]1d20 - 6[dice] Armor
[Dice=Bluff]1d20 + 2[dice]
[Dice=Climb]1d20 + 2[dice] Armor
[Dice=Craft]1d20 - 1[dice]
[Dice=Diplomacy]1d20 + 8[dice]
[Dice=Disguise]1d20 + 2[dice]
[Dice=Escape Artist]1d20 + 0[dice]
[Dice=Fly]1d20 + 0[dice]
[Dice=Handle Animal]1d20+10[dice]
[Dice=Intimidate]1d20 + 2[dice]
[Dice=Knowledge(Arcana)]1d20 - 1[dice]
*[Dice=Knowledge(Dungeoneering)]1d20 - 1[dice]
*[Dice=Knowledge(Engineering)]1d20 - 1 [dice]
*[Dice=Knowledge(Geography)]1d20 - 1[dice]
*[Dice=Knowledge(History)]1d20 + 1[dice]
*[Dice=Knowledge(Local)]1d20 - 1[dice]
*[Dice=Knowledge(Nature)]1d20 - 1[dice]
*[Dice=Knowledge(Nobility)]1d20 + 4 [dice]
*[Dice=Knowledge(Planes)]1d20 - 1 [dice]
*[Dice=Knowledge(Religion)]1d20 + 8[dice]
[Dice=Linguistics]1d20 - 1 [dice]
[Dice=Perception]1d20 - 1 [dice]
[Dice=Perform]1d20 + 2[dice]
[Dice=Ride]1d20 - 6[dice] Armor
[Dice=Sense Motive]1d20 + 8[dice]
[Dice=Spellcraft]1d20 - 1[dice]
[Dice=Stealth]1d20 - 6[dice] Armor
[Dice=Survival]1d20 - 1[dice]
[Dice=Swim]1d20-2 [dice] Armor

Languages: Common

Wealth 4337 gold 7 silver and 2 copper.


Radiance: +2cold iron Longsword
Belt of Constitution +2
+1 Shield w/ Light cantrip
Silver Dragon Scale: Resist Energy 3/day as to cold or electricity only. 19th level caster level
Ring of Protection +1
CLW potion (x2)
CMW potion
Lesser Restoration potion

Masterwork Half Plate
Composite Longbow (+4) Str
20 cold iron arrows
Longsword, 15 gold
Dagger, 2 gp
Cold Iron Brass knuckles, 2 gold
Shortbow, 30 gp
20 arrows, 1 gp

Other Gear:

50' silk rope, 10 gp
Backpack, 2 gold

Waterskin, 1 gp
Belt Pouch, 1 gp
2 day's rations, 1.5 gp
Bedroll, 1 sp
Flint & steel
Torch x2, 2 cp, 2 lbs.

Paladin Abilities
*Aura of Good--equal to Paladin level.
*Detect Evil--At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
*Smite Evil--3/day, if target is evil, add Charisma bonus to attack and level to damage against target of Smite. If target is evil outsider, evil dragon, or undead, the bonus to damage increases to 2 per paladin level. This bypasses DR.
*Divine Grace-CHA mod added to saving throws.
*Lay on Hands: 6/day, heal 3d6 of damage. Swift action on self, standard action on another.
*Aura of Courage: immune to fear. Allies within 10' gain a +4 morale bonus to fear saves.
*Divine Health: immune to disease.
*Mercy: sickened and diseased. When using LOH, can cure sickened and diseased condition as well.
*Channel Energy: channel to heal 3d6 damage as a cleric three time per day.
*2 1st level spell/day: Divine Favor, Lesser Restoration.
*1 2nd level spell/day: Inheritor’s Smite
*Divine Bond (Weapon)

Character Traits
*Exposed to Awfulness: Once per day, when failing a saving throw against a demon's effect that would kill or physically incapacitate you, you can immediately, as a free action, reroll that saving throw. You must take the second roll, even if it is worse. Mythic Path: Guardian.
*Demon Smiter: Benefit: Once per day while fighting demons, you gain a +4 on any one attack roll versus a demon.


Elena is an attractive, forceful young lady of approximately 24 years of age. She is of slightly above average height and weight, (roughly 5'9" and weighs 150 lbs) and has long blonde hair and blue, icy eyes. Her face is partially hidden by a helm, however. She average build hides impressive strength, both inner and physically. She constantly carries her greatsword with her. She keeps her armor shined to an amazing gleam. Looking presentable honors Iomedae, as others can see her pride in her ability to honor her Lady. If her eyes are observed while she casts spells, they ever-so-briefly turn so white they are almost clear, a clue to her draconic heritage.


All Ellena has known her entire life is battling demons. Her parents felt the calling, joining the fight, and took the child to Kenabres at an early age. Her entire life has been spent on the battlelines, only seeing her parents infrequently, as they returned to take only short respites from their duty. She easily took to the teachings of the other clergy in the town and has emerged a bit of a crusader in her own right, joining the Everbright Crusdaers, one of the most well respected groups in Iomedae's service. She has begun advancing in the Crusaders, as her fierce personality and drive are hardly ever duplicated, even by those of whom follow Iomedae.

Ellena has learned to always be on guard, even while in town, however. As a young child, she was taken in by one of the demonic "witches," the town has hunted so rampantly. She was beaten mercilessly by the fiend, and would have been killed if not for timely intervention by one of her church leaders. After some investigation, Ellena and the others found out she was indeed not tricked by a witch, but instead an elf female a few nights before there was to be a blood moon rise. Ellena was kept hidden in the city for a few days and then as the moon rose, she was tied to a ritual emblem on a floor where the moonlight would soon shine through a high opening in the ceiling. The woman who lured her into the trap appeared, conducted part of the ritual, poured a strange concoction onto her forehead, and then scratched her with a sharpened fingernail. For a moment, as Ellena looked at her form--her face was hidden in shadow under a hood--she thought she glimpsed a flicker in her image and saw for a moment a horrible demon 18' tall with four arms, two puny and undeveloped and two with huge claws like a crab and spikes along its purple and red skin. The paladin fell into a coma. She was later told that crusaders discovered a secret cult of Baphomet and when they raided the site, they found her. She was nursed back to health, but the ritual left its scars, including occasional flashbacks and nightmares. The nightmares always seem to fall on the night of the full moon. Ellena's bones healed and her bruises went away, but she still remembers the worst pain of all--the humiliation of being tricked by the honey-tongued monster. She has strengthened her body and her faith since then, and waits for the day she makes her parents proud and joins the front lines herself.

Her fervor, or paranoia, depending on how you look at it, leads to her checking most every new person or thing she meets for evil. She doesn't see how that could possible make anyone uncomfortable. To her it is practical. If you aren't evil, you shouldn't care, right?



Mythic Path: Guardian

Tier 1
Mythic Power 7/day
Surge 1d6
Hard to Kill: stabilize automatically, and double negative Con score before death
5 Bonus HP per tier
+2 Strength
Amazing Initiative
Mythic Feat: Power Attack-Every four BAB, gain +3 to damage instead of +2when using this feat. This bonus damage from this feat is doubled on a critical hit. You can expend one use of Mythic power to ignore the negatives to hit for one minute when using this feat.
Guardian’s Call: Absorb Blow-as an immediate action, can expend a mythic point and take five HP per mythic tier damage reduction to damage from a single source. If another source or ability also reduces damage, apply the effects of Absorb Blow first, then the other effect. For every 10 points of damage reduced, gain DR 1/epic and five points of reduction to acid, electricity, cold, fire and sonic damage. The DR and resistances stack with other DR and resistances you have.
Guardian Path: 1. Ever Ready-when you make an AoO, you gain a bonus to hit and damage equal to your mythic tier. You can make AoO while flatfooted. At 3rd, 6th, and 9th level, the number of AoOs per round increase by one, 2. Irrepressible Soul.