Valeros

Hadran, The Fallen's page

1,278 posts. Alias of Ashe.


Classes/Levels

HP: 174/174(188/188 Rage) -4CHA Checks in Abyss [MP 9/9 ][LP 2/2][Rage 23/23][Perform 28/28][Trance 8/8]| AC: 24, T: 19, FF: 24 | DR 5/Evil: Pro. Evil | Fort: 19, Ref: 19, Will: 15 | CMB: +15, CMD: 26 | Init: +16, Percep: +19:

About Hadran, The Fallen

Hadran, The Fallen

Image Before Fall, with Wings

Hadraniel, God of Valor, Knowledge, Protection, Glory
Now called Hadran

Male AngelBlooded Truespeaker Aasimar (FCB: Bard: +5HP|+5SP|+5/6 Inspire Courage)
Dawnflower Dervish Soudstriker Bard 5, Simple Advanced Template, Holy Creature/ Bloodrager Crossblooded 7/ Oracle 7
Bloodlines: Celestial and Destined
Guardian Tier III
LG Medium Outsider (Native)
Init +16, Perception +19, Senses darkvision 60

Defense
AC 24, Touch 19, Flat Footed NO
(+3 Armor, +2 Natural, +2 Divine, +5 Cha, +2 Luck)
HP 174 (7d10*1.5 +54 +15 Mythic)
Fort +19, Reflex +19, Will +15
Defensive Abilities Hard to Kill, Sudden Block, Fast Healing
Resistance Cold/Acid/Electric 5, +4 Divine Bonus to Saves, +2 Divine Bonus to AC, +2 Luck to AC/Saves, Cha to AC instead of Dex, Improved Uncanny Dodge, DR 5/Evil, Immune to possession, charm, or influence from Evil.

Offense
Speed 55ft

Melee +1d6 Damage VS Evil, +2d6 VS Evil Outsider
Valiant Fang +16/+11 2d6+13 17-20x2 (Cold Iron and Magic)

Cestus +15 1d4+8 19-20 x2

Special Attacks Mythic Power (9/day, surge 1d6), Bloodrage 23 rounds/day, Battle Dance 28 rounds/day, Mythic Arcane Strike

Bard Spells Known CL 5nd: Concentration +13, +4 to cast defensively
Cantrips (At Will) Prestidigitation, Detect Magic, Ghost Sound, Mending, Read Magic, Sift
1st: DC:19 (6/6 day) Charm Person, Sleep, Detect Secret Doors, Clarion Call
2nd: DC: 20 (4/4 day) Aleggro, Blade Dash, Invisibility

BloodRager Spells Known CL 7th: Concentration +15, +4 to cast defensively
1st: DC:19 (3/3 day) Burning Hands, Windy Escape, Shield, Feather Fall, Bless
2nd: DC: 20 (3/3 day) See Invisibility, Resist Energy

Oracle Spells Known CL 7th: Concentration +15, +4 to cast defensively
Cantrips (At WIll) Create Water, Purify Food and Drink, Guidance, Detect Poison, Light, Spark, Enhanced Diplomacy
1st: DC:19 (8/8 day) Divine Favor, Cure Light Wounds, Endure Elements, Identify, Abstemiousness, Enhance Water
2nd: DC:20 (7/7 day) Tongues, Hold Person, Ironskin, Minor Image
3rd: DC:21 (6/6 day) Locate Object, Dispel Magic,

Statistics
Str 26, Dex 13, Con 24, Int 18, Wis 20, Cha 26
Base Atk +7, CMB +15, CMD 26
Feats: Armor Proficiency (light, medium), Weapon Proficiency (Martial), Noble Scion(Scion of War), Extra Performance, Master Performer, Arcane Strike [Mythic], Mythic Arcane Strike[Mythic], Improved Initiative, Vital Strike
Traits Finding your Kin, Fates Favored, Blade of Mercy, Adopted (Warrior of Old)
Drawback Loner
Skills: 85 Ranks 4Free Birthday Ranks: +4Sacred to Perception and Sense Motive
Diplomacy +18, Perception +19, Survival +15, K. Religion +8, K. History +8, K. Local +8, K. Arcana +8, K. Dungeoneering +8, K. Engineering +8, K. Geography +8, K. Nature +8, K. Nobility +8, K. Planes +13, Perform Comedy +18(used for Bluff and Intimidate), Perform Dance +18, Spell Craft +14, Linguistics +16, U.M.D +18, Sense Motive +21, (Free Rank)Swim +12, (Free Rank)Climb +12, (2Free Rank)Heal +10
Racial/Template Modifiers +8Str, +6Dex, +8Con, +4Int, +8Wis, +10Cha
LanguagesCommon, Celestial, Draconic, Sylvan, Elven, Giant, Dwarven, Infernal, Abyssal, Orc, Goblin, Necril, Terran, Auran, Aquan, Halfling, Aboleth, Aklo
Valiant Fang, The Light of the Gallant
+1 Keen Legendary Cold Iron Great Sword
-Upgradable
-Unyielding
-Unstoppable Strike
Other Gear Cestus, Cloak of Resistance +1, a suit of masterwork studded leather armor, a shortbow with 15 arrows, a scroll of invisibility, a wayfinder (standard), and a climber’s kit, Wand CLW 37/50, Cold weather Gear, 2 Blankets, 2 super cushy bed rolls. Elemental Gem(Earth)m 3 potions CLW, Elaborate Ring(75gp)

Gold 4pp, 46gp:

God Abilities
Battle Sense
Benefit: The deity cannot be surprised or flanked except by a deity or mythic creature of higher rank. The deity retains their Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities or mythic creatures of higher rank. Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces it. In addition, unlike normal divine abilities, this power can be activated as a response - in effect, any time you would normally be able to benefit from its effects (even if you are unaware of your foe or their attack), you can pay the price of this ability (1 mythic power) to gain its benefits. The duration is until the god has rested for 8 hours. In addition as a free action, you can spend 2 uses of Mythic Power to deny further uses of an ability you have already seen an opponent use for 24 hours. Note that they don't need to have succeeded with the ability, but you do need to have witnessed them use it, so it can't shut things down before the first use. Foes with a higher Mythic Tier receive a saving throw (10 + 1/2 HD + Cha Mod + your Mythic Tier) to negate this effect
Shield of Knowledge Gain Immunity to Intelligence Damage & Drain

Mythic Abilities
Amazing Initiative
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.
Dual Path Archmage Tier 3 mythic feat
Hard to Kill Auto stabilize bellow 0HP, Die at double negative Con Modifier
Mythic Power 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.
RecuperationAt 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Surge 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.

Path Abilities
Divine Source
You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.
Extra Mythic Feat: Mythic Arcane Strike
Whenever you use Arcane Strike to enhance your weapons, the effect
lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane Strike, you can also add any one magic weapon special ability with a base price modifier of +1 to your weapons. This base price modifier increases to +2 at 4th tier, +3 at 7th tier, and +4 at 10th tier.
Guardian Call, Sudden Block
Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Guardian Path, Fast Healing
As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5
Legendary Power All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item's abilities. If the item's bearer isn't bonded to the item, she can expend the item's legendary power only to use its legendary surge ability.
Legendary Surge All legendary items have a legendary surge ability, similar to a mythic character's surge ability. It can be used only on specific rolls or checks based on the nature or purpose of the legendary item—see Legendary Surge.
The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she's bonded to the item, she can increase that die type by one step.
Universal Path, Display of Charism
As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.
Universal Path, Divine SourceYou can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.
Universal Path, Legendary Item x2
You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Special Abilities

Adopted (Warrior of Old)
+2 Initiative bonus
Alter Self 1/Day
As the spell
Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Bardic Perfromace Countersong, Distraction, Fascinate, Inspire Courage +3, Inspire Competence
Battle Dance
Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time. At 10th level, the dervish can start a battle dance as a swift action instead of a move action. When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.
Birthday Present
Emergency Heal: As a free action, restore yourself to full HP. One use.
Blade of Mercy
Deal non lethal damage with a slashing weapon without taking the -4 penalty to hit. +1 bonus to damage when dealing non lethal damage.
Blood Casting
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Bloodline Power Angelic Attacks
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Bloodline Power Fated Bloodrager
At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
Bloodline Spells
Bless(7th)
Bloodrage
Free Action enter bloodrage, +4 morale bonus to Str, and Con, -2AC,
Damage Reduction 1/-
Domains
Law
Good
Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal
Extra Performance
+6 Rounds of Bardic Performance.
Fates Favored
+1 luck bonus to any luck bonus that you receive.
Finding your Kin
+1 skill point, and +1 HP with favored class, this is in addition to taking the normal Favored Class bonus. Favored Class is Bard.
Focused Trance
You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
Grace
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Holy Body
A holy creature gains double the normal amount of healing from positive energy.
Holy Spellcasting
A holy creature's effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature's effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
Improved Initiative Benefit: You get a +4 bonus on initiative checks.
Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Mental Acuity +1 to Intelligence, additional +1 per 3levels after 7th
Mystery Spell
Identify, Tongues
Negative Energy Resistance
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature's total Hit Dice. If the level check succeeds, the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
Noble Scion(Scion of War Use Charisma instead of Dexterity for initiative.
Protection from Evil
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
Sacredness
Each of a holy creature's melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Sidestep Secret Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Shield of Knowledge Immunity to Intelligence damage & drain
Spinning Spellcaster +4 to concentration check to cast defensively.