About Hope, Chosen of Desna
She's a Bullet with Butterfly Wings
Hope is irrepressible, impulsive, and driven. She gives little thought to morality beyond the simple tenants of trying to be kind helpful to everyone. She knows Desna isn't one to sweat the details. Her goddess trusts her, and with that trust comes an incredible amount of weight and responsibility. Once, Hope saw that as a burden, but now she sees it as a gift. She is free to do what must be done in the name of Desna's goals.
Hope is an exercise in contradictions. Freedom and discipline, order and chaos, dark and light, all churning within her but somehow remaining in perfect harmony. It's impossible to tell what she might do next, but she never loses sight of her guiding principals. There is always a method to her madness.
Everything she does comes back to her destination on some unknown horizon. She seeks the Lost Soul. She doesn't know how to find it, but she trusts her Goddess' intuition and guidance.
Lady Hope is a Crusader, resplendent in gleaming armor. She stands apart from her fellows though. Rather than the red and gold of Queen Galfrey's knights, Hope wears a tabbard of black and purple with an emblem of a sword with butterfly wings embroidered across the chest. Her shield is shaped like the star of Desna with the same heraldry across it. Her starknife is sheathed on the back of the shield
Beneath her armor, Hope is a stunning, Varisian woman with curly black hair, black eyes, olive skin, and curves that made men and women both stop and stare. She has an ageless quality to her that makes it nearly impossible to tell how old she is. At times she seems like she has the gravity of a woman of fifty, other times she seems like an energetic teenager.
A pair of red and purple butterfly wings covers her back from her shoulders all the way down her thighs. It looks much like a tattoo, but the skin is raised brom below something like a scar. She's had the mark her entire life, and as she has grown in power, it's complexity and detail has increased.
Hope was born to a Varisian Seer under a powerful aligning of the stars. From a young age she knew she was destined for something important, but her mother kept what the cards and stars had revealed for as long as possible, instilling in Hope the Varisian ideals of inquisitiveness, freedom, introspection, and forethought.
When Hope's sorcerous magics began manifesting, she thought that must have been all there was to her destiny. Innate magics were rare and powerful. Little did she know that the spark of magic awakening within her was the beginning of her destined path, not the end.
She was visited in her dreams by Black Butterfly, the Harbinger of Desna. The magnitude of what the Empyreal Lord reveled to her nearly destroyed her. The weight of the responsibility she was to be given seemed overwhelming. Somehow she managed to find the resolve to walk the path her goddess demanded. There was soul lost tot he deepest darkness imaginable. It was her task to find her and lead her back to the light.
Hope made her way to the Everlight Oasis where she trained with the Paladins of Sarenrae. Hope was not thrilled with the rigidity and discipline required of her training, but she had a nearly endless reservoir of patience. She learned what she needed to, kept her thoughts on the Sarenite's methods to herself, and forged a never-before seen bond with the Song of the Spheres.
When she left the Oasis she was Desna's first and only Paladin.
Finally prepared, she made her way to the Worldwound. She attempted to forge an alliance with Queen Glafrey of Mendev, but at the time the Queen's advisors had little time for a wandering Desnan missionary.
So Hope made her way into the Worldwound alone, ferrying the lost back to safety. Eventually word spread. Once she'd brought back a few hundred Medevian survivors, the Queen granted her an audience, and a Knighthood.
The Queen has asked that she join the Vanguard of the 4th Crusade, who were already deep in the Worldwound rooting out the fortress of the Ivory Labyrinth.
That was a name she knew. Finally, after years of preparation, her destiny was upon her.
HP 89 (5d10 Paladin, +2d8 Evangelist, +14 con, +6 Archmage, +3 FCB)
AC 21 (+1 dodge, +6 armor, +1 enhancement, +2 shield, +1 dex)
CMD 18 (10, +6 bab, +0 str, +1 dex, +1 enhancement, +1 dodge)
+13 Fort (+4 Paladin, +2 con, +7 divine grace)
+10 Ref (+1 Paladin, +1 Evangelist, +1 dex, +7 divine grace)
+12 Will (+5 Sorcerer, +0 wis, +7 divine grace)
Initiative: +3 (+2 dex, +1 luck)
BaB +6/+1 (+5 Paladin, +1 Evangelist)
Masterwork Cold Iron Starknife, +14, 1d8+7, x3, 20' range
Snag Net +3, entangle
Pillum, +7, 1d8 damage, x3 crit, negate shield
Masterwork Composite Longbow +8, 1d8, x3 crit
Feats, Traits and Abilities:
Magical Lineage: fiery shuriken Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Metamagic Master: (fiery shuriken) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Havoc of the Society: Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Runeborn You gain a +2 trait bonus on concentration checks. Mythic Upgrade: gain a +4 trait bonus on caster level checks to penetrate a demon's spell resistance. Once per day, recharge a charged magic item by expending one use of mythic power. Doing so adds a number of charges equal to 1d10 + his mythic tier to the item, up to its normal maximum number of charges.
Weapon prof.: All simple and martial, Starknife
For later: Spell Perfection
Skill points: 10 Paladin, 12 evangelist, +14 int
Class Skills: Acrobatics, Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (dex), Perception (wis), Spellcraft (Int), and Use Magic Device (Cha).
+11 Diplomacy (1 rank, +7 cha, +3 class)
+9 Acrobatics (7 rank, +2 dex, +3 class, -3 acp)
+10 Perception (7 rank, +0 wis, +3 class)
+8 Knowledge: Planes (1 rank, +2 int, +3 class, +2 racial)
Spells-Like Abilities and Consumables:
-Spell Storing Armor-
In wrist Sheathes (retrieve as free action)
In Bandoleer 1 (drawn like weapon)
In Bandoleer 2 (drawn like weapon)
In Haversack (retrieve as move action)
Potion of Cure Light x3
Oil of Mirror Image x5
Dweomer Essence x1
Alchemist Fire x5
Scent Blocker x5
Silver Weapon Blanche x2
Alchemical glue x5
Dust of Dryness
+2 vs Spell Resistance
+2 Conjuration DCs
Cantrips (7 known)
1st (6 per day, +2 bonus)
2nd (6 per day, +2 bonus)
3rd (4 per day +2 bonus)
Str 11, -1 age
Dex 11, +2 racial, -1 age
Con 15, -1 age
Int 13, +1 age
Wis 10, +1 age
Cha 17, +1 age, +2 racial, +2 enhancement, +2 mythic
Favored Class Bonuses-
Scion of Humanity Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Psychic Strike (Su) At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Mental Resistance (Ex) At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.
Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) 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 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 Cha 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 on the first successful attack 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. The hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Divine Grace (Su)
Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Channel Positive Energy (Su) Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin’s channel positive energy ability.
Divine Bond (Sp) Agathion Bond: As a standard action, the paladin can call forth an agathion spirit that bonds to her healing hands for 1 minute per paladin level, causing her to manifest physical traits evocative of one kind of agathion. This bond allows the paladin to add her Charisma bonus to the amount of hit points that she restores with her spells, her lay on hands ability, and her channel energy ability. For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier 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.
Temple Champion Domain and Blessing:
Liberation (minor): for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you’re otherwise unable to take actions, but not if you’re unconscious.
Weapon and Armor Proficiency An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon (starknife).
Obedience (Ex) In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity.
Skilled (bluff and Sense Motive) Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
Aligned Class (Ex) Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Protective Grace (Su) The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC.
This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Wild Arcana: As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Beyond Morality (Ex) You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don’t return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you’re the target of a spell or effect that is based on alignment, you’re treated as the most favorable alignment when determining the spell’s effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
Flexible Counterspell (Su) Your mythic power enhances your ability to counter others’ spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. This ability otherwise works like readying an action to counter a spell, except instead of using the exact spell or dispel magic, you can instead expend a spell or spell slot of a level equal to or higher than the target spell.
Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
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.
Armor: +1 Spell Storing Mithril Agile Plate
In Handy Haversack
Ring of Counterspells is loaded with Dispel Magic)
Wayfinder has Heightened Continual Flame cast in it (capable of banishing nearly all Darkness effects)
Spell Storing Armor casts Extended Frigid Touch on contact.
Windy Escape grants DR10 as an Immediate action.
Hope's helm actually the size of a large tent. It has Shrink Item cast on it. If Hope walks into an Antimagic Field, the Shrink is dispelled, expanding it into a steel dome which provides Hope with Cover and blocks the Antimagic Field's emanation.
Hope wears two silver rings which are actually shrunk hoops made of a silver bar bent and welded into a circle, then painted with sovereign glue and covered in powdered silver. When the Shrink spell is dismissed these rings expand into ten (and eleven) foot diameter Summoning Circles. One is roughly a foot larger than the other so that they can fit together as concentric circles for more complicated summoning rituals. Her familiar also carries one shrunken ring. The shrink spells are refreshed every week, or as needed