| Race |
Mythic power 6/7 | LoH 8/8 | Smite 3/3 | Pal 1st 3/3 2nd 0/1 | Ora 1st 1/2 | |
| Classes/Levels |
conditions: aura of greater courage, fly, protection from evil(ex), endure elements, protection from sonic and fire, perfect placement, haste , align weapon, tears to wine, corruption resistance, tap inner beauty |
| Gender |
Female aasimar paladin (chosen one/emissary) 7 oracle 1 / marshal 2 | AC 28(30 vs evil) [26(28 vs evil)] T 16 FF 21 | Saves F +14 R +14[13] W +16 | CMD 23 | HP 82/82 | Perception +12 | Init +0 |
About Idaya
3 holy weapon balms (90 gold owed)
Idaya
Female angel-blooded aasimar (angelkin) oracle 1/paladin (chosen one) 7/Marshal 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7, Ultimate Wilderness 210)
LG Medium outsider (native)
Init +0; Senses darkvision 30 ft.; Perception +12 (10 vs. disguises)
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 21 (+10 armor, +1 deflection, +5 Dex)
hp 82 (8 HD; 1d8+7d10+31)
Fort +14, Ref +13, Will +16; +2 circumstance vs. blinded or dazzled, -2 penalty vs. charm spells and spell-like abilities
Defensive Abilities hard to kill, share will; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron greatsword +16/+9 (2d6+20/19-20) or
. . dagger +12/+7 (1d4+13/19-20) or
. . mwk cold iron earth breaker +15/+8 (2d6+19/×3) or
. . mwk silver longsword +14/+9 (1d8+12/19-20)
Special Attacks channel positive energy 4/day (DC 18, 4d6), marshal's order (rally), menacing presence[MA], mythic power (7/day, surge +1d6), smite evil 3/day (+5 attack and AC, +7 damage)
Spell-Like Abilities (CL 8th; concentration +13)
. . At will—halo
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 17)
Paladin Spell-Like Abilities (CL 7th; concentration +12)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cure light wounds, endure elements, tap inner beauty
. . 0 (at will)—create water, enhanced diplomacy, guidance, purify food and drink (DC 15)
. . Mystery Lunar
Paladin (Chosen One) Spells Prepared (CL 4th; concentration +9)
. . 2nd—aura of greater courage[APG] (DC 17)
. . 1st—hero's defiance[APG], veil of heaven[ARG] (DC 16), veil of positive energy[APG]
--------------------
Statistics
--------------------
Str 24, Dex 7, Con 14, Int 12, Wis 12, Cha 20
Base Atk +7; CMB +12; CMD 23
Feats Combat Expertise, Cornugon Smash, Deadly Aim, Furious Focus[APG], Persuasive, Power Attack[M], Weapon Focus
Traits abyssal eavesdropper, child of the crusades, omen
Skills Acrobatics +0 (-4 to jump), Diplomacy +18, Handle Animal +10, Heal +5, Intimidate +19 (+21 circumstance vs. evil creatures), Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +11, Perception +12 (10 vs. disguises), Profession (soldier) +9, Ride +2, Sense Motive +12, Survival +5
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Giant, Gnoll, Goblin, Ignan, Infernal, Necril, Orc, Shae, Sylvan, Terran, Undercommon
SQ amazing initiative, commanding entrance, finesse weapon attack attribute, halo[ARG], lay on hands 8/day (3d6), lay on paws, lonely, mercies (diseased, sickened), oracle's curse (clouded vision), revelation (prophetic armor), truespeaker[ARG]
Other Gear +2 nimble mithral full plate, +1 cold iron greatsword, dagger, mwk cold iron earth breaker[UE], mwk silver longsword, belt of giant strength +2, headband of alluring charisma +2, pauldrons of unflinching fortitude +1/+2[MA], ring of protection +1, swarmbane clasp[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae
--------------------
Special Abilities
--------------------
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).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Clouded Vision You cannot see beyond 30'
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Commanding Entrance (20 ft. radius) (Ex) Spend 1 power when entering an area to influence attitudes of those near you.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (30 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Lonely -2 Perception to see through disguises, on on saves vs. charm effects.
Menacing Presence (Su) Demoralize an opponent as move action, spend 1 pwr. vs. all enemies within 30 ft.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (3/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Truespeaker Learn two languages for each rank you put in Linguistics.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
--------------------
In the army of crusader's there was this knight. Strong, shining, with an aura that both drew and pushed away. An otherworldly beauty coupled with JUSTICE in her every movement, making even the virtuous wary of her and making her mostly alone.
Once might believe she was destined for command, but this knight was very close to blind, only able to function normally in very close quarters. How could she lead an army she couldn't see?
Idaya had been cursed like this since birth, a child of heaven's blood and former crusaders, with an omen of greatness hanging over her head and the handicap of sight hampering it all.
But she had a dog to help her out, nudging her along and growling at boys. Also she had the will to be more than something to pity.
Iomedae accepted her, her church taught her, and she joined the effort as soon as she could. With her dog, Darla, with her all the while. And she did well, somehow. Almost miraculously so.
Until she lost. Cut down, along with her dog, by a vile worm. Her last moments saw her dog glowing... then nothing but black.
She woke, experimented on, attempted to break her, but never succeeding. She would not give in.
Then she was rescued by demons, Succubi. "I will not serve you, and I cannot attack you due to you saving me. Since neither can change, would you mind attacking me, so my duty of gratitude can be removed and we can get on with this?" Idaya knew how stupid that sounded, but honestly they were flustering her more than a little bit.
They did not grant her an attack, but instead started to equip her, and in that pile of armor there was a very pretty helm that looked surprising dog like "Shhhh" a voice told her as it slipped on her head.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.