female aasimar (musetouched) bard 11/cleric (ecclesiathurge) 11/heirophant 3
NG medium outsider (native)
Init +7; Senses darkvision 60ft; Perception +18
AC 25, touch 21, flat-footed 21 (+2 attune, +4 Dex, +2 deflection, +1 natural armor, +6 Cha)
hp 122 (11d8+22+12)
Fort +12, Ref +13, Will +14
Resist A/C/E5; +4 vs bardic/sonic/lang dependant
Speed 40 ft.
Melee glaive (attuned +2) +17 (1d10+6)
Ranged +12 (varies)
Special Attacks Bardic Performance 30 rounds per day, channel positive energy 5d6 (dc 21) 9 per day, mythic power 9 per day
Cleric Spells (CL 11; concentration +15):
6th—word of recall, heal,blade barrier (dc 20)(ds)
5th—angelic aspect, raise dead, breathe of life, dispel evil (dc 19) (ds)
4th—divine power, positive pulse, planar ally, restoration, heroism(ds)
3rd—searing light, searing light, wind wal, remove curse, remove disease, magic circle against evil (dc 17) (ds)
2nd—spear of purity (dc 16), spear of purity (dc 16), status, grace, grace, align weapon (good) (ds)
1st—ant haul, command (dc 16), obscuring mist, songbird, songbird, prot from evil (dc 15) (ds)
0 (at will)—detect magic, create water, mending, stabilize
Bard Spells (CL 11; concentration +17):
4th (3/day)—heroic finale, shadow conjuration (dc 20), diminsion door
3rd (5/day)—charm monster (dc 20), confusion (20), haste, good hope
2nd (5/day)—alegro, silence, mirror image, enthrall (dc 19), haunting mists (dc 18)
1st (6/day)—saving finale, solid note, unnatural lust (18), vanish, charm person (19), grease
0 (at will)—dancing lights, ghost sound (dc 16), lullaby (17), mage hand, prestidigitation, open/close
Str 10, Dex 18, Con 14, Int 10, Wis 18, Cha 22
Base Atk +8/+3; CMB +8;CMD 28
Feats WP: simple, bardic, glaive; AP: light and med; SP: all-T; lingering perforance (1st), weapon focus (glaive) 3rd, bladed brush (5th), weapon finesse (7th), spell focus (enchantment) (9th), combat reflexes (11th)
Mythic Feats mythic weapon finesse, extra path ability
Traits charming, heirloom weapon
Acrobatics +18 (+22)=+4+11+3(+4 jumping)
Knowledge (planes) +19=+0+11+3+5
Knowledge (religion) +19=+0+11+3+5
Perform (oratory) +23=+6+11+3+3
perform (dance) +23=+6+11+3+3
perform (sing) +23=+6+11+3+3
Versatile Performances (dance, sing, oratory)
Bluff, Diplomacy, Sense Motive, Acrobatics, Fly +20
Languages common, celestial, elven, gnomish, halfling, sylvan, draconic, dwarven, giant, aquan, auran, ignan, terran
SQ mental prowess (+4 cha), physical prowess (+2 dex), divine source (good/charm)
Fav Class Cleric +11 sp
Combat Gear ammo 1 (n);
handy haversack (2500)
ciclet of persuasion (4500)
platinum holy symbol of Shelyn with gemstones for the different colored bird feathers and enchanted as a periapt of health via bonded holy symbol (4250)
metamagic rod of reach spell (one increment), normal (11,000)
boots of striding and springing (5500)
gloves of storing (10000)
Misc Gear bedroll, belt pouch, cheap holy text, flint and steel, a mess kit, rope, soap, spell component pouch, trail rations (5 days), waterskin, dancer’s garb, courtesan’s outfit, traveler’s outfit, diamond (5k), diamond dust (2k), 527 gp
Amazing Initiative (Ex) 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.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic PerformanceA bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage +3 (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competance +4 (Su) A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Suggestion (Sp) A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Disge of Doom (Su) A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su) A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Charming You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Blessing of the Faithful (Su) As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Bonded holy Symbol (Su) At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
Holy Lance (Su) At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
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.
Charm (love) (primary)
1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster.
1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only)
1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only)
1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere
1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
Indrana is a gorgeous thirty year old aasimar woman with pale pink skin, curly brown hair to her lower back, and a gorgeous figure. She wears light clothing mostly dresses in reds and pinks, and stands roughly five and a quarter feet tall. The most obvious feature of her extraplanar heritage is her eyes which appear to be pink beryls that glow with their own internal light. She wears a holy symbol of Shelyn around her neck and carries a glaive that she uses to devastating effect in combat. Her voice is always lyrical sounding and she moves with the grace of a dancer and draws the eye of most everyone who enjoy looking at beautiful women by her mere presence.
Indrana was born to the priestess of a small shrine to Shelyn in the country of Varissia. The young girl’s mother had served the Goddess of Beauty her entire life but had never been able to complete one of the most important tasks in her life, finding love and bringing about the next generation. It was considered a miracle when the priestess, Kara, found she was with child. The fact that the conception seemed to be an immaculate one heightened the belief of a miracle and wasn’t unfounded. Through her dedication Kara had drawn the gaze of Shelyn herself who blessed the woman with the child, an offspring of both Kara and Shelyn herself.
When Indrana was born Kara and the congregation took to raising her as best they could and the newborn aasimar proved to be a pleasant baby. Always with a smile and never fussy she grew up the ency of the parents and children alike. This didn’t make her life easy as everyone expected much of her and Indrana wouldn’t let them down. She proved early that she had a talent for music, discourse, and dance and not only studied t become a bard but also entered the clergy like her mother Kara.
Indrana was sent to the high temple in Taldor and was there when tragedy struck. Her mother was caught up in the conflict with the risen Rune Lord and died when ogres overran her small village. Her death was horrific and nearly broke Indrana when she heard of it. It was only a visit from Shelyn in the guise of an old woman that brought her back from the brink.
When Aergoreth defeated the risen Rune Lord Indrana had just finished her training and was ordained a priestess in the faith of Shelyn when the goddess herself appeared and announced Indrana’s heritage to her people. She told her daughter that she wished her to attempt the lesser right of the Star Stone and begin the path to her own Ascension to divinity and being the woman that she was Indrana would not refuse this new expectation.
When she succeeded Indrana was visited by Shelyn once again and told that she had exceeded all of the expectations that both of her mothers had for her and that she had yet another task for Indrana. She asked that her daughter take up an even more important role and join Aergoreth’s Gem Knights. She didn’t say why but she hoped that Indrana would win Aergoreth’s heart and become his bride allowing her to be a moderating influence on his rigid nature. Indrana did as she was asked and was granted a boon from her mother Shelyn increasing the power she gained from the trial and further awakening her burgeoning divine nature.
Now Indrana has been accepted into the order of the Gem Knights at the highest level by ascending to the position of the Knight of the Pink Beryl.