Andura Jakos

Kaydanna Krysstalla's page

190 posts. Alias of qwerty1971.


Full Name

Kaydanna Krysstalla

Race

Half Elf

Classes/Levels

Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Gender

Female

ATK:
Ranged +11, Melee +13

Size

medium / 5'10' /137lbs/ Blonde hair / Purple eyes

Age

29

Alignment

LG

Deity

Mayaheine

Location

Tracked Abilities:
: Blessings:9/9day // Fervor: 11/11day//Sacred A+W:13 minutes/day

Languages

Common, Dwarven, Elven, Giant, Draconic, Goblin, Necril, Orc, Sylvan

Strength 18
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 20
Charisma 11

About Kaydanna Krysstalla

Kaydanna Warpriest
Female half-elf warpriest of Mayaheine 13 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +18
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Defense:

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AC 30, touch 15, flat-footed 28 (+11 armor, +2 deflection, +2 Dex, +1 luck, +2 natural, +2 shield)
hp 121 (13d8+51)
Fort +14, Ref +11, Will +16; +2 vs. enchantments
Defensive Abilities sacred armor (+2, 13 minutes/day); Immune sleep

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Offense:

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Speed 40 ft. (30 ft. in armor)
Melee +2 adamantine bastard sword +16/+11 (1d10+10/17-20)
Special Attacks blessings 9/day, channel positive energy 5/day (DC 20, 4d6), fervor 11/day (4d6), sacred weapon (+3 1d10, 12 rounds/day)

[dice=BS1+PA+FF]1d20+16[/dice]...[dice=DMG]1d10+19[/dice]

[dice=BS2+PA]1d20+9[/dice]...[dice=DMG]1d10+19[/dice]


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Warpriest Spells:

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Prepared (CL 12th; concentration +17)
5th- DC 20
Disrupting Weapon-
Breath of Life-

4th— DC 19
*blessing of fervor[APG] (DC 19):
*divine power:You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. 1 round/lvl
*Death Wardx2:The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.1 min/lvl
*restoration:Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

3rd— DC 18
*archon's aura[UM] (DC 18):You gain a powerful aura, similar to an archon’s aura of menace. Any hostile creature within a 20-foot radius of you must make a Will save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. 1 minute/level
*channel vigor:You can gain the benefit of only one channel vigor spell at a time. Limbs: You gain the benefits of a haste spell.
Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks. 1 round/level
*light of iomedae (DC 18):With this spell, you create shafts of blue light that illuminate all undead creatures in the area. Affected undead take a –20 penalty on all Stealth checks. Invisible undead are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such undead are located (they still retain the 50% miss chance granted by invisibility). The light of Iomedae increases light levels by one step in a 5-foot radius around an affected undead creature. Once an undead is affected, it remains illuminated as long as remains within the spell’s range, even if it leaves the spell’s original radius, until the spell’s duration ends.1 minute/level
*searing light:Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).
*symbol of healing[UM]:This spell functions as symbol of death, except all creatures within 60 feet of the symbol of healing instead are bathed in positive energy and heal 2d8 points + 1 point of damage per caster level (maximum +15). Undead and other creatures harmed by positive energy instead take 2d8 points of damage + 1 point per caster level (maximum +15); a Will save reduces this damage by half. A creature can only be healed or harmed by the symbol once in any 24-hour period. Once triggered, the symbol remains active for 10 minutes per caster level.

2nd— DC 17
*calm spirit[OA] (DC 17):Postpone hostile action by a haunt or incorporeal undead.
*consecrate:Fills area with positive energy, weakening undead. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. 2 hours/level
*remove paralysis:Frees creatures from paralysis or slow effect.
*lesser restoration:Dispels magical ability penalty or repairs 1d4 ability damage.
*stalwart resolve:Ignore the effects of ability damage and penalties to one score.
*weapon of awe[APG] (DC 17):Weapon gets +2 on damage rolls.

1st— DC 16
*divine favor:You gain +3 on attack and damage rolls.
*endure elements:Exist comfortably in hot or cold regions.
*hide from undead (DC 16):Undead can't perceive one subject/level.
*liberating command[UC]:Target makes an Escape Artist check as an immediate action and gains a bonus on it.
*protection from evil:+2 to AC and saves, plus additional protection against selected alignment
*remove fear:Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
*shield of faith:Aura grants +4 deflection bonus.

0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, light

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Statistics:

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Str 18, Dex 14, Con 16, Int 14, Wis 20, Cha 11
Base Atk +9; CMB +13; CMD 28

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Feats:

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*Additional Traits:
*Channel Smite:
*Extra Channel: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
*Furious Focus: no penalty on first attack using Power Attack
*Improved Critical (bastard sword):
*Improved Initiative: +4 bonus to Initiative checks
*Lightning Reflexes: +2 bonus to REFLEX saves
*Power Attack: -3 to attack/ +6 to damage, +9 to damage with 2 handed weapon
*Steadfast Slayer: if you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll.
*Toughness: +12 Hit Points
*Vital Strike:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
*Weapon Focus (bastard sword): +1 bonus to attack
*Weapon Specialization (bastard sword): +2 bonus to damage
*Quicken Blessing- expend 2 uses of Holy blessing to make it a swift action

Traits:
*reactionary: +2 to initiative checks
*seeker: +1 to Perception, added as class skill


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Skills=39:

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Climb 1/+5, Diplomacy 13/+16, Handle Animal 1/+4, Heal 1/+9, Intimidate 1/+4, Knowledge (engineering) 1/+6, Knowledge (religion) 7/+12, Linguistics 5/+7, Perception 7/+18, Ride 1/+3, Sense Motive 7/+15, Spellcraft 5/+10, Survival 1/+9, Swim 1/+5;
*Racial Modifiers +2 Perception

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Languages:

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Common, Dwarven, Elven, Giant, Draconic, Goblin, Necril, Orc, Sylvan

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SQ:

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Blessings:
*Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

*Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

*Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

*Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.


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Gear:

Combat Gear jingasa of the fortunate soldier[UE], wand of cure light wounds (48); Other Gear +2 mithral full plate, +2 adamantine bastard sword, amulet of natural armor +2, bag of holding i, belt of physical perfection +2, boots of striding and springing, cloak of resistance +3, headband of mental superiority +2, ring of force shield, ring of protection +2, Dagger, MWCI Morningstar, 2,865 gp, Raise Dead Scroll, Breath of Life x2 scrolls, and 5k diamond

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Magic Placement:

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Head: Jiangasa of the Fortunate Soldier
Headband: Headband of Mental Superiority +2
Neck: Amulet of Natural Armor +2
Shoulders: Cloak of Resistance +3
Wrists:
Gloves:
Chest:
Belt: Belt of Physical Perfection +2
Feet: Boost of Striding and Springing
Ring1: Ring of Force Shield
Ring2: Ring of Protection +2

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Special Abilities:

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Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fervor (4d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.

Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Sacred Armor +2 (12 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (12 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Steadfast Slayer Gain +2 damage bonus for each size category you are larger than your opponent.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 4d6 (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


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Backstory:

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Orphaned at an early age, Kaydanna was taken in by a sisterly covenant of Pelor and was raised to be a cleric. Kaydanna wanted to be a holy warrior but the Abbes also scolded her when she was caught rough housing with the local town boys, and usually winning. Kaydanna was eventually mentored by a battle cleric of Mayaheine spending time healing. She eventually left to be that Lady's female squire and eventually earned the right to be a battle maiden for Mayaheine. During one adventure the Lady fell and became an undead. Kaydanna was forced to put her down after slaying the evil priest of Nerull. Kaydanna petitioned and was accepted into the famed War Academy outside of Chendl sponsored by her old Abbey. Staying there for two years, Kaydanna left to bring justice to the outerlands. Kaydanna adventured on her own and with others for many years until she found herself at her present location. She is especially angered by slavery, abuse of innocents, undead and evil outsiders.

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Personality:

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Kaydanna is not one for trickery. She would like to be a paladin but her rough manners did not incline her to that profession. She is blunt and quick to anger. If she knows they are evil, then why toy with them, just kill them is her standard philosophy. She is tolerant of other faiths, especially Pelors and Heironius' but is intolerant of evil cults.

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Description:

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Kaydanna is tall for a female and broad shouldered with blonde hair. She has weapons fastened to her belt and wears plate mail and carries a shield.

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