Priestess of Pharasma

Kayle Lightbringer's page

79 posts. Alias of mcridill.


Classes/Levels

Warpriest 6 Hell Knight 1 | HP 42/79 | AC 22, TC 11, FF 21 | Fort +8, Ref +3, Will +8| Fervor 2/6

Age

19

Languages

Teldane, Celestial, Varisian

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

About Kayle Lightbringer

Stat Block:

LG Medium Aasimar (Angelkin +2str,+2chr) (Outsider,native,)
Warpriest 6, Hell Knight 1
Deity: Iomedae
Init +2, Perception +3

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DEFENSE
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AC 22,Touch 11, Flat-footed 21
HP79(1d8+3)
Fort +7 Ref +4 Will +8, +2 vs Fire, effects with evil descriptor and saves to stablize while in negative hp.
7 Resistance to Cold,Acid,Electricity, Fire.

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OFFENSE
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Speed 30 ft,20 while wearing armor
Falcata+1 +10,1d8+4/19-20, x3)
Light Hammer+1 +8,+6thrown(1d8+3/20x2)

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STATISTICS
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16 STR, 14 DEX, 14 CON, 10INT, 16 WIS, 16 CHR
Base Attack +5,CMB +8 CMD 20

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Special Abilities
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Weapon and Armor Proficiency:A warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

SpellsA warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance. A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.

Aura (Lawful Good): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details).

Mount (Ex): A divine commander gains the service of a
loyal and trusty steed to carry her into battle. This mount
functions as a druid’s animal companion, using the divine
commander’s level as her effective druid level. The creature
must be one that she is capable of riding and must be suitable
as a mount. A Medium divine commander can select a camel
or a horse. A Small divine commander can select a pony or
wolf, but can also select a boar or a dog if she is at least 4th level.(The GM might approve other animals as suitable mounts.)
A divine commander does not take an armor check penalty
on Ride checks while riding this mount. The mount is always
considered combat trained, and begins play with Light
Armor Proficiency as a bonus feat. A divine commander’s
mount does not gain the share spells special ability. Should a
divine commander’s mount die, she can find another mount
to serve her after 1 week of mourning. This new mount does
not gain the link, evasion, devotion, or improved evasion
special abilities until the next time the divine commander
gains a level. This ability replaces blessings.

Battle Tactician (Ex): At 3rd level, a divine commander
gains a teamwork feat as a bonus feat. She must meet the
prerequisites for this feat. As a standard action, the divine
commander can grant this feat to all allies within 30 feet
who can see and hear her. Allies retain the use of this bonus
feat for 4 rounds, plus 1 round for every 2 levels beyond 3rd
that the divine commander possesses. Allies do not need
to meet the prerequisites of this bonus feat. The divine
commander can use this ability once per day at 3rd level,
plus one additional time per day at 9th and 15th levels. This
ability replaces the bonus feat gained at 3rd level.

Blessed Mount (Su): At 6th level, a divine commander’s
mount becomes a creature blessed by his deity. The divine
commander’s mount gains either the celestial, entropic,
fiendish, or resolute template, matching the alignment of
the warpriest’s deity (celestial for good, entropic for chaotic,
fiendish for evil, and resolute for lawful). If the deity matches
more than one alignment, the divine commander can select
which of the two templates the mount receives. Once the type
of template is selected, it cannot be changed.
If the divine commander’s deity is neutral with no
other alignment components, the mount receives spell
resistance equal to the divine commander’s level + 5, as
well as resistance 10 against two types of energy damage of
the divine commander’s choice.
If a divine commander’s mount dies and the divine
commander finds another mount, the new mount becomes
a blessed mount the next time the divine commander gains a
level. This ability replaces the bonus feat gained at 6th level.

Sacred Weapon: Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made.

Fervor: Starting at 2nd level, the warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to half his warpriest level plus his Charisma modifier. With one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal 1d6 points of damage plus an additional 1d6 points of damage per 3 warpriest levels above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action, unless the warpriest targets herself, in which case it’s a swift action. Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. An evil warpriest (or one who worships an evil deity) can use this ability to deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. Neutral warpriests who worship a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he selected to spontaneously cast cure spells or as an evil warpriest if he selected to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can only target the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Aura of Law (Ex): The power of a Hellknight’s aura of law (see the detect law spell) is equal to his total character level.

Detect Chaos (Sp): This ability functions like a paladin’s detect evil ability, save that it detects chaos.

Order (Gate): A character must choose one Hellknight order to join (see page 266 for a list of orders). The choice of order determines what disciplines the character gains access to.

Smite Chaos (Su): This ability functions as the paladin’s smite evil ability, but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

Bonus Feats: At 3rd level, and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats.

Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that does not provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he selected to spontaneously cast cure spells or negative energy if he selected to spontaneously cast inflict spells. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount of the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage (DC = 10 + 1/2 the warpriest’s level + the warpriest’s Charisma modifier). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. Using this ability consumes two uses of his fervor ability.

Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.)

Heavenborn Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.

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Traits
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Axe to Grind: There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Unscathed: +2 to all energy resistance you already possess.

Divine Warrior (Iomedae)From an early age, you were trained by a militaristic order of clerics. You are devoted to the teachings of Iomedae and to spreading those teachings by force. Whenever you cast a divine spell that affects any melee weapons, choose one of those weapons; it gains a +1 trait bonus on damage rolls for the duration of the spell.

Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

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Feats
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(1)Weapon Proficiency (Falcata),Weapon Focus (1cFalcata),7 Power Attack,

(3b) Coordinated maneuvers

(3)Angelic Blood: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage

(5)Angelic Flesh (Brazen):You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh, Brazen, You gain fire resistance 5 and a +2 bonus on saves against fire effects.

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Skills
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Intimidate +10 (5 ranks + 3 class + 2 CHR)
Knowledge (Planes)+10 (+5 Ranks +3 class + 2 Trait)
Spellcraft +7 (4 ranks + 3 class)
Ride + 9 (4 ranks + 3 class +2 DEX)
Diplomacy +6 (1 Rank + 3 class + 2 CHR)
Linguistics +1 (1 rank)

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Spells and Abilities
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Spontaneous Cure spells
Fervor 6/6

Resistance
Detect Magic
Light
Guidance
Create Water

1/1 Bless
1/2 Shield of Faith
1/1 Divine Favor
1/1 Stunning Barrier

1/1 Admonishing Ray
0/1 Bull's Strength
0/1 Instant Armor
1/1 Resist Energy

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Gear
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Falcata +1 ) 2000gp
light hammer+1 2001gp
Light hammerx4 4gp
Full plate +1 1000gp
Buckler 5gp
Holy Symbol, silver 25gp
Spell Component pouch 5gp
Holy Text 25gp
Bedroll .1gp
Back Pack 2gp
Grooming kit 1gp
Saddle, Military 20gp
Saddlebagsx2 8gp
Hide barding large 60gp
Horse heavy (combat trained) 300gp
6 days trail rations 3gp
Masterwork Survival kit 50gp
Fishing kit 5sp
waterskin 1gp

24gp,4sp

Backstory:

Kayle was born into the Lightbringers, a noble family well known for producing clerics and paladins devoted to Iomedae.

Kayle's parents were overjoyed when they learned that Kayle was an Aasimar. Her family believed they were blessed by Iomedae herself, rewarding the family for generations of Lightbringers service.Her parents could not be more proud of their daughter

However Kayle's older sister, Meelah, grew jealous at all the attention her sister was receiving. It seemed to her no matter what she did was not good enough it was all about Kayle. This jealousy turned to resentment. At this point Meelah stopped caring what her family thought of her began seeking instead to satisfy her own needs and wants. She began worshiping Calistria instead and sought carnal pleasure to numb the pain. When the Lightbringers learned that Meela turned her back on the Lightbringer way they had no choice but to disown their daughter.
Meelah threw away her given name and became Morgana instead. She swore she would return someday and get her revenge.

One day Morgana came back for revenge. Morgana had a made a pact with demons and bolstered by their dark powers, she brought the family home to the ruin and her parents laid dead in the wreckage. Through some miracle Kayle was left unscathed physically but this event has left psychological scars. Kayle has sworn she will not let those who will act against ordered society escape justice.