Maidrayne Vox

Lady Mercy's page

19 posts. Alias of Doomed Hero.

Strength 10
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 11
Charisma 24

About Lady Mercy

She's a Bullet with Butterfly Wings

Gestalt Female Middle Aged Musetouched Aasimar
1) Sorcerer 7
2) Temple Champion Paladin 5, Evangelist of Desna 2





HP 89 (5d10 Paladin, +2d8 Evangelist, +14 con, +6 Archmage, +3 FCB)

AC 22 (+1 dodge, +6 armor, +1 enhancement, +2 shield, +2 dex)

CMD 18 (10, +6 bab, +0 str, +2 dex, +1 enhancement)

+13 Fort (+4 Paladin, +2 con, +7 divine grace)

+11 Ref (+1 Paladin, +1 Evangelist, +2 dex, +7 divine grace)

+12 Will (+5 Sorcerer, +0 wis, +7 divine grace)


Movement: 30

Initiative: +5 (+2 dex, +1 luck, +2 mythic)

BaB +6/+1 (+5 Paladin, +1 Evangelist)
CMB +8 (+6 bab, +2 str)

Shield Bash +6, 1d4, x2 crit

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
...durable cold iron arrows x20

Feats, Traits and Abilities:

Magical Lineage: fireball 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: (fireball) 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.

Extra Traits (1st)
Eschew Materials (sorcerer 1)
Deific Obedience (3rd) Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
Desna's Shooting Star (5th) Use Cha for attacks and damage when wielding a Starknife
Arcane Armor Training (7th) You don’t have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Furthermore, if you’re wearing light armor, reduce your arcane spell failure chance by 20%.
Combat Casting (sorcerer 7, bloodline feat)

-Mythic Feats-
Mythic Arcane Armor Training -20% Arcane Spell Failure in light armor. Does not take Swift action.

Weapon prof.: All simple and martial, Starknife
Armor prof.: Light, Medium, Heavy, Shields

For later: Spell Perfection


Skill points: 10 Paladin, 12 evangelist, +14 int
Total: 36

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).

ACP -3

+11 Diplomacy (1 rank, +7 cha, +3 class)
+11 Bluff (1 rank, +7 cha, +3 class)
+4 Sense Motive (1 rank, +0 wis, +3 class)
+11 Intimidate (1 rank, +7 cha, +3 class)

+9 Acrobatics (7 rank, +2 dex, +3 class, -3 acp)
...+3 Jump (agile armor)
+10 Stealth (6 rank, +2 dex, +3 class, -3 ACP, +2 circumstance)
+6 Fly (1 rank, +2 dex, +3 class)
+3 Climb (1 rank, +0 str, +2 circumstance, -0 ACP)
-2 Swim (1 rank, +0 str, -3 acp)

+10 Perception (7 rank, +0 wis, +3 class)
+12 Spellcraft(7 rank, +2 int, +3 class)
+11 Use Magic Device (1 rank, +7 cha, +3 class)

+8 Knowledge: Planes (1 rank, +2 int, +3 class, +2 racial)

Spells-Like Abilities and Consumables:

-Spell Storing Armor-
Frigid Touch
Extended spell added with rod


In wrist Sheathes (retrieve as free action)
Potion of Cure Moderate

In Bandoleer 1 (drawn like weapon)
Wand of Cure Light Wounds (50)
Wand of Heightened Awareness (50)

In Bandoleer 2 (drawn like weapon)
Tangleburn bags x3
Stun vial x3

In Haversack (retrieve as move action)
Scroll of Haste
Scroll of Silent Image x2
Scroll of Minor Image x2
Scroll of Comprehend Languages x2

Potion of Cure Light x3

Oil of Mirror Image x5
Oil of Blur x5

Dweomer Essence x1

Alchemist Fire x5
Alchemical Ice x5
Acid x5
Holy Water x5
Tanglefoot bag x5
Tangleburn bag x8

Alchemical glue x5
Scent Blocker x5

Sorcerer Spells:

Cantrips (7 known)
[7 known]
Detect Magic
Dancing Lights
Mage Hand

1st (6 per day, +2 bonus)
[5 known]
Identify (bloodline bonus)
Snowball (fcb bonus)
Magic Missile (fcb bonus)
Bed of Iron
Mirror Image
Feather Fall
Windy Escape

2nd (6 per day, +2 bonus)
[3 known]
Invisibility (bloodline bonus)
Glitterdust (fcb bonus)
Create Pit (fcb bonus)
Frigid Touch
Returning Weapon
Raven's Flight

3rd (4 per day +2 bonus)
[2 known]
Dispel Magic (bloodline bonus)
Shrink Item

Temple Champion Domain and Blessing:

Liberation Domain
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

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.

Racial Abilities:

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-
1) +1 HP
2) +1 HP
3) +1 HP
4) +1 first level spell
5) +1 first level spell
6) +1 second level spell
7) +1 second level spell

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.)

Sorcerer Abilities:

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Paladin Abilities:

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)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

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.
Sickened: The target is no longer sickened.
Haunted: The paladin’s lay on hands also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the paladin’s level as the caster level.

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.

Evangelist Abilities:

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.

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.

Archmage Abilities:

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.

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.


WBL: 23k

Armor: +1 Spell Storing Mithril Agile Plate (8400 gp)
Shield: Spiked Mithril Heavy Shield (1005 gp)
Head: Headband of Charisma +2 (4000 gp)
Eyes:Signifier Mask

Traveler's Anytool (650 gp)
lesser metamagic rod of Extend (3k)
lesser metamagic rod of Intensify (3k)
Sleeves of Many Garments (250 gp)

Mercy's Contingencies:

Spell Storing Armor casts Extended Frigid Touch on contact.

Windy Escape grants DR10 as an Immediate action.

Mercy's helm actually the size of a large tent. It has Shrink Item cast on it. If Mercy walks into an Antimagic Field, the Shrink is dispelled, expanding it into a steel dome which provides Mercy with Cover and blocks the Antimagic Field's emanation.

Mercy 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