Falconer

Lady Ziera Wyvernrose's page

436 posts. Alias of Critzible.


Full Name

Lady Ziera Wyvernrose

Race

Human

Classes/Levels

Paladin 6th HP:72 |AC:20[T:12,FF:18]|F:+10|R:+7|W:+11|CMB:+8|CMB:20|Init:+2|Perception:+7|Glaive+10/+5,Da gger+8/+3Cestus+8/+3Warhammer+8/+3,Longsword+9/+4[+10/+5].Comp.Longbow+8/+4 1-2/2-/3-/4-

Gender

Female

Size

medium

Age

25

Alignment

Lawful Good

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 16

About Lady Ziera Wyvernrose

Lady Ziera Wyvernrose
Human level 6th Paladin Lawful Good Diety:Shelyn
age:25 Hgt:5'6" Wgt:138 Hair:Red Eyes:Green ethnicity:
Str:14 Dex:14 Con:12 Int:14 Wis:14 Cha:18
Init:+2 HP:72
BAB:+6/+1 melee: +8/+3, Ranged:+8/+3]
CMB:+ 8
CMD:19(10+5(bab)+2`(Str)+2(dex))
AC:+18(10+6(armor)+2(dex))
Armor: Mithral Masterwork Agile Breast Plate: Max +6 Dex Armor +5 Check Penalty: -0 Price:4450 gp Spell Fail:15% Speed:30ft Wgt.12 1/2lb.
Shield:Heavy Wooden Max Dex:+2 Armor Check Penalty: Price:gp Spell fail:% Wgt.lb.
Fort: +10[5+1(Con)+4]
Reflex:+8[2+2(Dex)+4]
Will: +11[5+2(Wis)+4]
Traits: Rich Parents: Her parents gave her a stipend of 900 GP to pay for her maid and necessary expenses
Faithful Artist: Growing up a devotee of Shelyn she learned the arts when young which as a noble helped as she was well exposed to a variety of music, art, and literature. This grants her Perform as a class skill and +1 to a perform skill of your choice
Weapons:
Cold Iron Glaive[mwk]:+10 1d10+3 Crit x3 10lb. Slashing Reach
Daggers(x3)+7 1d4+2 Crit: 19-20/x2 10ft. 1pd Piercing
Cestus:+7 1d4+2 Crit:19-20/x2 1pd. Bludgeoning
+1 Undead BaneLongsword:+9(+10) 1d8+3(+4) Crit:19-20/x2 5lb. Slashing +2d6 v.Undead
Silver Warhammer:+7 1d8+2 Crit:x4 Bludgeoning
Composite Longbow[+2] +7 1d8+2
Feats: Fast Learner, Weapon Focus(Glaive)* Bladed Brush, Squire
Human: Fast Learner
Level: Weapon Focus(Glaive), Bladed Brush, Squire
Skills:35 Background:25
Acrobatics +6
Diplomacy+11
Handle Animal:+9
Heal:+9
Know[Nobility]:+7
Know[Religion]:+9
Linguistics:+4
Perception:+6
Perform(String):+12
Perform(Singing):+13
Ride:+7
Sense Motive:+11
Spellcraft:+9
Weapon and Armor Proficiency:
Spellcasting:
Equipment:
Perfume kit
Gear Maintenance Kit
Grooming Kit
Mess Kit
Shaving Kit
Spell Component Pouch
Flint and Steel
Umbrella
Sunderblock
Nobles’ Outfit Decorative Trim
Scarf, Filtered
Patchwork cloak
Soldiers’ Uniform
Tabard
Jewelry
Signet ring
Back Tattoo(Holy Symbol)
Backpack Masterwork
Waist Pouch
Canteen
Coffee Pot
Hip Flask
Waterskin
Silver Holy Symbol
Travel Holy Text
Pavilion Tent
2 Cots
Chair, Folding
2 weeks feed(2 horses)
2 weeks rations(2 people)
1 bottle of Fine wine
1 lb Coffee
½ lb Tea
Argentique[Combat trained Light Horse]
-Lamellar Leather Barding
-Military Saddle
-Bit & Bridle
-SaddleBags

Footman/Maid
-Squires’ Outfit
-Cavaliers’ Kit
-Chroniclers’ Kit
-Cooking Kit
-Donkey
-Soap

Magic gear: Ioun Torch, Headband of Alluring Charisma[+2], Sleeves of Many Garments
Wand of Lesser Restoration 25/25
PP-
GP- 35
SP-
CP-
Spells:
1-2 [1+1](Divine Favor,Sun Metal)
2-
3-
4-
Paladin Abilites:
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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 (Su)
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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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.

Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp)
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures.

A Medium paladin can select an elkPPC:WO, giant seahorsePPC:WO, giraffePPC:WO, yakPZO1140 or zebraPZO1140 as a bonded mount.

A Small paladin can select an antelopePPC:WO, capybaraPZO1140, eohippusPZO1140, giant weaselPPC:WO, ramPPC:WO, reindeerPZO1140, stagPPC:WO, or wolfdogPZO1140 as a bonded mount.

The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.

Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Animal Companion Feats and Archetypes
Consult your GM if the special animal companion feats or archetypes are allowed.

The archetypes are listed here followed by the feats.

History/Background:
Raised in Taldor in House Wyvernspur. This wealthy house had Two Heirs Draco Wyvenrpsur, and Allistair Wyvernspur, unfortunately, the Barony was to go to the first Heir to bare another Heir. Unfortunately for Allistair, his only child was born a day after his brothers. That child was Zeira. Zeira was raised in the most lavish of surroundings with the best of Taldoran Tutors. Her parents never really were seen much together and only her mother Ilssendir really talked to her.
Eventually, she has bestowed some minor lands near the western border around Ridonport, There she studied the word of Shelyn and was taught the finer art of combat from Dame Julianna Ships a lowborn dock waif turned Paladin of Shelyn. After a few years of fun and training, she began to then seek out her power.

During this time she experienced a variety of lovers seeking to find whether her true love was around. Unfortunately, she didn’t have any real connection. She did manage to get a maid/footman named Festia Tappo, which she hired from one of her lovers. Festia, however, has become a valuable asset to her. So much Ziera has given her a variety of things to help her out. Secretly she wants to train her to become something more than a footman/maid and into more of a second. Still, she enjoys her company.

Eventually Zeira tired of her small Manor at Ridonport she left it with Festia and sending her parents a note that she left Ridonport to seek adventure. During this time she Adventured with a group styling themselves as the Melodic Minstrels, which everyone in the group played an instrument, danced or sang. This group was led by an Inquisitor of Shelyn named Bartrum. Here her and Bartrum managed to wrinkle her resolve and the two Shelynites began to argue over doctrine. In the end, the two parted ways, Zeira heading off to find a different group while Bartrum and the Melodic Minstrels did their own.

Zeira regrets how she ended her relationship with not only The Minstrels’ but especially Bartrum as Shelynites are never suppose to sew hate for one another. She wrestles with this constantly as she meditates on the world of her goddess and when she seeks solace in the melodic prayers. Still, the young woman has traveled far heading through Andoran, and heading north to see what is in store for her she has made her way into the small frontier of Falcons’ Hollow. Her and Fiesta both exotic wonder what is next in there journey.