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Lasciel en Allasandra di Maraat

About Lasciel en Alassandra di Marat

crunch:

Special Attacks 1 encouraging roar, 1 eyes of the crane, 1 flash of insight, 1 pride movement, 1 silver crane waltz, 2 adamant will, 2 reactive reversion, 2 rising zenith strike, 2 sanguine barrier, 3 chains of doubt, 3 dazing attack, 3 grasp of the goddess, 3 internal dominion of the sleeping goddess, 3 silver crane's blessing, 3 stance of the silver crane, battle prowess

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1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Eyes of the Crane (Su) When making Perception checks or rolls against concealment, roll twice and use the better of the two rolls, and may use detect evil as a spell-like ability at will.
1 Flash of Insight (Readied, 1/Encounter) (Su) On a successful attack or CMB check, you grant an ally a new save against an ongoing effect.
1 Pride Movement (Readied, 1/Encounter) (Ex) Boost: Grant an adjacent ally a move action.
1 Silver Crane Waltz (Su) Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels.
2 Adamant Will (Readied, 1/Encounter) (Su) You and one ally gain a +4 insight bonus to your ACs.
2 Reactive Reversion (Readied, 1/Encounter) (Su) You mark your location and can teleport back to it until the start of your next turn.
2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does double damage.
2 Sanguine Barrier (Readied, 1/Encounter) (Ex) Counter: Make a Sense Motive check to block an attack.
3 Chains of Doubt (Readied, 1/Encounter) (Su) Your attack deals +3d6 damage and may nauseate your target and its allies.
3 Dazing Attack (Readied, 1/Encounter) (Ex) Stance: Make a melee attack, strike inflicts +2d6 points of damage and may daze enemy.
3 Grasp of the Goddess (Readied, 1/Encounter) (Su) Your reach is increased by 5 feet and you can make an additional attack of opportunity this round.
3 Internal Dominion of the Sleeping Goddess (Su) Once per round, you can reroll a failed saving throw or force an opponent to reroll an attack roll.
3 Silver Crane's Blessing (Readied, 1/Encounter) (Su) Upon a successful attack, initiator or ally within 30-ft is healed 2d6 plus initiation modifier points of damage.
3 Stance of the Silver Crane (Su) Weapons wielded by the initiator gain the holy weapon quality, and the initiator radiates a protection from evil.

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Alice Hárfagriski (Lasciel en Alassandra di Marat)
Female human (Tian-Dan) priest (guarded priest) of The Trinity (Isis, Osiris, Horus) 6 (New Paths Compendium Expanded 13, 88)|Epilektoi
LG Medium humanoid (human)
Init +2 (+4 during surprise rounds); Senses Perception +14
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 81 (6d6+48); fast healing 3
Fort +10, Ref +10, Will +11
Defensive Abilities shield ally, delayed damage pool (21)
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Offense
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Speed 30 ft.
Melee cold iron cestus +8/+3 (1d4/19-20) or
lance +11/+6 (1d8/×3) or
sunsilver cestus +9/+4 (1d4/19-20)
Ranged longbow +8/+3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks channel positive energy 8/day (DC 20, 2d6), maker's call 1/day
Domain Spell-Like Abilities (CL 6th; concentration +11)
8/day—touch of law
Priest (Guarded Priest) Spells Known (CL 6th; concentration +11)
3rd (3/day)—cure serious wounds, dispel magic, fly[D], summon monster III
2nd (4/day)—create pit[APG] (DC 18), cure moderate wounds, feather fall[D], lesser restoration, silence (DC 17)
1st (6/day)—calm animals[D] (DC 16), cure light wounds, fallback strategy, obscuring mist, protection from chaos[D], shield of faith
0 (at will)—create water, light, mending, stabilize
Domains Animal (Feather[APG] subdomain), Law, Nobility (Leadership[APG] subdomain)
Priest (Epilektoi) Maneuvers Known (IL 6th)
1 encouraging roar, eyes of the crane (s), flash of insight, pride movement, silver crane waltz(s)
2 adamant will, reactive reversion, rising zenith strike, sanguine barrier,
3 chains of doubt, grasp of the goddess, internal dominion of the sleeping goddess (s), silver crane's blessing, stance of the silver crane (s)
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 21, Cha 13
Base Atk +6; CMB +11; CMD 23
Feats - Agile Maneuvers, Augment Summoning, Boon Companion[UW], Combat Expertise, Deadly Aim, Diehard, Eldritch Heritage[UM], Endurance, Extra Evolution[UM], Extra Evolution[UM], Improved Channel, Mounted Combat, Persuasive, Power Attack, Sacred Summons[UM], Skill Focus (Knowledge [arcana]), Spell Focus (conjuration)
Traits armored rider, blackthorn rancher (lambreth)
Skills Acrobatics +3, Appraise +5, Diplomacy +9, Disable Device +3, Fly +6, Handle Animal +11 (+15 to force this mount into an Unnatural Aura.), Heal +9, Intimidate +3, Knowledge (arcana) +13, Knowledge (planes) +5, Knowledge (religion) +2, Linguistics +10, Lore (Mathematics) +9, Perception +14, Profession (librarian) +14, Ride +10 (+14 to force this mount into an Unnatural Aura., +12 to stay in the saddle), Sense Motive +14, Spellcraft +10, Survival +11, Swim +1, Use Magic Device +2; Racial Modifiers +3 Perception
Languages Akkadian, Ancient Chinese, Ancient Egyptian, Ancient Greek, Arabic, Common, Draconic, Hebrew, Latin, Tien
SQ animal companion (roc named Benny), bond senses (6 rounds/day), bonded symbol (Horus), eyes of the hawk, finesse weapon attack attribute, guardian, inspiring command, powerful presence, the unseen world
Combat Gear cold iron durable arrow (50), wand of cure light wounds, wand of lesser rejuvenate eidolon (50 charges), durable arrow (20); Other Gear mithral shirt, hostling darkwood shield, barbed arrow (20), cold iron cestus[APG], flight arrows[APG] (20), lance, longbow, sunsilver cestus[APG], whistling arrow[UC] (20), handy haversack, headband of aerial agility (wis +2)[UE], muleback cloak of resistance +1, exotic military saddle, haversack contents (worth 3,770 gp), wrist sheath, spring loaded, wrist sheath, spring loaded, dire tiger, exotic military saddle, hide shirt barding, 37 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aligned Disciplines (Ex) Sleeping Goddess, Scarlet Throne
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Battle Prayer (Su) recover as a full round action, gain dr/- equal to damage pool
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Bonded Symbol (Horus) (Sp) Bonded holy/unholy symbol can be used to cast prepared cure/inflict spells at a distance.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Delayed Damage Pool 21 (Ex) pool size 1/4 max hp (round up), delays damage one round, can be healed preemptively
Diehard You are stable and can choose how to act when at negative Hp.
Dispelling Strikes (Su): When you confirm a critical hit against a target, attempt targetted dispel.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eyes of the Hawk (+3 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Guardian Gain divine or profane protector.
Implacability (2) Resilient Form gain Diehard Endurance
Implacability (4) Anointed form add wis to con for bonus hp/lvl.
Implacability (6) Vigor 3 (Ex) Fast Healing equal to half lvl, Heal damage every round unless you are killed.
Inspiring Command (3 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Presence +2 to Charisma for qualifying for feat pre-requisites.
Priest (Guarded Priest) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Priest (Guarded Priest) Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Priest (Guarded Priest) Domain (Leadership)
Priest Channel Positive Energy 2d6 (8/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Patient Counterpoint (Ex) wis to damage if delayed damage pool not empty
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
The Unseen World Gain detect magic and read magic as spells known.
Touch of Law (8/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Will of the Gods (Su) Add wis to fort/reflex
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Maneuvers

Level Known Ready Granted Stances
1st 6 4 (2) 1
2nd 7 5 (2) 2
3rd 8 5 (2) 2
4th 8 5 (2) 2
5th 9 6 (3) 3
6th 9 6 (3) 3
7th 10 6 (3) 3
8th 10 7 (4) 3
9th 11 7 (4) 4
10th 11 7 (4) 4
11th 12 8 (5) 5
12th 12 8 (5) 5
13th 13 8 (5) 5
14th 13 9 (6) 5
15th 14 9 (6) 6
16th 14 9 (6) 6
17th 15 10 (7) 6
18th 16 10 (7) 7
19th 17 10 (7) 7
20th 18 11 (8) 7

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Benny! (Bennusamichalm)
Animal Companion CR –
Female roc (Pathfinder RPG Bestiary 236)
LN Medium animal
Init +5; Senses low-light vision; Perception +9
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Defense
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AC 25, touch 15, flat-footed 20 (+1 armor, +5 Dex, +9 natural)
hp 43 (6d8+3)
Fort +4, Ref +10, Will +3 (+4 morale bonus vs. enchantment effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +9 (1d6+2), 2 talons +9 (1d4+2)
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Statistics
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Str 14, Dex 21, Con 9, Int 3, Wis 13, Cha 11
Base Atk +4; CMB +9; CMD 21
Feats Acrobatic, Agile Maneuvers, Careful Flyer[UI], Combat Expertise, Deadly Aim, Flyby Attack, Hover, Power Attack, Toughness, Valiant Steed
Skills Acrobatics +16 (+12 to jump), Fly +16, Linguistics +2, Lore (Phoenix) +5, Perception +9, Profession (cook) +7, Sleight of Hand +11, Stealth +9
Languages Aklo, Ancient Osiriani, Auran, Common, First Speech, Sphinx
SQ devotion, finesse weapon attack attribute
Other Gear silken ceremonial armor[UC]
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Careful Flyer Avoid Fly checks and attacks of opportunity when flying slowly
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.

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Sammuramat
Eidolon (Unchained) CR –
Female quadruped
NG Medium outsider (agathion)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 56 (5d10+15)
Fort +6, Ref +8, Will +1 (+4 morale bonus vs. enchantment spells and effects); +4 bonus vs. poison, +4 bonus vs. petrification, +2 vs. death
Defensive Abilities evasion; Resist cold 10, electricity 10, sonic 10
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Offense
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Speed 40 ft., fly 40 ft. (perfect)
Melee bite +10 (1d6+3), 2 claws +10 (1d4+3)
Special Attacks rake (2 claws +10, 1d4+3)
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Statistics
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Str 16, Dex 18, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +9; CMD 22
Feats Ability Mastery, Agile Maneuvers, Barroom Brawler[ACG], Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Power Attack, Toughness, Weapon Focus
Skills Acrobatics +9 (+13 to jump), Bluff +4, Disable Device +12, Fly +16, Handle Animal +8, Linguistics +3, Lore (The Triad: Horus, Isis, Osiris) +6, Perception +8, Sense Motive +8, Sleight of Hand +9, Spellcraft +0, Stealth +8, Use Magic Device +8
Languages Common
SQ agathion save bonus, devotion, finesse weapon attack attribute
Combat Gear quick runner's shirt[UE]
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Special Abilities
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Ability Mastery (Dexterity, 1/day) 10 minutes focus on worn slotted transmutation item, gain +2 to one ability score for 1 day.
Agathion Save Bonus +4 to save vs. poison and petrification.
Agile Maneuvers Use DEX instead of STR for CMB
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Devotion +4 (Ex) +4 morale bonus vs. enchantment effects.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fey Foundling Magical healing works better on you
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fly (40 feet, Perfect) You can fly!
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

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kitty! (Leitzu)
Tiger, dire CR –
Dire tiger (Pathfinder RPG Bestiary 265)
LG Large animal
Init +5; Senses low-light vision, scent; Perception +12
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Defense
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AC 20, touch 11, flat-footed 18 (+3 armor, +2 Dex, +6 natural, -1 size)
hp 138 (14d8+42)
Fort +12, Ref +11, Will +5
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Offense
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Speed 40 ft.
Melee bite +16 (2d6+8 plus grab), 2 claws +16 (2d4+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +16, 2d4+8 plus grab)
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Statistics
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Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
Feats Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Run, Skill Focus (Perception), Skill Focus (Stealth)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +5 (+9 to jump with a running start, +9 to jump), Perception +12, Stealth +14 (+18 in tall grass), Swim +12; Racial Modifiers +4 Acrobatics, +4 Stealth, +4 Stealth in tall grass
SQ combat riding, finesse weapon attack attribute
Other Gear hide shirt, exotic military saddle
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Special Abilities
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Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Extra Features from Epilektoi

Class Features
Level Special
1st Aura, battle prayer, delayed damage pool, maneuvers, proficiencies
2nd Implacability
3rd Aligned disciplines, bonus feat, will of the gods
4th Implacability
5th Patient counterpoint
7th Bonus feat
6th Implacability
8th Implacability
9th Aligned defense
10th Implacability
11th Bonus feat
12th Implacability
13th Intervention
14th Implacability
15th Bonus feat
16th Implacability
17th Deific counter
18th Implacability
19th Bonus feat
20th Deific implacability