Nature Warden

Lyanniel's page

6 posts. Alias of eriktd.


Classes/Levels

F Elf Cleric 7//Monk 7 | HP 84/84 | AC 18/ T 18 / FF 10 / CMD 20 | Fort +7 / Ref +7 / Will +10* | Init +9 / Per +18, darkvision | Conditions: none

About Lyanniel

Name: Lyanniel Winterborn

Race: Aasimar (Elf)

Alignment: Lawful Good

Deity: Erastil

Class(es): Cleric (Blossoming Light) 7 // Unchained Monk (Sohei) 7

Mythic Path(s): Hierophant/Marshal 2

Background:

Lyanniel was born in the wilderness outside of Kenabres to an elven paladin of Erastil in the Mendelev Crusade. Her mother has always sworn to her daughter that she has no idea who her father is, though she admits that she had a dream that she received a blessing from her god, and that He told her that she had to leave the battle for a short time in service to his purposes. She didn't realize she was pregnant until it was almost too late, and was badly injured while fleeing, but fortunately Lyanniel was a relatively easy birth.

Growing up in Mendelev, Lyanniel knew she was not like the other elf girls, for there was something very different about her. Although she could pass for a normal person, she carried a celestial spark within her that sometimes drove her to do strange things. She often ran away from home where she lived with her mother and grandparents, but instead of exploring the city or getting up to mischief, they would find her praying in the temple or meditating in the wild. Clearly they could see that Erastil had called her to His priesthood, and she quickly became a devoted follower of Him, both in body and in spirit.

She hopes that through dedicated service to her community and her god she will learn who her father is, find him, and foster a positive relationship with him.

Description:

There is a strange, luminous quality to Lyanniel, and though she presents herself like a crusader knight she wears no armor and does not bear a sword, carrying instead a finely-crafted lance (stylized to look like an arrow) and an elven longbow. Her voice is quiet but resonant. In battle, she rides an enormous wolf, white like an ash grove with a gray patch of fur surrounding his left eye. Both of them are generally very gentle and sedentary, but in the face of evil they become positively fierce and unyielding.

Stats:
Abilities: Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 8 (-1), Wis 15+2+1+2 (+5), Cha 14+2 (+3)

HP: 84/84 (7d10+14)

AC: 18 (+2 Dex, +6 monk)

Initiative: +9 (+2 Dex, +2 Eyes of the Hawk, +3 Devoted Guardian, +2 Amazing Initiative)

Speed: 30 (no armor)

Saves: +7 Fort / +7* Reflex (evasion) / +10* Will (+2 vs enchantment)

BAB: +7

Weapons: +1 bane (evil outsiders) lance +11/+11/+6* (1d8+5*, x3); composite longbow +9/+4 (1d8+2, x3)

Armor: none

Race Traits: Alternative Heritage (61: You gain a +1 racial bonus on attack and damage rolls against evil outsiders), Celestial Crusader (+1 insight bonus to attack and AC vs evil outsiders, +2 Knowledge Planes and Spellcraft vs evil outsiders), Darkvision (60), Scion of the Elves (counts as elf and outsider)

Favored Class Bonus: Cleric, +7/2 channel damage

Traits: Fate's Favored (+1 luck bonuses), Touched By Divinity (silver holy symbol, divine favor as spell-like ability 1/day, 1/1 remaining)

Cleric Abilities: spellcasting (CL 7), aura (lawful/good), channel positive energy (4d6*, DC 13+CHA, 5+half level+CHA/day, 11/11 remaining), deity (Erastil), domains (Animal/Feather, Good), domain powers (Animal Companion: wolf of level-3+4; Eyes of the Hawk: half level+4 racial bonus to Perception, +2 initiative; Touch of Good: half level+4 sacred bonus to attacks/saves/skills/ability checks for 1 round, 3+WIS/day, 8/8 remaining), luminous font (half level bonus to Diplomacy vs good creatures/evil creatures acting good; channel harms chaotic evil outsiders/worshipers of chaotic evil deities/creatures with light sensitivity or blindness as undead; 1 use while channeling to cause daylight for level rounds), spontaneous casting

Cleric Spells Prepared: (orisons, 4) enhanced diplomacy, guidance, resistance, vigor); (1st, 5/day) divine favor (2/2 remaining), shield of faith (2/2 remaining), empty (1/1 remaining); (2nd, 4/day) bull's strength (3/3 remaining), empty (1/1 remaining); (3rd, 3/day) contagious zeal (1/1 remaining), magic vestment (1/1 remaining), empty (1/1 remaining); (4th, 2/day) air walk (1/1 remaining), empty (1/1 remaining)

Monk Abilities: AC bonus (WIS+1), devoted guardian (can always act in surprise round, half level bonus to initiative), evasion, flurry of blows (bonus attack), ki pool (half level+WIS, 8/8 remaining), ki strike (cold iron/silver, magic), ki weapon (1 ki, swift, +1 enhancement bonus to any weapon), monastic mount (1 ki, mount gets twice level temp hp for level hours, gains ac bonus/ki strike/still mind and any ability that costs ki), still mind (+2 vs enchantment), style strike (dirty strikes: when attacking in flurry, may make free dirty trick attack at -5), unarmed attack (1d6), weapon training (spears +1)

Feats: Improved Unarmed Strike* (from Monk 1), Ride-By Attack* (from Monk 1), Power Attack (level 1); Spirited Charge* (from Monk 2); Improved Bull Rush (level 3); Quick Channel (level 5); Mounted Skirmisher* (from Monk 6); Rhino Charge (level 7)

Skills: Diplomacy 1+6* (+3 vs good/evil acting good), Handle Animal 1+6, Knowledge (Planes) 1+2* (+2 vs evil outsiders), Knowledge (Religion) 5+2, Linguistics 1+2, Perception 5+13, Ride 5+5, Sense Motive 1+8, Spellcraft 1+2* (+2 vs evil outsiders)

Languages: Elven, Hallit, Taldane

Equipment: +1 bane (evil outsiders) lance (8,000 gp), composite (Str +2) longbow (300 gp), durable arrows x15 (15 gp), durable cold iron arrows x10 (20 gp), exotic military saddle (60 gp), gloves of dueling (15,000 gp), silver holy symbol (free), spell components pouch (5 gp), traveler's outfit (free), material components (diamond dust, 100 gp)

Mythic Path Abilities: Amazing Initiative (+tier initiative, 1 mythic power for extra standard action), Divine Surge (Inspired Spell: 1 mythic power, standard action, cast any spell you could prepare on spell list), Hard to Kill (auto stabilize), Marshal's Order (Advance: 1 mythic power, swift action, allies get extra move action or 5' step), Mounted Marshal (mount and rider count as flanking, mount heals on surge, triple damage on mounted charge with lance), Mythic Domain (domain powers add 4 levels), Mythic Power (3+tier x2/day, 7/7 remaining), Surge (1 mythic power, immediate action, add 1d6)

Mythic Feats: Dual Path (Marshal)

Wolf Animal Companion:

Name: "Cû"

Size: Large

Abilities: Str 13+8+2 (+6), Dex 15+2-2 (+2), Con 15+4 (+4), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)

HP: 91/91 (7d8+35)

AC: 20* (+2+2+4 natural armor, +3 Dex, -1 size, +7 monastic mount)

Initiative: +3 (+3 Dex)

Speed: 60 (no armor)

Saves: +9 Fort / +8* Reflex (evasion) / +3 Will

BAB: +5

Weapons: bite +12 (1d8+10, x2), trip +14; overrun +16

Armor: none

Animal Companion (Racer) Abilities: evasion, fast movement, link, low-light vision, scent, sprint

Feats: Charge Through, Improved Overrun, Power Attack, Toughness

Skills: Acrobatics 7+6

Tricks: attack (x2), maneuver (overrun)

Equipment: exotic saddle

Build Notes:

Lyanniel has several fun tricks in her build. Firstly, she can ready an action to charge (thanks to Rhino Charge), which essentially lets her and her mount charge an enemy as a standard action. If she hits with her lance, she does five times her damage (or seven times on a critical hit!). With Ride-By Attack, her mount can continue moving after the charge, charging through the enemy's square to overrun it and possibly trip it as well. And finally, as her move action, she can channel energy to damage all nearby evil outsiders, or take a full action to make additional iterative attacks including a flurry of blows.