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About Lynn WarhavenLynn is a follower of Shelyn. She like the arts - music, paintings, poems. And the beauty of nature where her goddess has painted a beautiful reality. But as her goddess she hated it when this beauty is destroyed and so she fights the good fight at the Worldwound in remembrance that Shelyn fought Rovagug to save creation from destruction through evil. Aasimar:
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Stats:
Initiative: 6 (+2 Dex +2 Trait +2 Amazing Initiative) HP: 93 (7x8 +7x2 +7xFCB +2x4 hierophant +5gift from Iomedae) AC: 18/12/16 Saves: Fort +7 / Ref +4 / Will +8 Concentration:10 Str 21, Dex 14, Con 14, Int 12, Wis 16, Cha 10 Attack +1 Cold Iron Glaive: +12 (1d10+8/14 (+5 BAB +5Str +1 Weapon Focus +1 Magic; +7Str +1Magic +6PA)
Skills (3+BG)
Langages: Common, Celestial, Infernal, Abyssal
Feats:
Traits Touched by Divinity (True Strike as SA once per day / Free silver holy symbol) Reactionary Feats
Mythic:
7/day Mythic Power
Hierophant Path
Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack. Relentless Healing (Su): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.
Blessings 5/day:
Good Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability. Protection
Magic:
Fervor (6/day) Touch with positive energy for 2d6 healing living/harming undead or swift casting. Channel
Sacred Weapon (7 rounds/day)
Sacred Armor (Su) (7 min/day)
Cantrips (4 prepared)
1st Level Spells (5/day)
2nd Level Spells (3/day)
3nd Level Spells (2/day)
Equipment:
Weapons Mwk Glaive +1 Cold Iron Glaive of the Gargoyle as Legendary Weapon (Flexible Bond, Powerful) [4 LP] Up to 5 times per day as a swift action, the wielder of a glaive of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score. Heavy Mwk Cold Iron Mace Heavy Mwk Adamantine Mace Cold Iron Long Sword Spiked Gauntlet Dagger Mwk Composite Longbow +2Str Armor
Gear
Masterwork Backpack
Potion of CLW (3)
Money left: 0pp 21gp 9sp 9cp
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