Shorafa Pamodae

Merixia's page

1,305 posts. Alias of Linnea the Diviner.


Full Name

Merixia Pentarian

Race

| Channel 4d6 3/3 | Pyrotechnics 1/1 | True Strike 2/2 | Protection from Evil 0/2 | Mythic Power 7/8 | Armor Blessing 0/1 | Armor Cure 0/1 | Effects: heroism, magic circle vs evil, weapon of awe, ironskin, tears to wine, divine favor

Gender

F Tiefling (Hellspawn) Cleric of Ragathiel 8 | Hierophant 2 | HP 72/72 | AC: 21 (11 tch, 20 ff) | CMB +11, CMD +22 | F +9, R +4, W +12 | Init +3 | Perc +17, SM +20 | Destructive Smite 8/8 | Touch of Good 8/8 | Rage 8/8 | Holy Lance 1/1

Size

M

Age

26

Alignment

LG

Deity

Ragathiel

Location

Kenabres, Mendev

Languages

Common, Infernal, Abyssal, Celestial

Occupation

Crusader and battlefield medic

Homepage URL

https://www.myth-weavers.com/sheet.html#id=2406986

Strength 21
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 20
Charisma 10

About Merixia

Merixia Pentarian
Female tiefling (hellspawn) cleric of Ragathiel 8 | hierophant 2
LG Medium native outsider
Init +3; Senses darkvision 60 ft; Perception +17

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Defense
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AC 21, touch 11, flat-footed 20
HP 72 (8 HD)
Fort +8 (+1), Ref +3 (+1), Will +11 (+1)
Defensive Abilities: Fiendish Resistance (cold 5, electricity 5, fire 5)

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Offense
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Speed: 30 ft (20 ft armored)
Melee: +1 cold iron bastard sword (+13/+8, 1d10+9, crit 19-20/x2), cold iron dagger (+11/+6, 1d4+4, crit 19-20/x2), or club (+11/+6, 1d6+4, crit x2)
Ranged: light crossbow with cold iron bolts (+7/+2, 1d8, crit 19-20/x2)
Space: 5 ft, Reach: 5 ft
Special Attacks: Destructive Smite (Su): You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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Statistics
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Str 19 (+2), Dex 12, Con 14, Int 12, Wis 20, Cha 10
Base Atk +6/+1; CMB +11/+6; CMD +22
Feats: Extra Traits (Fate's Favored & Crusader), Heavy Armor Proficiency, Weapon Focus (bastard sword), Mythic Risky Strike, Furious Focus
Skills: Craft (armor) +12, Diplomacy +2, Fly +6, Heal +16 (+18 with healer's kit), Knowledge: Religion +12, Linguistics +6, Perception +17, Profession (chaplain) +14, Sense Motive +20
Languages: Common, Infernal, Abyssal, Celestial
SQ: Aura (lawful good), Channel positive energy 4d6 3x/day, Domains (Destruction [Rage] and Good), Orisons, Spells
Combat Gear: armor of the pious, +1 buckler, +1 cold iron bastard sword, light crossbow w/cold iron bolts x20, cold iron dagger, cloak of resistance +1, belt of giant strength +2, pearl of power I, wand of spiritual weapon (50 charges), wand of cure light wounds (50 charges), scrolls of lesser restoration x2, remove disease, resist energy, endure elements x5, effortless armor, remove fear x2, remove sickness x2, bleeding strike x2, sure casting, hedging weapons, magic weapon, and opportunistic loyalty, potions of invisibility and cure serious wounds, antitoxin, antiplague, holy water x2, soothe syrup, twitch tonic
Other Gear: Phylactery of faithfulness, silver holy symbol of Ragathiel, spell component pouch, backpack, bandolier, cold weather outfit (worn), waterskin, rations x6, bedroll, flint & steel, grooming kit, traveler's outfit, mess kit, chalk x10 sticks, blanket, healer's kit (9 uses)
Coin: 21 gp, 6 sp

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Traits
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Seeker: +1 to Perception, Perception is always a class skill
Touched by Divinity (Ragathiel): Free silver holy symbol, 1st level domain spells (True Strike and Protection from Evil) a number of times/day = mythic tier. By expending one use of mythic power, she may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than her mythic tier.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Crusader: You gain a +1 trait bonus on attack rolls against outsiders with the chaotic subtype.

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Special Abilities
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Spell-like Abilities: Pyrotechnics 1x/day, True Strike 1x/day, Protection from Evil 1x/day
Darkvision: 60 ft
Skilled: +2 Diplomacy and Sense Motive
Fiendish Resistance: cold 5, electricity 5, fire 5
Prehensile Tail: Retrieve small stored objects from person as a swift action
Channel Positive Energy 3d6 3x/day
Orisons: 4/day
Spells: 1st 6 + 1 domain, 2nd 4 + 1 domain, 3rd 4 + 1 domain, 4th 3 + 1 domain
Destruction (Rage) domain powers: Destructive Smite (Su): You gain the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level.
Good domain powers: Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Mythic Abilities:

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): 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 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.
Mythic Feats: Mythic Risky Strike: When you use Risky Strike, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it’s multiplied by the weapon’s critical multiplier. You can expend one use of mythic power when you activate Risky Strike to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
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.
Ability Score Increase: +2 Str
Amazing Initiative: 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.
Legendary Item: Bastard sword TBA

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Spells Prepared
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Orisons:
Create Water
Stabilize
Mending
Spark

1st level:
Protection from Evil (D)
Barbed Chains
Bless
Divine Favor
Divine Favor
Sanctuary
Unbreakable Heart

2nd level:
Bull's Strength (D)
Ironskin
Ironskin
Weapon of Awe
Weapon of Awe

3rd level:
Magic Circle Against Evil (D)
Archon's Aura
Prayer
Prayer
Shield of Wings

4th level:
Holy Smite (D)
Restoration
Restoration
Sending

Background:
Merixia was born a slave in Ostenso, a city on the southeastern coast of Cheliax, to a human mother (Lenore) and tiefling father (Halias). Their master, an elderly minor noble, was neither kind nor extraordinarily cruel, and at least he didn't break the family up. He died when Merixia was eight years old, and the old man's son inherited them. The new master lived in the capital of Egorian and wasn't interested in moving into his father's Ostenso estate. So he had his father's slaves shipped to him aboard a slave galley.

That was when the small family's life changed forever. The galley was taken by pirates- who turned out not to be true pirates at all, but the Gray Corsairs of Andoran! The Corsairs (the seafaring branch of the Eagle Knights) sailed the galley back to Almas under a prize crew and helped the freed slaves get the proper paperwork to become citizens of Andoran. Halias and Lenore, who previously lacked a family name, took the name Pentarian after the Gray Corsair who freed them from their chains. Lenore found work as a midwife, having delivered many slave babies, and Halias decided to join the Gray Corsairs. He joined the church of Iomedae first, figuring that that would make him more likely to be accepted, and a deity who upheld order in a kinder way than Asmodeus appealed to him.

The Church of the Inheritor didn't appeal to young Merixia, though. What could she possibly know about a tiefling slave's struggles? About how hard it was to keep a rein on her darker impulses, or how Merixia and her father had to work three times as hard as a human for half the recognition? Very few of the other children would have anything to do with a girl who looked like a devil. So she took to exploring the city in her free time and eventually found her way to the small chapel of Ragathiel on the Avenue of the Gods. Much to her surprise, the priest there was a half-orc! One of a race almost as hated as tieflings, yet he had a position of power and respect. How had he done it? Father Darian took the angry, confused young tiefling under his wing, recognizing a kindred spirit.

As the priest told Merixia the tale of Ragathiel, of how he had overcome his infernal ancestry and the prejudice against him to do countless heroic deeds and join the ranks of the angels, Merixia knew that this was what she had been looking for. Here was a god (well, empyreal lord, but whatever) who she could actually relate to! Ragathiel was angry too, he also struggled with the darkness in his blood, but he didn't try to pretend those feelings didn't exist. He made his wrath into a tool to serve him, turning it against the forces of evil. It was then that Merixia knew she wanted to grow up to fight in his name.

At first, both Father Darian and Merixia simply thought she would grow up to be a warrior, perhaps joining the Eagle Knights like her father, or becoming the sort of adventurer who took missions for good-aligned churches. But then she started dreaming of the General of Vengeance. Father Darian discussed this with her parents, and with their blessing decided to train her as a cleric. Not one of the clerics who sits in a temple healing people, though. The clerics of Ragathiel take the fight to the forces of evil, fighting side by side with paladins and other warriors. So it wasn't a surprise that once Merixia finished her training, she declared that she would go north to join the Mendevian Crusade. They approached the church of Iomedae for financial help (transport to Mendev isn't free, and Ragathiel doesn't have many worshipers to ask for donations) and they were delighted to have someone who was both skilled and trustworthy want to join the fight. By this stage in the Crusade, such recruits are hard to come by. The priests of Iomedae paid for Merixia's passage to Kenabres, as well as some extra gear that would help her survive the Worldwound. The young cleric has just arrived in the crusaders' city, eager to join the fight and prove her worth to those who would doubt her.

Appearance:
Merixia is a tall, muscular woman of obvious Chelaxian ancestry. She has long black hair (usually pulled back in a braid), pale skin, and sharply defined features. Unfortunately she also has sulfur-yellow eyes with slit pupils, a pair of ridged black horns that curve back over her head, pointed black fingernails, and a long prehensile tail covered with smooth red scales. What with the tail, it's useless to try and hide her fiendish blood, so Merixia doesn't bother.

Most days she wears her scale mail over a sturdy red woolen shirt, dark brown trousers, and brown knee length riding boots. A silver medallion depicting a sword crossed with a wing is always prominently displayed on her chest. Her buckler is painted with the same symbol. Merixia carries a bastard sword and light crossbow on her back, with a quiver of bolts and a dagger at her waist. A bandolier with its pouches stuffed full of who knows what crosses her chest.

Personality:
Growing up as a slave, and then a member of a despised minority, leaves its mark. Merixia is slow to trust and even slower to forgive a breach of trust. Around people she doesn't know well, she defaults to strict formality in an attempt to seem respectable. Around friends, the tiefling will let her hair down and show a dry, sarcastic sense of humor. Merixia values trusted friends more than anything else, and there isn't much she won't do for them. There is a soft heart hidden under all the layers of emotional armor, and a longing for a better world that inspired her to join a seemingly hopeless war. Merixia keeps a tight rein on her temper, all too aware of how destructive her rage can be with Ragathiel's gifts. In combat, especially with demons or traitors, she reveals the fury that lurks under her straitlaced exterior.