Sylph

Mikail of the Planes's page

150 posts. Alias of Daniel Stewart.


Classes/Levels

Female Aasimar War Priestess of Iomedae 6 | HP 78/78 | AC 24, T 11, FF 22 | CMD 18 | F+10, R+3, W+11 (+2 vs {evil}, +2 vs PPP.) | Init +1 | Perc +6 | Dark Vision 60'

About Mikail of the Planes

Mikail of the Planes
Female archon-blooded aasimar (lawbringers) warpriest (champion of the faith) of Iomedae 6 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 60, 128, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 27, touch 14, flat-footed 26 (+11 armor, +2 deflection, +1 Dex, +1 sacred, +2 shield)
hp 78 (6d8+30)
Fort +11, Ref +5, Will +12; +2 vs. [evil], +2 bonus vs. paralysis, petrification, and poison
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee inheritor's light +2 +13 (2d8+5/19-20)
Special Attacks blessings 6/day (Good: holy strike, Sun: blinding strike), fervor 8/day (2d6), sacred weapon, smite evil 1/day (+0 attack and AC, +6 damage)
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—continual flame
Warpriest (Champion of the Faith) Spells Prepared (CL 7th; concentration +12)
. . 3rd—searing light, summon monster III
. . 2nd—communal endure elements[UC], hold person (DC 17), inheritor's smite, silence (DC 17)
. . 1st—bless, forbid action[UM] (DC 16), forbid action[UM] (DC 16), protection from evil, sanctuary (DC 16), sun metal[UC] (DC 16)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, light, purify food and drink (DC 15)
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Statistics
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Str 19, Dex 13, Con 19, Int 14, Wis 20, Cha 8
Base Atk +4; CMB +10; CMD 22
Feats Angelic Blood[ARG], Angelic Flesh (silver)[ARG], Greater Weapon Of The Chosen[ACG], Improved Weapon Of The Chosen[ACG], Vital Strike, Weapon Focus (longsword), Weapon Of The Chosen[ACG]
Traits beacon of faith, searing beacon
Skills Acrobatics -6 (-10 to jump), Appraise +4, Diplomacy +7, Handle Animal +5, Heal +9, Intimidate +6, Knowledge (engineering) +9, Knowledge (planes) +3, Knowledge (religion) +9, Linguistics +5, Ride -2, Sense Motive +15, Spellcraft +7, Survival +11; Racial Modifiers +2 Intimidate, +2 Sense Motive
Languages Celestial, Celestial, Common, Draconic, Elven, Giant, Orc
SQ detect alignment
Combat Gear potion of cure moderate wounds, potion of cure serious wounds; Other Gear +2 full plate, heavy steel shield, inheritor's light +2, belt of physical might +2 (Str, Con), headband of inspired wisdom +2, ring of protection +2, ring of resistance +2, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], trail rations (5), waterskin, 209 gp
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Special Abilities
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Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Silver) +2 saves vs. paralysis, petrification, and poison, and your natural attacks count as silver.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (2d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greater Weapon of the Chosen When using deity's fav weapon to atk, roll 2 dice and use higher.
Improved Weapon of the Chosen As swift act, deity's fav wep gains 1 align aspect of deity or cold iron and silver if neutral.
Sacred Weapon (Su) When using sacred weapon, increase damage dice.
Smite Evil (1/day) (Su) As a swift action, gain +0 att, +6 dam, and +0 to AC vs. evil foe in sight.
Vital Strike Standard action: x2 weapon damage dice.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.