Sunlord Thalachos

Natalya 'the Firebird''s page

62 posts. Alias of Nikolaus de'Shade.


Race

|HP: 28/28| AC: 18 (11 Tch, 17 Fl), | CMB: +6, CMD: 17 | F: +8, R: +5, W: +6 | Init: +1 | Dip:+10, Ha: +10, KnwR: +6

Classes/Levels

| Speed 20ft | Smite 1/1, LoH ([2]d6) 4/4 | Active conditions:

Alignment

LG

Deity

Sarenrae

Location

Magnimar

Languages

Common, Osiriani

Strength 16
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Natalya 'the Firebird'

Natalya ‘the Firebird’
Female Human Paladin
LG Humanoid (Human)

Init +1 (+1 Dex)
Senses: Perception +0.

DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +1 dex).
Resist Fire 3

HP 28/28 (10 + (2x6) + 6 con)

Fort +8 (3 base, +2 Con, +3 Cha)
Ref +5 (1 base, +1 Dex, +3 Cha)
Will +6 (3 base, 0 Wis, +3 Cha)

OFFENSE
Heavy Flail +7, d10+4, 19-20x2. B.
(Smite: +3 to hit, +3/6 damage, ignore DR)

Spd 20 ft.
Space 5 ft.; Reach 5 ft.

Base Atk +3 (+3 Paladin)
CMB 6 (3 BAB, 3 Str)
CMD 17 (10, 3 BAB, 1 Dex, 3 Str)

STATISTICS
Str 16 (+3) [14 base, +2 racial]
Dex 13 (+1)
Con 14 (+2)
Int 12 (+1)
Wis 10 (0)
Cha 16 (+3)

FEATS
Power Attack [Level 1]: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Furious Focus [Racial Bonus]: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Greater Mercy [Level 3]: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

TRAITS
Exchange Agent (Campaign): You gain one language as a bonus language. Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Dangerously Curios (Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

SKILLS
Diplomacy +9 (3 ranks, +3 Cha, +3 class)
Handle Animal* +10 (3 ranks, +3 Cha, +3 class, +1 trait)
Knowledge Engineering* +1 (1 rank, +0 Int)
Knowledge History* +2 (2 ranks, +0 Int)
Knowledge (Religion) +6 (3 ranks, +0 Int, +3 class)
Use Magic Device +10 (3 ranks, +3 Cha, +3 class, +1 Trait)

Total Points: 18 [3x(2 Paladin + 1 Int + 2 background)]
AC penalty is -3

LANGUAGES
Common, Osiriani,

EQUIPMENT
Explorer’s Outfit (free)
Masterwork Heavy Flail (310gp)
+1 Breastplate (1350gp)

340 gold 0 silver 0 copper
Weight Carried: -lbs.

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favoured Class Bonuses (Paladin): 3x Human FCB.

Proficiencies: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Smite Evil: One time per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Mercy: At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Mercies:
Fatigued: The target is no longer fatigued.

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APPEARANCE/ PERSONALITY

Standing at around five and a half feet Natalya is she is every inch the woman who has been kissed by fire from her smooth, lightly browned skin, to her glowing eyes and flaming red hair. Even her hands seem to glow. Her more exuberant gestures often leaving faint lines in the air behind her and, if sufficiently riled, she can almost end up cocooned in light strands left behind by her own gesticulating.

As a Lightbringer of Sarenrae Natalya takes the concepts of duty, loyalty and friendship very seriously. When she is not on duty, Natalya is a relaxed and open personality who believes that the best way to convince people of right is to show them what right can be. She, perhaps oddly, loves rain and asks nothing better than to sit outside in a rainstorm, delighting in the feeling of water against her skin.

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BACKGROUND

In the Beginning:
Born in Oppara to two of the famous Ulfen Guard, Natalya Aleksandrovna left her homeland very young when her parents were assigned to guard a spoilt young Stavian princeling after he declared his intent to travel to Thuvia and secure a dose of Sun Orchid Elixir for himself. The mission was a disaster, despite his guards best efforts the Prince soon burned through the vast funds he had been provided with and was reduced to dismissing his retainers to afford his own, sadly diminished, passage home. Stranded in the desert heat far from home Natalya’s parent made the best of things and settled down to raise their daughter in the sun.

Unable to afford a fine house Natalya, her parents and the children that followed her, lived in a ramshackle old fort on the edge of the desert where her father hunted and worked as a guide for travellers and the occasional merchant with dreams of Sun Orchids and more money than sense. Natalya and her siblings often played amongst the ruins and it was there that Natalya one day found a true treasure – a large round sphere, deep red and warm to the touch, which hadn’t been there the day before. Sensing that this was something more than the ‘treasures’ she and her siblings normally uncovered Natalya kept her discovery quiet, but went to check on it daily – spending hours stroking the strange gem and examining it from every angle.

Then one night raiders came out of the desert, vicious gnolls and their hyena mounts. Such raids were part and parcel of desert life and the family took refuge in their fortified basement, hidden behind the storage room. Natalya however snuck out to go and protect her gemstone when she heard two gnolls tossing the storeroom looking for ‘the egg’. She knew her home better than the gnolls and reached the egg first, but the hyenas had her scent and a fourteen-year old girl, burdened by a three foot egg, was never going to outrun a hunting pack.

Natalya fought to the last, until one of the gnoll raiders grew tired of the girl threatening his pets with a sharpened stick and brutally cut her throat, spraying blood all over the egg that Natalya tried so hard to protect. The last thing she saw was the shell cracking and erupting in a brilliant column of flame, burning the gnoll to ash . Her own flesh charred and crumbled before her dying eyes but Natalya felt no pain – only a gentle warmth…

She awoke – unexpectedly – to find herself in the centre of a blackened crater in the desert with a huge, glowing bird standing over her protectively. The legendary phoenix bent down to nuzzle the girl before lifting its wing to show the chick nestled protectively in its glorious embrace. The smaller bird hopped forward onto her chest and nestled there contentedly for a few moments until a trill from its mother had it scrambling into the air on its fledgling wings. Natalya was left, alive, confused and awed beyond measure by the sight she had just witnessed.

Her resurrection left her physically changed too. No longer the blonde haired, blue-eyed Ulfen child Natalya found herself taller, darker and possessed of an almost unearthly glow, an inner fire which shone from her eyes and turned her hair a rich, flaming scarlet – the colour of the phoenix’s own plumes. The phoenix gave more intangible gifts too, an affinity for healing magic which made Natalya a young woman of renown among the desert tribes, who brought their sick children and animals to her for healing, as well as consulting her against all sorts of dangers that roamed the deserts, including gnolls, djinns and the restless dead of the ancient battlefield, submerged beneath desert sands. Thus Natalya grew to adulthood, respected and capable far beyond her years. She soon earned the nickname ‘Eanqa’ or ‘Firebird’ in the desert tongue and that name described her well, because she lived every waking moment hoping to meet her legendary patron once more.

An Agent of the Society:
As she grew older Natalya realised that simply wandering the desert randomly was never going to help her find the Pheonix once again – she needed planning, preparation and knowledge, lots of knowledge. So she turned to an organisation she had heard of again and again from travellers through the desert – the Pathfinder Society. She travelled north to Merab and sort admission to the Pathfinder Lodge in the city. After a number of minor missions to prove her worth Natalya was accepted as an agent and assigned to Venture Captain Zenemina. It was Zenemina who introduced her to the worship of Sarenrae and the church of the Dawnflower found an eager follower in Natalya – her flame-touched soul and natural inclination to mercy chimed perfectly with the Darnflower’s teachings.

After nearly four years Zenemina gave her protegee an opportunity – an exchange with Magnimar, famed city of monuments far to the north. Delighted at the prospect of further travel, although somewhat reluctant to leave the deserts of her homeland, Natalya boarded a ship and sailed north – arriving in Magnimar as sea sick as any traveller has ever been, but excited. Naturally curious she soon found that she loved Magnimar almost as much as she loved Thuvia. However she was, initially, somewhat at a loss. Exchange Agents, by their nature, do not fit in to the established lodge and Natalya found the lack of action dull. To alleviate the boredom she began to meet with and follow some of the societies less reputable agents, including a young woman who shared her name – Natalya Vancaskerkin.

Vancaskerkin in turn led her to the Tower Girls, the female thieves gang. Delighted Natalya slowly wormed her way into the group, never disguising her allegiance but gently and cheerfully performing ‘outreach’ work, trying to convert the Tower Girls while living, laughing and drinking with them every night. This pleasant lifestyle was abruptly upended when Natalya Vancaskerkin disappeared and the Tower Girls upped and fled in the night. Unwilling to let Natalya go free with her knowledge of their bases and habits they tossed her in, a relatively pleasant, jail cell from where she has continued to laugh and badger her guards for ‘another drink or three’. A certain amount is bravado, but Natalya feels a strange kinship to the thieves gang as well as a genuine sense that some just need a guide out of their lives of crime and simply doesn’t want to leave them now.