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Orlanna Den, the Emerald Knight's page

1 post. Alias of andreww.


Full Name

Orlanna Den

Race

Human

Gender

Female

Size

Medium

Age

28

Alignment

Lawful Good

Deity

Erastil

Location

The Storval Plateau

Strength 8
Dexterity 8
Constitution 16
Intelligence 14
Wisdom 14
Charisma 28

About Orlanna Den, the Emerald Knight

Name: Orlanna Den
Age: 28
Race: Human
Alignment: Lawful Good
Deity: Erastil
Classes: Oracle Of Nature (Spirit Guide)|Paladin (Oath of the People's Council)
Mythic Path: Heirophant
Gem: Given her strong connection to the natural world Orlanna embodies the Emerald gem.
Weapon: A simple walking stick

Appearance: Orlanna is a young, dark haired woman dressed in sturdy travelling clothes with a pack slung over one shoulder. Her skin is tanned and her eyes are a deep brown, calm and piercing. She carries a simple walking stick with a shield slung over her back but otherwise is weaponless. She is rarely far from her companion and mount, Fade, a great black furred dire wolf.

Background
Orlanna was born into poverty, part of a small family of the many Shoanti Wolf Quah's. Early on in the rise of Karzoug her family were enslaved by the Empires giant allies and she grew up in the mines of the Iron Peaks. It was here that she discovered something magical, the ruins of an old city, long since gone to ruin. Exploring she fell into an ancient shrine holding strange statues of men and women with the heads of animals. Exhausted she slept where she had fell and had the strangest dreams.

It would be months before she first started to understand more about what had happened to her. She had to hide her burgeoning gifts from the ogre overseers but slowly she started to encourage her people to resist their oppressors. In time she lead them in battle, securing the mountain base for her people and driving out the ogres and their giant leaders. Over time she came to recognise Erastil as her divine patron and see's his will in preserving her people.

When she learned of Aergoreth and his army she moved to pledge her people to support him. He represents a potential to help free her people from poverty, to give them hope and a chance to preserve their way of life in the face of the hardships of the Storvald Plateau.

Now she works as Marshall, Defender and Teacher. She spends her time travelling the plateau and the mountains, healing the sick, watching for the encroachment of evil and telling stories so that the next generation should not forget the great evil that nearly came to pass.

Party Role
Orlanna is primarily a support and control orientated spellcaster who brings a wide range of buff spells to the table as well. With inspired spell she can access any level 5 or lower divine spell as needed. Against evil creatures she possesses powerful offensive spells and, if buffed, is capable of wading into melee. Her companion, Fade, is largely there to help get her around the battle field and protect her but he can melee if needed.

Stat Block:

Orlanna Den
Female human (Shoanti) oracle (spirit guide) 11|paladin (oath of the people's council) 11|Hierophant 3
LG Medium humanoid (human)
Init +7; Senses Perception +21
Aura courage (10 ft.), resolve (10 ft.)

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Defense
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AC 26, touch 19, flat-footed 17 (+3 armor, +9 Dex, +4 shield)
hp 155 (11d10+45)
Fort +21, Ref +13, Will +20
Defensive Abilities hard to kill, improved uncanny dodge; Immune charm, disease, fear

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Offense
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Speed 30 ft.

Melee mwk club +11/+6/+1 (1d6-1)

Special Attacks channel positive energy 7/day (DC 24, 6d6), dirge of doom, fascinate, inspire competence +4, inspire courage +3, inspired spell[MA], mythic power (9/day, surge +1d6), suggestion

Paladin Spell-Like Abilities (CL 11th; concentration +23)
. . At will—detect evil

Oracle (Spirit Guide) Spells Known (CL 11th; concentration +23)
. . 5th (6/day)—awaken (DC 24), breath of life (DC 24), mass cure light wounds, flame strike[M] (DC 28), telekinesis (DC 24)
. . 4th (8/day)—air walk, blessing of fervor[M,APG] (DC 23), cure critical wounds, dismissal (DC 23), freedom of movement, grove of respite[APG], holy smite[M] (DC 27), spiritual ally[APG]
. . 3rd (8/day)—archon's aura[UM] (DC 26), borrow fortune[APG], cure serious wounds, dark-light (DC 26), dispel magic, heroism[M], magic vestment, communal resist energy[UC], speak with plants
. . 2nd (8/day)—barkskin, blinding ray[ARG] (DC 25), burst of radiance (DC 25), cleromancy, cure moderate wounds, grace[APG], light prison (DC 25), sound burst (DC 25), spiritual weapon, undetectable alignment (DC 21)
. . 1st (9/day)—charm animal (DC 20), command[M] (DC 20), comprehend languages, cure light wounds, deadeye's lore[UC], divine favor[M], liberating command[UC], remove fear, shield of faith, unseen servant
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 19), read magic, stabilize
. . Mystery Nature
. . S spirit magic spell; Spirit Ancestors Wandering Spirit

Paladin (Oath of the People's Council) Spells Prepared (CL 8th; concentration +20)
. . 3rd—heal mount, holy whisper[APG] (DC 26), second wind
. . 2nd—paladin's sacrifice[APG] (2, DC 21), shield other
. . 1st—hero's defiance[APG] (3), honeyed tongue[APG], lesser restoration

. . M mythic spell

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Statistics
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Str 8, Dex 8, Con 16, Int 14, Wis 14, Cha 28
Base Atk +11; CMB +10; CMD 31

Feats Greater Spell Focus (evocation), Improved Share Spells[APG], Mythic Spell Lore[M], Persistent Spell[APG], Skill Focus (Sense Motive), Skill Focus (Survival), Solar Spell, Spell Focus[M], Spell Penetration
Traits fast-talker, fate's favored

Skills Appraise +13, Bluff +27, Diplomacy +26, Disguise +12, Handle Animal +13, Heal +6, Intimidate +12, Knowledge (history) +26, Knowledge (all others) +16, Linguistics +16, Perception +21, Perform (oratory) +20, Ride +3, Sense Motive +24, Spellcraft +25, Survival +21, Use Magic Device +20

Languages Common, Draconic, Giant, Shoanti, Sylvan

SQ amazing initiative, ancestor's council, aura of truth, bonded spirit, bonded spirit hex (wisdom of the ages), divine bond (agathion spirit 2/day), divine metamastery (x2)[MA], lay on hands 14/day (5d6), mercies (injured, sickened, targeted), mythic spellcasting[MA], oracle's curse (powerless prophecy), recuperation, revelations (bonded mount, friend to the animals [30 ft.], nature's whispers), spirit (ancestors), stirring monologue (33 rounds/day)

Combat Gear lesser extend metamagic rod, scroll of displacement (x2), scroll of fly (x2), scroll of invisibility sphere (x2), scroll of see invisibility (x2), wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of longstrider (50 charges)

Other Gear silken ceremonial armor[UC], mwk darkwood heavy wooden shield, mwk club, circlet of persuasion, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked magenta prism ioun stone, equestrian belt[UE], eyes of the eagle, handy haversack, lucky horseshoe[OA], ring of revelation (lesser)[APG], commune components (worth 500 gp), spell component pouch (2), spell component pouch, trueseeing components (2) (worth 500 gp), 898 gp

Special Abilities:

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ancestor's Council (12/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Aura of Truth (Su) Auto see through phantasms, auto disbelieve figments, +4 to save vs. phantasm spells for allies in 10 ft.
Bardic Performance: Dirge of Doom (30 ft.) (Su) Foes in 30 ft are shaken.
Bardic Performance: Fascinate (4 targets, DC 24) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +4 (Su) Competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 24) (Sp) Make a Suggestion to one Fascinated creature.
Bonded Spirit Gain a wandering spirit each day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Agathion, 2/day) +12 (Su) As a standard action, lay on hands/channel/spells heal extra hp.
Divine Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Friend to the Animals +9 (Su) Animals in 30 ft gain +9 to saves.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (5d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Injured) (5 rounds) (Su) Target gains fast healing 3 for duration.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Targeted, DC 24) (Su) Grants target the effect of sanctuary spell.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Paladin Channel Positive Energy 6d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Solar Spell Light spell dazzles creatures and deals extra damage and extra effects against oozes, fungal, shadow, and undead creatures. +1 Level.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Stirring Monologue (33 rounds/day) (Su) Can use bardic performances by using perform (oratory).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wisdom of the Ages (Su) Use Charisma modifier instead of Intelligence for Int-based skills.

Fade:

As per the GM post animal companions gain +1 resistance to saves, +1 enhancement to natural armour, the eldritch claws feat and you can transfer your own bonuses to them. Normally Orlanna transfers her weapon bonus to enhance Fade's bite attack along with her natural armour bonus, deflection bonus and resistance bonus to saves

Animal Companion
Fade, Wolf N Large animal
Init +3; Senses low-light vision, scent; Perception +9

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Defense
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AC 32, touch 14, flat-footed 29 (+5 armor, +2 deflection, +3 Dex, +13 natural, -1 size)
hp 117 (9d8+45)
Fort +15, Ref +13, Will +10 (+4 morale bonus vs. enchantment effects, +4 morale versus fear or charm and +4 untyped versus phantasm if within 10' of Orlanna, +9 to all if within 30' of Orlanna))
Defensive Abilities evasion

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Offense
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Speed 50 ft.
Melee bite +14/+9 (1d8+12 plus trip)
Space 10 ft.; Reach 5 ft.

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Statistics
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Str 25, Dex 16, Con 20, Int 6, Wis 12, Cha 6
Base Atk +6; CMB +14; CMD 29 (33 vs. trip)

Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Eldritch Claws[APG], Iron Will, Power Attack
Traits fate's favored, helpful (the regular combat trait, she hasnt been raised by halflings!)

Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Flee, Get Help, Guard, Guide, Heel, Maneuver (Grapple), Maneuver (Trip), Protect, Seek, Sneak, Subdue

Skills Acrobatics +7 (+15 to jump), Climb +11, Perception +9, Stealth +3, Survival +1 (+5 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent

Other Gear mwk darkleaf cloth studded leather, saddle