Kyra

Rhiannon Moonwing's page

177 posts. Organized Play character for Stiehle.


Full Name

Rhiannon Moonwing

Race

LG Female Half-Elf | Paladin 4 / Warpriest 6 (Ragathiel) | Perception: +4, Low-Light Vision | Init: +2 | HP: 82 (of 86) | AC: 26, Touch: 11, FF: 26, CMD: 23 | Speed: 20' | Fort: +17, Reflex: +9, Will: +18

Classes/Levels

Abilities Used:
0 (of 8 LoH [2d6]); 1 (of 1 LoH [3d6]); 0 (of 5 Fervor [2d6]); 0 (of 6 Blessings); 3 (of 6 rounds Sacred Weapon [+1]); 0 (of 2 Smite Evil [+4/+4])
Buffs/Conditions*:
None

Size

A half-elf of 27 years, standing around 5'10" tall and while stronger than many men, she is also beautiful - with long dark hair and sapphire blue eyes.

Deity

A paladin of Ragathiel, clad in plate armor and a crimson hued cloak trimmed in gold, with a heavy shield strapped to her back along with a crossbow and well-worn bastard sword.

About Rhiannon Moonwing

Lawful Good | Female | Half-Elf
Paladin (Tempered Champion) 4 / Warpriest 6 of Ragathiel
Pathfinder Society #260381-002
XP: 27.5 | Prestige: 8 | Fame: 48
Silver Crusade Faction

Strength 20* [+5] Constitution 14 [+2] Dexterity 10 [+0]
Wisdom 14 [+2] Intelligence 10 [+0] Charisma 18* [+4]
*Includes +4 Enhancement Bonus from magical items

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Defense

Hit Points 86

Armor Class 26, Touch AC 11, Flat-Footed AC 26
Magical Full Plate Armor +2
Magical Heavy Steel Shield +2
(+11 Armor, +4 Shield, +0 Dex, +1 Deflection)

Combat Maneuver Defense 24
(10 +8 BAB +5 STR +0 DEX +1 Deflection)

AC Notes -5 AC Penalty (Armor); -1 AC Penalty (Shield)

Fort Save +17
(+9 Base + 2 CON +4 Ability +2 Cloak)
Reflex Save +9
(+3 Base + 0 DEX +4 Ability +2 Cloak)
Will Save +18
(+9 Base + 2 WIS +4 Ability +1 Trait +2 Cloak)

Fire Resistance 2; Electricity Resistance 2;
Cold Resistance 2; Acid Resistance 4

Save Notes +4 to all saves (Divine Grace ability); +2 to Will saves vs enchantment spells and effects; immune to sleep (Racial ability); +1 to Will saves (Trait); elemental resistances (Boon - CS #18)

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Offense

Initiative +2
(+0 DEX +2 Trait)
Senses Perception +4, Low-light vision

Normal Speed 30 ft.
Modified Speed 20 ft. (Armor)

Base Attack Bonus +8/+3, Melee Attack +13/+8 (BAB + STR), Ranged Attack +8/+3 (BAB + DEX)

Combat Maneuver Bonus +12
(+8 BAB +4 STR)

Melee Weapons:
Magical +2 Adamantine Bastard Sword +16/+11 (1d10+9, 17-20 x2, S)
Bypass hardness and DR (adamantine)

Masterwork Cold Iron Heavy Mace +14/+9 (1d8+5, x2, B)
Bypass DR (cold iron)

Silvered Dagger +13/+8 (1d4+4, 19-20 x2, S or P)
Bypass DR (silver)

Ranged Weapons:
Light Crossbow +8 (1d8, 19-20 x2, S)

Silvered Dagger +8 (1d4+4, 19-20 x2, S or P)
Bypass DR (silver)

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Skills
(22 Skill Points)
Armor Check Penalty (-5 [Armor] or -6 as calculated below [Armor & Shield])

Acrobatics -6 [+0 DEX, -6 ACP]
Appraise +0 [+0 INT]
Bluff +4 [+4 CHA]
Climb -1 [+5 STR, -6 ACP]
Diplomacy +20 [10 Ranks, +3 Class, +4 CHA, +3 Skill Focus]
Disguise +4 [+4 CHA]
Escape Artist -6 [+0 DEX, -6 ACP]
Fly -6 [+0 DEX, -6 ACP]
Heal +6 [1 Rank, +3 Class, +2 WIS]
Intimidate +4 [+4 CHA]
Knowledge (Religion) +5 [2 Ranks, +3 Class, +0 INT]
Knowledge (Nobility) +5 [2 Ranks, +3 Class, +0 INT]
Perception +4 [+2 WIS +2 Keen Senses]
Profession (Barrister) +10 [5 Ranks, +3 Class, +2 WIS]
Ride -6 [+0 DEX, -6 ACP]
Sense Motive +6 [1 Rank, +3 Class, +2 WIS]
Spellcraft +4 [1 Rank, +3 Class, +0 INT]
Stealth -6 [+0 DEX, -6 ACP]
Survival +2 [+2 WIS]
Swim -1 [+5 STR, -6 ACP]

Languages Common, Elven

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Abilities

Low-Light Vision Can see twice as far as humans in dim light. [Racial - Half-Elf]

Adaptability (Diplomacy) Gains a Skill Focus as a bonus feat at 1st Level. [Racial - Half-Elf]

Elf Blood Count as both elves and humans for any effect related to race. [Racial - Half-Elf]

Elven Immunities Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. [Racial - Half-Elf]

Keen Senses Gain a +2 racial bonus on Perception skill checks. [Racial - Half-Elf]

Multitalented [Paladin/Warpriest] Choose two favored classes at 1st level and gain +1 hit point or +1 skill point whenever a level is taken in either one of those classes 1st Level Paladin - 1 Hit Point; 2nd Level Warpriest - 1 Hit Point; 3rd Level Paladin - 1 Hit Point; 4th Level Warpriest - 1 Skill Point; 5th Level Paladin - 1 Hit Point; 6th Level Warpriest - 1 Hit Point; 7th Level Paladin - 1 Skill Point; 8th Level Warpriest - 1 Hit Point; 9th Level Warpriest - 1 Hit Point; 10th Level Warpriest - 1 Hit Point [Racial - Half-Elf]

Proficiencies Simple weapons, martial weapons and the bastard sword (deity’s favored weapon), light armor, medium armor, heavy armor and shields (except tower shields). [Class - Paladin & Warpriest]

Aura (Ex) Possesses a particularly powerful Lawful and Good aura that corresponds to the diety’s alignment, and an aura of Good that is equal to paladin level. [Class - Paladin & Warpriest]

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. Concentrating is a move action and allows the paladin to focus on a single item or individual within 60’ 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. [Class - Paladin]

Smite Evil (Su) [2x/day; +4 to AC; +4 attack/+4 damage] As a swift action, the paladin chooses one target to smite. If the target is evil, the paladin adds her CHA bonus to her attack rolls and her paladin level to all damage rolls against that target, automatically bypassing any DR the creature might possess. If the target 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 paladin level. The paladin also gains a deflection bonus equal to her CHA modifier to her AC against attacks made by the target of the smite. The effect remains until the target is dead, though if the target is a creature that is not evil, the smite is wasted with no effect. [Class - Paladin]

Spells A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, restricts him from casting spells of opposing alignment (Chaotic & Evil). A warpriest must choose and prepare his spells in advance. A warpriest's highest level of spells is 6th. Cleric spells of 7th level or higher are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is equal to 10 + the spell's level + the warpriest's Wisdom modifier. Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he spends 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. [Class - Warpriest]

Spontaneous Casting A good warpriest can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. [Class - Warpriest]

Blessings (Su) [Good, Law; 6x/day] A warpriest's deity influences his alignment, the magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. [Class - Warpriest]
Law Blessing - Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an extra 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This extra damage doesn't stack with the additional damage from the axiomatic weapon special ability.
Good Blessing - 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.

Focus Weapon [Bastard Sword] At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon). [Class - Warpriest]

Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day. These spells are cast as any other spell, but aren't expended when cast and can be used again. [Class - Warpriest]

Sacred Weapon (Su) [Bastard Sword (1d8); +1 enhancement bonus 6 rounds/day] At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level (including Paladin [Tempered Champion] Levels]) and not the weapon type. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage - this decision must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that deal only energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, shock, axiomatic, merciful, ghost touch or holy. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These benefits do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. [Class - Warpriest]

Divine Grace (Su) [+4] Gain a bonus equal to CHA bonus on all saving throws. [Class - Paladin]

Lay on Hands (Su) [2d6 8x/day; & 3d6 1x/day] As a standard action, a paladin can heal wounds a number of times per day equal to 1/2 her paladin level + CHA modifier for an amount equal to 1d6 for every two paladin levels possessed. A paladin only needs one free hand to use this ability, and if healing her own wounds this is a swift action. Alternatively, a paladin can use this ability to deal damage to undead creatures, which requires a melee touch attack and does not provoke an AoO, nor does it receive a saving throw. [Class - Paladin & Silver Crusade Reward]

Fervor (Su) [2d6 5x/day] At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This use of fervor counts as positive energy. As a swift action, a warpriest can expend one use of fervor to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way don't require somatic components and do not provoke attacks of opportunity. [Class - Warpriest]

Aura of Courage (Su) 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. [Class - Paladin]

Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. [Class - Paladin]

Mercy (Su) [Shaken] 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. [Class - Paladin]

Bonus Feats [Weapon Versatility] At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level. [Class - Warpriest]

Channel Energy (Su) [2d6, uses 2 LoH] When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability. Regardless of alignment, any paladin can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A paladin channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. [Class - Paladin]

Divine Weapon Specialization (Ex) [Weapon Specialization - Bastard Sword] At 4th level and every 4 levels thereafter, a tempered champion gains a bonus feat from the following list: Disruptive, Divine Fighting Technique, Greater Penetrating Strike, Greater Weapon Focus, Greater Weapon Specialization, Penetrating Strike, Weapon Focus, Weapon Specialization, and Weapon Trick. If a feat requires choosing a weapon or weapon group, the tempered champion must choose her deity’s favored weapon, or its group. The tempered champion must meet the feat’s prerequisites, but treats her tempered champion levels as fighter levels for this purpose. In addition, the 4th-level tempered champion gains the increased base weapon damage of the warpriest’s sacred weapon ability at her tempered champion level. This ability replaces spellcasting. [Class - Paladin (Tempered Champion)]

Channel Energy (Su) [2d6, uses 2 Fervor] At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. [Class - Warpriest]

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Feats

Extra Lay On Hands You can use your lay on hands ability two additional times per day. [1st Level Feat]

Weapon Focus [Bastard Sword] You gain a +1 bonus on all attack rolls you make using the selected weapon. [Warpriest Bonus Feat]

Power Attack [-3/+6] 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. [3rd Level Feat]

Radiant Charge [+?d6 +4] When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances. [5th Level Feat]

Weapon Versatility When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead. [Warpriest Bonus Feat]

Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. [7th Level Feat]

Weapon Specialization [Bastard Sword] You gain a +2 bonus on all damage rolls you make using the selected weapon. [Paladin (Tempered Champion) Bonus Feat]

Lunge You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. [9th Level Feat]

Improved Critical [Bastard Sword] When using the weapon you selected, your threat range is doubled. [Warpriest Bonus Feat]

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Traits

Indomitable Faith Given the history of Ragathiel, those that choose to worship the empyreal lord at times are seen as dangerous, but you still have never abandoned him. Your constant struggle to maintain your own faith through the hardships of youth has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves. [Faith]

Reactionary You have developed the keen senses of a warrior, adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks. [Combat]

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Spells

0 Level Spells [DC 12]:
Create Water - Create up to 12 gallons of water (Standard Action; 40' range [Close]; Instant; V,S)

Detect Magic - Detect spells and magic items - requires concentration to maintain (Standard Action; 60' range [Cone]; 6 minutes [C]; V,S)

Guidance - Gain a +1 bonus to an attack roll, save or skill check (Standard Action; Touch; 1 minute; V,S)

Read Magic - Read magic script such as scrolls (Standard Action; Personal; 60 minutes; V,S,F)

Stabilize - Stabilize dying creature (Standard Action; 40' Range [Close]; Instant; V,S)

1st Level Spells - 5x/day [DC 13]:
Divine Favor - Gain a +1 luck bonus to attack and damage rolls (Standard Action; Personal; 1 minute; V,S,DF)

Divine Favor - Gain a +1 luck bonus to attack and damage rolls; Standard Action (Standard Action; Personal; 1 minute; V,S,DF)

Divine Favor - Gain a +1 luck bonus to attack and damage rolls; Standard Action; Personal (Standard Action; Personal; 1 minute; V,S,DF)

Protection from Evil - Gain a +2 deflection bonus to AC & +2 resistance bonus to saves & immunities vs evil creatures (Standard Action; Touch; 5 minutes; V,S,DF)

Air Bubble - Can breathe underwater or in airless environments (Standard Action; Touch; 6 minutes; S,DF)

2nd Level Spells - 4x/day [DC 14]:
Bear's Endurance - Gain a +4 enhancement bonus to Constitution (Standard Action; Touch; 5 minutes; V,S,DF)

Bear's Endurance - Gain a +4 enhancement bonus to Constitution (Standard Action; Touch; 5 minutes; V,S,DF)

Resist Energy [10] - Ignore up to 10 hit points of damage when struck by energy of the caster's choosing, either acid, cold, electricity, fire or sonic (Standard Action; Touch; 60 minutes; V,S,DF)

Silence - All sound in 20' radius around an object or stationary point in space is stopped (1 Round casting; 640' range [Long]; 6 Rounds; Will save negates; V,S)

Concentration +8
(+2 WIS +6 Warpriest Level)

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Gear

Traveler’s Outfit (Simple clothes worn under armor) [0.0 lb.]

Magical Wayfinder [Holy Symbol of Ragathiel] (Casts Light on command; acts as a compass to grant a +2 circumstance bonus on Survival checks to avoid becoming lost; can hold 1 ioun stone [empty]) [1.0 lb.]

Spell Component Pouch [2.0 lb.]

Backpack [2.0 lb.]
~Bedroll [5.0 lb.]
~5 Days of Trail Rations [5.0 lb.]
~Waterskin [4.0 lb.]
~2 Torches [2.0 lb.]
~100’ Silk Rope (4 HP, DC 24 STR burst check) [10.0 lb.]
~Grappling Hook (ranged attack vs DC 5 to catch on to stable object) [4.0 lb.]
~2 Flasks of Antitoxin (grants a +5 alchemical bonus to Fort saves vs poison for 1 hour) [2.0 lb.]
~2 Flasks of Alchemist’s Fire (Range 10’; ‘Touch’ attack for 1d6 fire damage, +1 damage to others within 5 feet of target, additional 1d6 damage on following round unless flames are extinguished with a DC 15 Reflex save using a full-round action) [2.0 lb.]
~2 Flasks of Acid (Range 10’; ‘Touch’ attack for 1d6 acid damage, +1 damage to others within 5 feet of target [2.0 lb.]
~2 Flasks of Alkalai(Range 10’; ‘Touch’ attack for 1d6 acid damage, +1 damage to others within 5 feet of target - if the target is an ooze, damage is doubled [2.0 lb.]

Belt Pouch [0.5 lb.]
~Coins [1.0 lb.]
~Whetstone [1.0 lb.]
~Flint & Steel [0.0 lb.]
~Medevian Commendation (Chronicle Sheet #5 - Boon) [0.0 lb.]
~Token of House Thrune (Chronicle Sheet #6 - Boon) [0.0 lb.]
~2 Antitoxin [0.0 lb.]
~4 Medicinal plants (may be chewed as a standard action, each with a different effect: +2 bonus to Fort saves vs disease for 1 hour; +2 bonus to Fort saves vs poison for 1 hour; +2 bonus to Fort saves vs nauseate/sickness for 1 hour; heal 1d4+1 damage)
~Wand of Cure Light Wounds (Heals 1d8+1 damage; 50 charges) [0.0 lb.]
~Wand of Resist Energy (CL 11; Gain Resistance 30 for 110 minutes; 10 charges) [0.0 lb.]

Spring Loaded Wrist Sheath [1.0 lb.]
~Scroll of Airwalk (Swift action to draw; Caster Level Check [+5] vs DC 8 to cast; Duration = 70 minutes; The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.) [0.0 lb.]

Snapleaf (While falling, the bearer can snap and destroy the snapleaf as an immediate action to gain the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously) [0.0 lb.]

Magical Sleeves of Many Garments [Wrist Slot] (The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.) [1.0 lb.]

Magical Talisman of Freedom [Neck Slot - 1 (of 3)] (The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds.) [0.0 lb.]

Magical Talisman of Life's Breath [Neck Slot - 2 (of 3)] (The first time that the wearer dies, he is automatically affected by Breath of Life (immediately gain 5d8+9 HP and if healed to negative CON score, the wearer remains alive)) [0.0 lb.]

Magical Ankh Talisman [Neck Slot - 3 (of 3)] (When the wearer is hit by a creature with the energy drain ability, he receives a saving throw to negate the energy drain, using the DC listed for the ability (which usually determines whether temporary negative levels become permanent). If the creature’s energy drain allows an initial saving throw, the talisman grants a second saving throw if the wearer fails his initial saving throw. If he succeeds at the saving throw granted by the talisman, the talisman releases a blast of force that automatically hits the attacker (as per the spell Force Punch [Spell deals 7d4 points of force damage and causes the target to be pushed away from you in a straight line up to 15 feet. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.]) [0.0 lb.]

Magical Talisman of Freedom [Extra] (The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds.) [0.0 lb.]

Magical Cloak of Resistance +2 [Shoulder Slot] (This garment is dyed deep crimson with a gold trim and offers magical protection in the form of a +2 resistance bonus on all saving throws.) [1.0 lb.]

Magical Headband of Alluring Charisma +2 [Head Slot] (This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.) [1.0 lb.]

Magical Belt of Giant's Strength +2 [Belt Slot] (This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.) [1.0 lb.]

Magical Ring of Protection +1 [Ring Slot] (This ring offers continual magical protection in the form of a deflection bonus of +1 to AC.) [0.0 lb.]

Currency 300pp, 124gp, 9sp, 4cp

Armor/Weapons Weight 87.0 lb.
Equipment/Coins Weight 56.5 lb.

Total Encumbrance 143.5 lb. (Medium Load)
Light Load (133 lb maximum); Medium Load (267 lb maximum); Heavy Load (400 lb maximum); Lift Above Head (400 lb maximum); Lift Off Ground (800 lb maximum); Drag & Push (2000 lb maximum)

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Background

Left on the doorstep of the Temple of Iomedae in the great City of Almas when she was a babe, Rhiannon's destiny was written from the very beginning of her life. Though she never gave up the childish hope that her parents would one day return for her, she found herself sinking into anger and resentment at being abandoned. She was treated kindly by the sisters of the order, who endured her ill behavior with grace and patience, but still the young girl lashed out at others with cutting words or physical violence. Her life changed when she read about the redemption of the angel born in the fires of hell, redeeming himself through his actions and words until he gained a place among the celestials. His name was Ragathiel, and through the inspiration of his ascension, Rhiannon managed to find peace within herself - and came to realize her destiny.

When she came of age, Rhiannon knew her calling and trained with the priests to use the divine magic that was her trust, as well as with the temple soldiers to use sword, shield and armor to defend herself and the innocent and the helpless against those that would do evil. She fostered a deep and abiding anger against both the undead and injustice. After several years of training her body and focusing her mind to call upon the divine magic of Ragathiel, Rhiannon was contacted by a representative of the Silver Crusade faction in Almas. Her devotion and skill would be of great service to them, and they would help guide her to utilize her talents to aid those in need, and to destroy the evil of the world.

Rhiannon never hesitated to take up that offer, and so she left the only place she ever knew as home to walk the path of her destiny that seemed foretold long before she ever knew how to walk...