![]()
About Sir Drystan GoldenflameBackground:
Sir Drystan is a the son and right hand of Ragathiel, the Empyreal Lord of Righteous Vengeance. He was born to Ragathiel's wife, a redeemed fire giantess paladin, and raised in his father's fortress on the first layer of heaven. Other boys play with toys, but Drystan was carrying his father's banner, then fighting at his side, before he hit puberty; a must when one is raised in a steel fortress at the foot of Heaven's mount, a position repeatedly assailed by evil and chaos throughout his upbringing. As a young adult he joined his father's most fervent disciples, the Crimson Templars, where he excelled, rising rapidly (but on his own merits) to command. Eventually he became his father's preferred troubleshooter, dispatched to many wars on many planes to turn the tide of evil, rescue the forces of good, and prech his father's special brand of honor; chivalry, duty, and vengeance. Recently he was chosen by a council of Empyreal Lords to take up heaven's seat on Hyraeatan's Circle of Wardens. While a prestigious role, and one that shows the confidence his father's peers have in him, he can't help but wonder if some celestial politics are at play here, perhaps an effort to limit his father's power by sending away his most faithful and capable servant. Appearance:
Sir Drystan is enormous, even for a fire giant. He is a towering pillar, a beacon of golden-white flame, wearing mithral plate armor, borne aloft on six wings of golden fire, bearing a huge Sacred Avenger and a whip formed from his of flame, he cuts an unmistakeable figure. Personality:
Sir Drystan is a multifaceted being. He is a champion of good and the law. He can be a merciful judge when called upon, but a merciless terror on the battlefield, striking foes down without a hesitation or doubt. He is wrath personified, but far from some mindless barbarian. Crunch:
Drystan Male paladin half-celestial jotun crimson templar 10/jotun paragon 10/pyrokineticist 10/soulknife (gifted blade) 20/gestalt 20/Champio (In the Company of Monsters 19, 20, Pathfinder Player Companion: Paths of the Righteous 8, Pathfinder RPG Bestiary, Pathfinder RPG Monster Codex 248, Ultimate Psionics 57, 282, 374) LG Huge outsider (humanoid, giant, native) Init +14; Senses darkvision 60 ft., low-light vision; Perception +33 Aura resolve (10 ft.), nimbus -------------------- Defense -------------------- AC 50, touch 18, flat-footed 45 (+12 armor, +5 deflection, +5 Dex, +15 natural, +5 shield, -2 size) hp 465 (20d10+335) Fort +37, Ref +34 (+4 when using Rock Catching.), Will +36; +4 vs. poison, +5 vs. ongoing effects Defensive Abilities hard to kill, rock catching; DR 10/magic; Immune fire, calm emotions, disease; Resist acid 12, cold 32, electricity 12, fire adaptation; SR 35 Weaknesses vulnerability to cold -------------------- Offense -------------------- Speed 80 ft. (60 ft. in armor), fly 140 ft. (good) Melee mwk axiomatic holy whip +28/+23/+18 (3d6+28 nonlethal/×3 fire plus 4d6 sneak attack and 2d6 vs. chaotic and 2d6 vs. evil) or sacred avenger +29/+24/+19/+14 (3d6+37/19-20 plus 4d6 sneak attack and 2d6 vs. evil) or gore +22 (3d6+16 plus 4d6 sneak attack), 2 slams +22 (2d6+16 plus 4d6 sneak attack) Space 15 ft.; Reach 15 ft. (30 ft. with masterwork axiomatic holy whip) Special Attacks bolt of fire (10d6), champion's strike (fleet charge), enhanced mind blade, fire lash, form mind blade, hand afire (+4d6), leech heat, mind blade mastery, mythic power (5/day, surge +1d6), quick draw, rock throwing (100 ft.), smite evil 2/day (+10 attack and AC, +24 damage), sneak attack +4d6, weapon afire (+4d6) Spell-Like Abilities (CL 30th; concentration +40) At will—detect evil 3/day—holy aura, protection from evil 1/day—aid, bless, cure serious wounds, detect evil, dispel evil, hallow, holy smite (DC 24), holy word (DC 27), mass charm monster (DC 28), neutralize poison, remove disease, resurrection, summon monster IX (celestials only) Soulknife (Gifted Blade) Powers Known (power points 117, ML 18th; concentration +28) 4th—energy adaptation, fold space (DC 21), slip the bonds, steadfast perception 3rd—evade burst, hustle, sharpened edge 2nd— 1st— 0 (at will)— -------------------- Statistics -------------------- Str 38, Dex 20, Con 26, Int 16, Wis 24, Cha 30 Base Atk +20; CMB +31 (+35 grapple); CMD 56 Feats Accomplished Sneak Attacker, Aerial Roll, Antagonize[UM], Aspect Of Fire, Big Game Hunter, Celestial Obedience, Combat Expertise, Combat Reflexes, Cornugon Smash, Creature Focus, Deadly Aim, Diehard, Double Slice, Dual Path[M], Endurance, Extra Elemental Power, Fast Healer[APG], Flyby Attack, Greater Two-weapon Fighting, Hover, Hurtful, Improved Initiative, Intimidating Prowess, Mindblade Proficiency, Mythic Paragon[M], Power Attack[M], Psionic Talent, Shocking Bellow, Toughness[M], Two-weapon Fighting, Two-weapon Rend, Weapon Focus Traits fate's favored, reactionary, unscathed Skills Acrobatics +12 (+24 to jump), Appraise +5, Autohypnosis +32, Bluff +12, Climb +21, Diplomacy +22, Disguise +12, Escape Artist +4, Fly +29, Heal +9, Intimidate +51, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (planes) +28, Knowledge (psionics) +28, Knowledge (religion) +28, Linguistics +10, Perception +33, Ride +4 (+9 regarding elephant-like creatures), Sense Motive +25, Stealth -4, Survival +9, Swim +21; Racial Modifiers +2 Intimidate, +2 Sense Motive Languages Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Terran SQ active energy type, blade skills (additional configuration, alter mind blade, deadly blow, emulate melee weapon, enhanced range, ice blade, improved enhancement, mind daggers, multiple throw, weapon special), conflagration, elemental affinity (elemental power [fire]), elemental powers (elemental sheath 6d1, fiery militant, fling, grab, pound), fiendish studies +6 (swift action), finesse weapon attack attribute, fire soul, heat death, heavenly fire (10d6 split fire/divine dam), immolate, impossible speed[MA], lay on hands 25/day (15d6), manifesting, manipulate blaze, mythic manifestation, penetrating fire, ruthlessness, shape mind blade, shield of wings, throw mind blade Combat Gear phylactery of the shepherd[UE], wayfinder, shining; Other Gear celestial plate armor, sacred avenger[MA], mwk axiomatic holy whip, amulet of proof against detection and location, bag of holding vi, bane baldric[UE], boots of striding and springing, bracers of the avenging knight[UE], cloak of the yeti, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked pale green prism ioun stone (attack), efficient quiver, glove of storing, greater ring of cold resistance, greathelm of the mammoth lord, mirroring belt[MA], ring of immolation, robes of xin-bakrakhan, stone of good luck (luckstone), 1,430 gp -------------------- Special Abilities -------------------- Active Energy Type (Fire) Lets you set your psionic active energy type. Additional Configuration (Mind Blade [Light], Piercing) The soulknife gains the ability to have a separate configuration for his mind blade's enhancement bonus and special abilities. When he forms his mind blade, the soulknife may choose either configuration. Creating this extra configuration functions ju Aerial Roll Imdt act while flying, Fly check vs. attack roll to dodge attack, take -10 on Fly until end of next turn. Alter Mind Blade You can reshape your mind blade any time you form it Antagonize Use Diplomacy or Intimidate to goad creatures Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm. Big Game Hunter +1 to hit, +2 to damage Large or larger creatures. Bolt of Fire (10d6 ranged (60') touch) (Ps) Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each Celestial Obedience Gain special boons due to your reverence for an empyreal lord. Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Conflagration (Ps) At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. As a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst e Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Creature Focus (Favored Enemy [Evil Outsiders]) +2 to Perception, Survival, and weapon damage vs. chosen type. Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage. Deadly Blow The soulknife's mind blade critical multiplier increases by 1. A soulknife must be at least 10th level to choose this blade skill. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Diehard You are stable and can choose how to act when at negative Hp. Elemental Sheath +1d6 (12 rounds, 13/day) (Su) As free act, add extra damage to attack Emulate Melee Weapon (- custom / magic weapon -) The soulknife can form his mind blade to replicate any single melee weapon, chosen at the time he takes this blade skill. The soulknife is proficient with his mind blade in this form and it functions in all ways as the chosen weapon. This blade skill Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Energy Resistance, Acid (12) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (32) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (12) You have the specified Energy Resistance against Electricity attacks. Enhanced Mind Blade +9 (Su) You can enhance your Mind Blade with a total enhancement bonus of +9. Enhanced Range The soulknife's range increment when throwing her mind blade in any form doubles. Extra Elemental Power Prerequisites: Elemental Power class feature, Jotun Race Benefit: Select one additional Elemental Power for which you qualify. You gain the use of this additional Elemental Power. Special: You can gain this feat multiple ti
|