Fiendish Fire Giant

Sir Drystan Goldenflame's page

187 posts. Alias of Ouachitonian.


Full Name

Sir Drystan Knight of Golden Flame

Race

Jotun (Half-Celestial Fire Giant)

Classes/Levels

Gestalt Soulknife20/Jotun Paragon 10/Pyrokineticist 10/Champion 1

Gender

Male

Size

Huge

Alignment

LG

Strength 38
Dexterity 20
Constitution 26
Intelligence 16
Wisdom 24
Charisma 30

About Sir Drystan Goldenflame

Background:

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
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Defense
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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
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Offense
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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)—
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Statistics
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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
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Special Abilities
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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
Fast Healer +4 Add half CON mod to all HP gains due to healing.
Fiendish Studies +6 (swift action, 3 at a time) (Ex) As a move action, gain bonus to att/dam/DC and various skills vs. evil outsider in sight.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fire Adaptation (Ex) At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains resistance to fire 10. At 7th level, this bonus increases to +8, and her resistance to
Fire Lash (Ps) A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1
Fire Soul (Ex) Once a pyrokineticist has reached 10th level, her body is able to shrug off the effects of flame, granting immunity to fire and fire-based effects. In addition, she may use nimbus two additional times per day.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fling (Ex) You can throw some grabbed creatures.
Fly (140 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Form Mind Blade (Mind Blade [Light], Slashing) (Su) Form a semi-solid weapon composed of psychic energy distilled from your own mind.
Grab (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hand Afire (+4d6 fire damage) (Ps) A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heat Death (Ps) A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + p
Heavenly Fire (10d6 split fire/divine dam, 10/day, DC 30) (Su) When sneak attack fiendish study target, deal extra dam (half fire, half divine) (Fort neg).
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Hurtful Make melee attack against creature you have just demoralized as free action.
Ice Blade When the soulknife makes an attack with his mind blade, he can choose to have it deal cold damage instead of its normal damage. In addition, the soulknife can expend his psionic focus when he hits with an attack to reduce the target's speed by half u
Immolate (10/day, DC 30) (Su) Disintigrate foe if sneak att/coup drops to neg hp (Fort neg). If heavenly fire vs. evil foe, no save.
Immunity to Calm Emotions You are immune to calm emotion spells.
Immunity to Disease You are immune to diseases.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Enhancement The soulknife's enhancement bonus on her mind blade increases by 1. This increase may be used to increase the actual enhancement bonus of the mind blade (to a maximum of +5) or be spent on weapon special abilities, as normal. A soulknife must be at l
Lay on Hands (15d6 hit points, 25/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leech Heat (4d6 / 4) (Su) A pyrokineticist of 6th level gains the ability to steal the heat from a creature within 30 feet and channel it to herself, dealing 2d6 points of cold damage to the target and healing herself for 2 points of damage. At 9th level, the damage increases
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifesting You have a reduced ML equal to ML-2.
Manipulate Blaze (3/day) (Su) Pyrokineticists learn not only how to fashion a whip of fire, but also how to manipulate existing fires. As a standard action, the pyrokineticist may manipulate one source of fire within close range (25 ft. + 5 ft. / 2 levels of pyrokineticist). The
Mind Blade Mastery (Su) At 20th level, a soulknife reaches the pinnacle of her art and her connection to her blade is so strong it cannot be severed. She no longer requires a Will save to maintain her mind blade in a null psionics field, although it still loses any enhancem
Mind Daggers The soulknife may form one or a pair of mind daggers in place of her normal forms
Multiple Throw The soulknife can throw a number of mind blades per round equal to the number of melee attacks she could make. A soulknife must be at least 14th level to choose this blade skill.
Mythic Manifestation As a standard action, you can expend one use of mythic power to manifest any one psionic power without expending any psionic power points. This must be one of your powers known. If the power requires a saving throw, any non-mythic creatures affected
Nimbus (4d6, 3/day) (Ps) Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4,
Penetrating Fire (Su) At 6th level, a pyrokineticist's abilities are more adept at striking through any defenses. The pyrokineticist's attacks reduce any fire resistance the target might have by the pyrokineticist's level for that attack.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Pound (11/day, DC 30) (Ex) If have established grapple, may attempt to drive opponent into ground.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Psionic Talent Gain 2 or 1 extra power points.
Quick Draw (Su) You can manifest your Mind Blade as a free action.
Rock Catching (Ex) You can catch rocks you could throw.
Rock Throwing (100 feet) (Ex) You are an accomplished rock thrower.
Ruthlessness (Ex) As a standard action, can use bastard sword to coup de grace helpless foe.
Shape Mind Blade Change the form of your mind blade, or reassign its abilities
Shield of Wings (10 minutes) (Su) Swift action, gain fly 40 (average) for duration. Lose fire resist/imm after manifest.
Shocking Bellow When acting in the surprise round, you can intimidate 1 creature as free action.
Smite Evil (1/day) (Su) +10 to hit, +34 to damage, +10 deflection bonus to AC when used.
Smite Evil (1/day) (Su) +10 to hit, +4 to damage, +10 deflection bonus to AC when used.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (35) You have Spell Resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Mind Blade Light 20ft, 1H 15ft, and 2H can't be thrown.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Two-Weapon Rend Deal extra 1d10+21 if you hit a foe with both main and off hand weapons.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
Weapon Afire (+4d6 fire damage) (Ps) At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it. This extra damage increases to 4d6 at 8th level.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
Prerequisites: base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Special (Trip) Give your mind blade one of the following specials: brace, trip, or disarm.