Divine Crusader

Stella Delaine's page

21 posts. Alias of Icyshadow.


Full Name

Stella Delaine of House Altamia

Race

Holstaur

Classes/Levels

Paladin / Sorcerer 5 (Gestalt)

Gender

Female

Size

Medium

Age

25

Alignment

Lawful Good

Deity

Abadar

Languages

Common, Giant, Abyssal, Terran

Strength 19
Dexterity 14
Constitution 17
Intelligence 14
Wisdom 12
Charisma 18

About Stella Delaine

Backstory:
Born to the esteemed house of Altamia that had been in a steady decline due to their home nation's loss of respect for knightly values, Stella Delaine grew up admiring knightly armor and listening to her father's tales of past glory, deciding that she'd want to grow up to be a knight herself one day.

However, once she became a teenager things started turning for the worse. Stella started to have recurring nightmares about demons, and weird things started to happen around her such as objects flying around or Baphomet's unholy symbol forming on walls. Her older brother died on a battlefield, and her parents were starting to break down under the pressure of the things happening around them.

After finding out that she might be cursed with the blood of a demon, she waited till she grew up while taking care of her grief-stricken parents, eventually taking up an armor and weapons of her own. She intended to go out in the world mainly to keep them safe if the demonic influence was not left in check, and to come back with tales and gold that might inspire her fellows at home to a new time of greatness.

Stella Delaine:
Stella Delaine of House Altamia
Holstaur Paladin / Abyssal Bloodline Sorcerer 5 (Gestalt)
LG Humanoid
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC: 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex, +1 Deflection)*
Hp: 47 (5d10+20)
Fort +11 (+13 vs poison), Ref +7, Will +9
SR- Immune- Fear, Disease
Resist- Electricity 5
* = When Mage Armor in use, AC increases to 21, touch 16, flat-footed 19
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +1 (+2) Large Falchion +10 (2d6+7/18-20,x2)*
Ranged: Scorching Ray +2 (4d6 Fire), range 30 feet
Special Attacks: Smite Evil 2/day (+4 hit/+5 damage/+4 deflect)
Power Attack: -2 hit/+4 damage
* = When Bull's Strength and Enlarge Person added, attack +12 (3d6+9)
--------------------
Statistics
--------------------
Str 19 Dex 14 Con 17 Int 14 Wis 12 Cha 18
-Base Atk +5; CMB +10 CMD 23
-Feats Power Attack, Furious Focus, Alignment Channel (Harm Evil)
-Traits Bred for War (+1 Intimidate and CMB), Ease of Faith (+1 Diplomacy, added as class skill), Eyes and Ears of the City (+1 Perception, added as class skill), Reactionary (+2 Initiative)
-Skills
Diplomacy 4 ranks (+14) [+4 Rank, +4 Cha, +2 Racial, +1 Trait, +3 Class Skill]
Intimidate 1 ranks (+9) [+1 Rank, +1 Trait, +4 Cha, +3 Class Skill]
Knowledge Arcana 3 ranks (+8) [+3 Rank, +2 Int, +3 Class Skill]
Knowledge Planes 1 rank (+6) [+1 Rank, +2 Int, +3 Class Skill]
Knowledge Religion 3 ranks (+8) [+3 Rank, +2 Int, +3 Class Skill]
Perception 4 ranks (+11) [+4 Rank, +1 Wis, +2 Racial, +1 Trait, +3 Class Skill]
Sense Motive 4 ranks (+8) [+4 Rank, +1 Wis, +3 Class Skill]
Spellcraft 3 ranks (+10) [+3 Rank, +4 Cha, +3 Class Skill]
Use Magic Device 2 ranks (+9) [+2 Rank, +4 Cha, +3 Class Skill]
-Languages Common, Giant, Abyssal, Terran
-SQ Aura of Good, Detect Evil (At-will), Smite Good 2/day, Divine Grace, Lay on Hands 6/day (2d6), Aura of Courage, Divine Health, Mercy, Channel Positive Energy 3/day (3d6), Divine Bond, Bloodline (Abyssal)
- 15000 EXP
--------------------
Special Abilities
--------------------
-Darkvision (60 feet) You can see in the dark (black and white vision only)
-Abyssal Bloodline (Claws), Demon Resistances
-Mercy (Sickened)
-Divine Bond (Weapon)
--------------------
Equipment and Gear
--------------------
Masterwork Backpack
+1 Large Falchion
+1 Mithral Chain Shirt
+1 Ring of Protection
Wand of Cure Light Wounds (CL 1st, 50 charges)
Silver Holy Symbol
10 days Trail Rations
Silk Rope (x2)
Masterwork Manacles (Masterwork Lock)
3100 gp worth of gemstones

Spells:

Paladin spells (CL 2nd, 2/day)
1st level - Hero's Defiance

Sorcerer spells (CL 5th)
0 level (At-will, DC 14)
Detect Magic
Read Magic
Prestidigitation
Mage Hand
Ray of Frost
Ghost Sound

1st level (DC 15, 7/day)
Mage Armor
True Strike
Feather Fall
Enlarge Person
Cause Fear (Bloodline)

2nd level (DC 16, 5/day)
Invisibility
Scorching Ray
Bull's Strength (Bloodline)

Holstaur:
Racial Traits:

Humanoid (Holstaur)

+2 Strength, +2 Wisdom, -2 Dexterity. While the holstaurs have inherited a part of the minotaur's strength and cunning, they also tend to be somewhat clumsy.

Medium: As medium creatures, cowgirls have no special bonuses or penalties due to their size.

Normal Speed: Holstaur base land speed is 30 feet.

Darkvision: Holstaurs can see in the dark up to 60 feet.

Natural weapon: Gore (1d6). While the horns of a holstaur aren't as dangerous as those of a minotaur, they can still be used as a last resort if the cowgirl is caught unarmed in battle. A holstaur can attack with a weapon at her normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).

Powerful Charge: If the holstaur charges, her gore attack deals 2d6 points of damage, plus 1½ times her Strength modifier.

Powerful Build (Ex): The physical stature of holstaurs lets them function in many ways as if they were one size category larger. Whenever a holstaur is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the holstaur is treated as one size larger if doing so is advantageous to her. A holstaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect her.

A holstaur can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (This racial is taken from the Dreamscarred Press book Psionics Unleashed)

Consideration: +2 racial bonus on Diplomacy and Perception checks. Holstaurs are used to pleasing people and keeping up good relations for the purpose of winning men over to their side, and they also possess sharp senses that help them survive.

Minotaur Cunning (Ex): Sharing the natural cunning of their minotaur cousins, a holstaur gains a +4 bonus on Intelligence checks to escape Maze spells as well as giving her the ability to detemine which way is north automatically.

Automatic Languages: Common, Giant. Bonus Languages: Abyssal, Dwarven, Gnoll, Goblin, Terran and Undercommon. Holstaurs are usually skilled only in speaking Common and Giant, but those who can either study languages linked to their history or those of their allies and enemies.

The holstaurs are an odd race formed of both a blessing and a curse, their creation being born from an indirect clash between Lamashtu and Aroden, the latter of which once heard prayers and pleads from a group of repentant female Minotaurs who had wished to be turned into humans after finding an ancient tablet telling of their days as citizens of Iblydos.

Hearing their cries, the god of humanity decided to fulfill their wish, but his blessing was foiled by the very curse that Lamashtu had planted upon the minotaurs ages ago. The result was something unusual indeed; though they looked more human than their minotaur brethren, the women still had hooved feet and the horns and ears of a bovine, along with a newly grown tail. The curse also made them all but unable to give birth to males, leading every newborn child into being another one of them.

Realizing that this was all he could do for them, Aroden led the newly created holstaurs away from their former homes and away from both Lamashtu and Baphomet before leaving them to fend for themselves. Though some have regressed to the savage ways of the minotaurs and returned to their labyrinthine homes, most of the holstaurs approached the communities of the common races with peaceful intentions, eventually earning the trust of the humans and the dwarves.