Appearance:
Typically she is a shining plate armored knight astride a mighty warhorse, bearing a pennent and cloak of scarlet and the insignia of the Cup promenently.
Off duty, she is an astonishingly beautiful lady in as simple but well made dress, bearing a cup often filled with golden light as she ministers to those with illnesses.
Tryane Aflin, Knight of the Cup
Changeling Paladin (Shining Knight)/Oracle(Life) Gestalt Level 9
LG Medium
Init +0; Senses Perception +0
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Defense
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AC 27, touch 10, flat-footed 27 (+11 armor, +4 shield, +2 Natural) Smite AC32
hp 94 ([8d10]+10+(9x6)+(9x3)+9)
----TOTAL = Class + Stat + Div Grace + Cloak
FORT +14 = 6 +3 +5
REFL +08 = 3 +0 +5
WILL +11 = 6 +0 +5
*Immunity to Fear. Paladin feature.
*Immunity to Charm. Paladin feature.
*Immunity to Fatigue. Oracle feature.
Weakness oracle's curses (lame)
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Offense
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Speed 15 ft.
Melee
… . Heavy Shield Bash +12/+7 (1d4+4/x2) and
. . Warhammer +1 +13/+8 (1d8+5/x3) (Silver and Ghost Touch) and
. . Dagger +12/+7 (1d4+4/19-20/x2) and
. . Gauntlet (from Armor) +12/+7 (1d3+4/x2) and
. . Lance+1 +13/+8 (1d8+5/x3) auto doubled on charge. Silver and Thundering.
. . Unarmed strike (Claw) +12/+7 (1d4+4/x2)
Special Attacks
Smite Evil (3/day) +5 to hit, +9 to damage, +5 deflection bonus to AC when used.
Hag Racial Trait: Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
Paladin (Shining Knight) Spells Prepared (CL 5):
L2 (2/day)
Eagle's Splendor, +4 to Charisma
Light Lance, creates +1 holy lance, or beacon lighting 90'r. and up to 14 mile r. signal. [/i]
L1 (4/day)
Divine Favor, +3 Luck bonus to hit and damage
*Bless Weapon, weapon acts as magic, good aligned and auto confirms crits.
Grace, Movement doesn't provoke attacks of opportunity.[/i]
Bless Weapon, weapon acts as magic, good aligned and auto confirms crits.
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Statistics
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Str 16 (14, 5pts, +2 belt),
Dex 10 (10, 0pts)
Con 16 (16, 10pts, -2 racial, +2 belt),
Int 10 (10, 0pts),
Wis 10 (8, -2pts, +2racial),
Cha 20 (14, 5pts, +2racial, +1 bonus, +1 bonus, +2 headband)
Base Atk +9/+4; CMB +12; CMD 22
Feats 5 general
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Cleave Make an additional attack if the first one hits.
Ride-by Attack You can move - attack - move when charging mounted.
Mother's Gift Surprisingly Tough (Ex): Your natural armor bonus increases by +1.
Languages Common
SQ animal companion link, aura of courage, aura of good, aura of resolve, divine bonds (divine bond [paladin mount]), lay on hands (4d6) (7/day), mercies (mercy [shaken], mercy [sickened], mercy [frightened]), paladin channel positive energy 4d6 (3/day) (dc 17, share spells with companion, skilled rider, summon mount (1/day) (1/day)
SQ mysteries (life), oracle channel positive energy 5d6 (6/day) (dc 17), revelations (enhanced cures [level 9], oracle channel positive energy, spirit boost [9 hp, 9 rounds])
Darkvision: Changelings can see in the dark up to 60 feet.
Equipment:
Folding Plate: +2 Full plate, can fold up into an amulet.
+2 Heavy steel shield, Fortification (Light)
+1 Warhammer, Silver and Ghost Touch,
Dagger,
+1 Lance, Silver and Thundering
Belt of physical might (Str & Con +2),
Headband of alluring charisma +2,
Cloak
Adventurer's sash
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (9/day) (Su) You can heal 4d6 damage, 9/day
Mercy (Frightened) (Su) When you use your lay on hands ability, it also removes the frightened condition.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (3/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (3/day) (Su) +5 to hit, +9 to damage, +5 deflection bonus to AC when used.
Summon Mount (1/day) (1/day) (Sp) summon your mount to your side.
Oracle Special Abilities:
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Enhanced Cures (level 9) (Su) For cure spells, any level caps in the spell become your oracle level
Immune to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Oracle Channel Positive Energy 5d6 (6/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Spirit Boost (9 HP, 9 rounds) (Su) Healing beyond maximum becomes temporary HP.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-------------- ------
CHANGELINGS
Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. Typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers' race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage. At puberty, changelings receive "the call," a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their "mother" and may come into great power by transforming into hags themselves.
CHANGELING RACIAL TRAITS
+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Changelings are humanoids with the changeling subtype.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Cooshee
Male Horse
LG Large Animal
Init +3; Senses low-light vision, scent; Perception +7
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Defense
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AC 27, touch 12, flat-footed 24 (+4 armor, +3 Dex, -1 size, +11 natural)
hp 84 (+48)
Fort +11, Ref +9, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee Bite (Horse) +11 (1d4+6/x2) and
. . Hooves x2 (Horse) +11 x2 (1d6+6/x2) and
. . Unarmed strike +11/+6 (1d4+6/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 22, Dex 16, Con 20, Int 6, Wis 12, Cha 6
Base Atk +6; CMB +13; CMD 26 (30 vs. Trip)
Feats Armor Proficiency (Light), Improved Natural Armor, Mounted Combat (1/round), Multiattack (Multiattack / Extra Attack), Toughness +8
Tricks Air Walk [Trick], Attack [Trick], Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Defend [Trick], Down [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Guard [Trick], Guarding [Trick], Heel [Trick], Perform [Trick], Seek [Trick]
Skills Acrobatics +1 (+9 jump), Climb +4, Escape Artist +1, Fly -1, Perception +7, Ride +2 (+4 to stay in the saddle), Sense Motive +2, Stealth +1, Swim +9
Languages SQ air walk [trick], combat riding [trick], devotion +4, fetch [trick], guarding [trick], multiattack / extra attack, perform [trick], seek [trick]
Other Gear Lamellar (leather) armor, Bit and bridle, Feed (per day) (10), Military saddle, Riding kit, Saddlebags (empty), You have no money!
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TRACKED RESOURCES
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Feed (per day) - 0/10
Mounted Combat (1/round) - 0/1
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
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Background:
Hearding her sheep, the girl with the mismatched eyes paused.
It wasn't so much something heard as felt.
The call.
It filled her with desire, with purpose. She dropped her crook and left the meadow and moved in a steady direction.
It wasn't as if there was anything to hold her at home. Her ma didn't like her, the little fosterling that wasn't hers. Her dad loved her, but she reminded him of something embarrassing. The other kids in the village teased her, made her run away.
...
The crone hummed a tune, something that seemed to wrap her will in cotton, muffling it's screams as the ladle with disgusting things floating in it approached her lips.
"Hush dearie, it's soon done..." The hag crooned in a parody of concern.
...
The pain as her bones grew, her muscles bulged and twisted. She fought, even through the encantment. This was wrong!
...
The shining man swing his warhammer, flaming like a comet, into the hags upraised arm, which snapped like a twig. The glow given off by the shining man, it seemed to lift the cotton over Tryane, and she realized the horror of the bones littering the cottage, and what was in the cauldron. Lunging forward she snapped the bonds with a crash and hurled herself onto the hag.
Furious, the Annis screeched in rage and grabbed Tryane by her left leg and swung her into the knight with a crash of metal and both of them sprawled on the floor. The hag began to beat the knight, brutally, and with her bare hands.
Tryane struggled to her hands and knees and she reached around for a weapon. Her hand landed on the warhammer, and she grasped it's cold iron haft, careless of the sizzling pain as she did. With a sudden lunge she brought it directly down on the hag's skull, and it burst like a rotten blackberry.
...
The took her lips from the cup and she was herself again. Though a little taller, and definately with more muscle.
"Now you are the new Knight of the Cup." Wheezed the Knight as he lay on the forest floor. "You bear the chalice of Life itself, with all it's power and the burden of duty thereby. You need never fear transforming into your mother." He took off his heavy necklace. "This will help you."
"I am old. Old even as the elves measure it; and I am tired. I am glad you are here to take the burden. Farewell."
And then she was alone.
Wait, what was that cry?
Searching around, she found a cage with some children. She knew some of them from the village! Now they were screaming and crying to be let out, knowing their fate if they stayed. She opened the cage easily, and guided them back to their town, protecting them from harm all the way.
She was slow, limping from the injury she took from the grip of the hag, but stronger; much stronger. And sure of her purpose in life now.