Seoni

Yolanda the Dark Angel's page

45 posts. Alias of BloodWolven.


Strength 20
Dexterity 17
Constitution 16
Intelligence 18
Wisdom 17
Charisma 26

About Yolanda the Dark Angel

Olheon

Areas of Concern Deservedness, nobility, rulership
Domains Good, Law, Nobility, Protection

Idun

Crunch:

CR 5
XP 1,200
Female Half Celestial Feeble Idun /Cleric 1
LG Medium fey (extraplanar, good) outsider (native)
Init +3 Senses darkvision 60 ft., low-light vision; Perception +9

DEFENSE

AC 24/26 _ +5 vs. ranged, touch 14/16, flat-footed 21/23 (+3 Dex, +1 dodge, +3 natural, +1 Agile Breastplate +7, Prot. from Evil +2 def., +5 vs. ranged attacks)
hp 24 (3d6+9+1d8+3)

+4 racial bonus on saves vs. poison;
Resist 10: acid, cold, and electricity;
DR 5/magic
SR equal to CR + 11: 15

Fort +4 (Base +1, Con +3, Oracle +0)
Ref +6 (Base +3, Dex +3, Oracle +0)
Will +8 (Base +3, Wis +3, Oracle +2)

Immune charm, sleep, disease

OFFENSE

Speed 30 ft. (in armor 20 feet)

[dice=+1 Halberd]1d20 + 9 [/dice]
[dice=damage]1d10 + 8 [/dice]

Spell-Like Abilities (CL 4th concentration +?)

Constant–detect good, protection from evil

Special Attacks:
Channel positive energy 11/day (DC 19, 1d6),
Smite Evil 1/day, as a 4th level paladin.

Half Celestial Spells - Caster level 4:
Protection from evil 3/day,
bless 1/day,
Aid 1/day,
detect evil 1/day.

Oracle Spells Known: (CL 1, concentration +6)
1st: 5/day 3/5 left.
Divine Favor - +1 to attack and damage.
Cure Light wounds - 1d8+1
Bless - Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

0 (at will)—guidance, mending, stabilize, virtue

STATISTICS
Str 20, Dex 17, Con 16, Int 18, Wis 17, Cha 26

Base Atk +2; CMB +7; CMD 20
Feats Extra Channeling, Dodge, Weapon Focus (Halberd)

Skills: Idun 30*, Oracle 8%

*Acrobatics +7 (1 rank, Dex +3, CS +3)
*Bluff, +14 (3 ranks, Cha +8, CS +3)
*Climb, +9 (1 rank, Str +5, CS +3)
%*Craft (Wine), +11 (4 ranks, Int +4, CS +3)
%*Diplomacy, +14 (3 ranks, Cha +8, CS +3)
*Disguise, +12 (1 rank, Cha +8, CS +3)
*Escape Artist, +7 (1 rank, +3 Dex, +3 CS)
*Fly, -
%Handle Animal
%Heal, +7 (1 rank, +3 Wis, +3 CS)
%Knowledge (history), +8 (1 rank, +4 Int, +3 CS)
%Knowledge (planes), +8 (1 rank, +4 Int, +3 CS)
%Knowledge (religion), +8 (1 rank, +4 Int, +3 CS)
*Knowledge (geography), +8 (1 rank, +4 Int, +3 CS)
*Knowledge (local), +9 (2 ranks, +4 Int, +3 CS)
%*Knowledge (nature), +10 (3 ranks, +4 Int, +3 CS)
*Perception, +9 (3 ranks, +3 Wis, +3 CS)
*Perform, (sing and dance) +12 (1 rank each, +8 cha, +3 cs)
%*Profession (vintner) +14 (4 rank, +3 Wis, +3 CS, +4 racial)
%*Sense Motive, +9 (3 ranks, +3 Wis, +3 CS)
*Sleight of Hand, +7 (1 ranks, +3 Dex, +3 CS)
%Spellcraft, +11 (4 rank, +4 Int, +3 CS)
*Stealth, +7 (1 ranks, +3 Dex, +3 CS)
%Survival, +7 (1 rank, +3 Wis, +3 CS)
*Swim, +9 (1 rank, +5 str, +3 CS)
*Use Magic Device, +14 (3 ranks, +8 cha, +3 CS)

Languages Common, Sylvan

Gear +1 full plate, +1 Halberd, Silver holy symbol, scrolls, sonic weapon crystal +1d4 augment
Crystal of arrow deflection, +5 to AC vs. ranged attacks

-----

Half Celestial Racial bonuses:

Armor Class: Natural armor improves by +1.

Defenses/Qualities: A half-celestial gains darkvision 60 ft.; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature’s land speed (good maneuverability).

Special Abilities: A half-celestial gains the following special abilities:

Smite Evil (Su)
Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.

Spell-Like Abilities
A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).

HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

----

Fey Vintages (Sp):

The Idun can choose to pour a variety of magical wines from her fey chalice.

The Idun can produce curative wine at will; a creature who drinks curative wine is stabilized, and receives a new Fortitude save at a +4 holy bonus to overcome any disease or poison affecting them.

Up to three draughts of healing wine can be produced per day, each functioning as a potion of cure moderate wounds, and also curing any non-magical disease suffered by the drinker.

----

Oracle Curse:

Covetous
Source PZO9470

You find yourself drawn to the luster of wealthy living.

EFFECT

You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp × your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you.

At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks.

At 10th level, you add fabricate to your list of spells known.

At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.
----

As no one speaks up to use the helmet and collars, Yolanda takes them.

Least adds 1 point of damage of its type:
9 White = Sonic (handed out earlier)
11 Green = acid (Yolanda keeping)
9 Yellow = electricity (Yolanda keeping)
7 Red = fire (Yolanda keeping)
10 Blue = ice (Yolanda keeping)
8 Black = Force (Yolanda keeping)

Augment Crystals:

Special Lesser/major
Weapons
Force +1d4

Witch light reservoir, 8 hours to one of the following substances: sunlight, moonlight, blood or wine. useable 5 times before it must be recharged. Activate then next successful strike does the following ability: sunlight - +2d6 fire (+4d6 vs. undead), moonlight - +2d6 electricity (+4d6 vs. lycanthrope), blood - +2d6 vs. living creature or wine - a -2 on Will saves for 1 round.

Least augment crystals:
Weapons:
1: crystal of illumination, makes the weapon or armor shine like a candle
3: crystal of return, draw weapon as free action
1: Demolition crystal, deal an extra 1d6 damage to construct
2: Fiendslayer crystal, +1d6 damage to evil outsiders
1: Revelation crystal, when you damage an invisible target, for 1 round it glows
3: Truedeath crystal, +1d6 to undead
Armor:
1: Clasp of sonic Protection, resist cold 5, 30/day
Crystal of Life Keeping, +1 on saves vs. energy drain attacks, inflict spells, death spells, and death effects.
1: Crystal of Aquatic Action, No ACP for swim