Lady Ashlyn (36,000xp) (65/65hp, 3/3 smites, 7/7 turns, 24/24 lay on hands, 1/9 AP)
Ashlyn Alsedora Dorandanna
Female Human Paladin 6 (Lightbringer substitution level 1) / Knight of the Raven 3
LG Medium Human
Init: +0;
Senses: Listen +1 Spot +1
Aura: Courage, Good
Languages: Common, Elven, Halfling
AP: 1/9
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AC: 22, touch 10, flat-footed 22; Combat expertise;
[+9 armor, +3 shield, +0 Dex]
ACP: -6
HP: 65 (9 HD - 4)
Immune: fear, disease
Fort +13,
Ref +8,
Will +14; Divine grace, force of personality, symbol of ravenkind, vest of resistance
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Speed 20 ft.
[Base 30ft; reduced by heavy armor]
Melee
[Sunsword] +12(+14 vs evil)/+7(+9 vs evil) (1d10+4(+6 vs evil)/19-20x2); silvered and double damage vs undead
+1 Longsword +11/+6 (1d8+3/19-20x2) or
Silver dagger +10/+5 (1d4+2/19-20x2)
Ranged
Masterwork light crossbow +9/+4 (1d8/19-20x2), 80ft
Attack Options: Smite evil 2/day (good aligned, +4 attack, +1d6+6 damage), Smite undead 1/day (good aligned, +4 attack, +1d6+3 damage)
Special Actions: Turn undead 7/day (Effective level 4, turn +6, damage 2d6+7), Raven harrier (harry, baffle: Will DC 15), Sun domain 1/day
Base Atk +9/+4;
Grp +11
Combat Gear: Alchemical flare stakes, Alchemical sun flash, Holy water, Bolts (alchemical flare, cold iron, silver)
Paladin Spells Prepared (CL 4th | 1st: 2 | 2nd: 0):
Spell-like abilities (CL 6th):
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Abilities Str 14, Dex 10, Con 14, Int 14, Wis 12, Cha 19
Special Qualities: Aura of courage, Aura of good, Bypass DR vs undead, Detect undead, Divine grace, Divine health, Lay on hands (24 pts), Remove disease (1/week), Special mount, Speak with ravens
Feats : Combat expertise, Force of personality, Improved smite, Sacred healing, Improved combat expertise
Skills: Concentration +2, Craft (leatherworking) +4, Diplomacy +10, Gather information +10, Handle animal +9, Heal +10(+12 with healing kit), Knowledge (local) +10, Knowledge (nobility & royalty) +2, Knowledge (religion) +14, Ride +11(+13 to stay in the saddle), Sense motive +10
Possessions (Additional gear on mount)
Battered, unadorned leather scabbard
[- lbs][5 gp]
-
[Bonded Sunsword] +2(+4 vs evil) Bastard sword
(Order of the Raven) [2 lbs]
+1 Longsword
[4 lbs][2,315 gp]
Silver dagger
[1 lbs][22 gp]
Masterwork light crossbow
[4 lbs][335 gp]
Quiver
[- lbs][- gp]
- bolts x10
[1 lbs][1 gp]
- alchemical flare bolts x10
[1 lbs][150 gp]
- cold iron bolts x10
[1 lbs][2 gp]
- silver bolts x10
[1 lbs][3 gp]
+1 Heavy steel shield
[15 lbs][1,170 gp] ... an embossed raven covers the surface of this shield
Everburning torch
[1 lbs][100 gp]
Linen blouse, leather belt, woolen trousers, leather boots (Traveler's outfit)
[- lbs][- gp]
Vest of resistance +1
[1 lbs][1,000 gp]
+1 Full-plate
[50 lbs][2,650 gp] ... embossed ravens decorate this suit of armor
[Bonded Symbol of Ravenkind] (Order of the Raven) ... a platinum amulet, stylized sun with crystal embedded in the center
Silver holy symbol
[1 lbs][25 gp] ... a stylized half-sun, half-moon silver disc
Ring of sustenance
[- lbs][2,500 gp]
Cloak of charisma +2
[1 lbs][4,000 gp]
Potion bracer
[½ lbs][- gp]
- ...
Leather belt pouch
[½ lbs][1 gp]
- Alchemical flare stakes x4
[1 lbs][150 gp]
- Alchemical sun flash (flask) x2
[1 lbs ea][50 gp ea]
- Holy water (flask) x2
[1 lbs ea][25 gp ea]
- Flint and Steel
[- lbs][1 gp]
- Healers kit
[1 lbs][50 gp]
Leather belt pouch
[½ lbs][1 gp]
- Coins: - platinum, - gold, 5 silver, 10 copper
[0.4 lbs]
- Identification papers (w/ portrait)
[- lbs][5 gp]
- Jewelry (ancestral brooch of old minor noble house in Cyre)
[- lbs][75 gp]
- Ink & Pen
[- lbs][8 gp, 1 sp]
- Paper (10 sheets, bound) (diary)
[- lbs][4 gp]
- Paper (Receipt for Lightbringer dues)
[- lbs][100 gp]
-
Crumpled letter (Group)
- Tome of "Cannons of the Knittes of the Ravven"
(Order of the Raven)
- Traveling papers
[- lbs][2 sp]
Carrying Capacity: 0-58 lbs | 59-116 lbs | 117-175 lbs (medium)
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Aura of courage (Su):
A Paladin is immune to fear. Each ally within 10 feet gains a +4 morale bonus on saving throws against fear.
Aura of good (Ex):
The power of a paladin's aura of good is equal to her paladin level. (Faint [1] | Moderate [2-4] | Strong [5-10] | Overwhelming [11+])
Detect undead (Sp):
You can sense the presence of undead within 60ft. Specifically you can sense the presence or absence of undead, the number of undead auras (creatures, objects, or spells) in the area and the power of the most potent, and the power and location of each aura. If an aura is overwhelming and the level of the aura is at least twice your character level, you are stunned for 1 round. (Faint [2HD] | Moderate [3-8HD] | Strong [9-20HD] | Overwhelming [21+HD])
Divine grace (Su):
Gain a bonus equal to her Charisma bonus on all saving throws
Divine health (Ex):
Gain immunity to all diseases
Lay on hands (Su):
A paladin can heal wounds by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x charisma bonus. Using lay on hands is a standard action. Alternatively a paladin can use any or all of this healing power to deal damage to an undead creature. This requires a successful melee touch attack and doesn't provoke an AoO.
Raven harrier (Su):
A knight of the raven gains a celestial raven companion (see raven harrier companion for details of raven specific, knights of the raven class abilities)
Remove disease (Sp):
A paladin can produce a remove disease effect (as the spell).
Smite evil (Su):
A paladin may attempt to smite evil with a normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per paladin level.
Smite undead (Su):
A knight of the raven may attempt to smite undead with a normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per knight of the raven level. In addition a smite undead will deal double damage on a natural 20, and the knight of the raven gains two miss chance rolls against incorporeal undead.
Speak with ravens (Ex):
A knight of the raven may speak with ravens of any variety
Special mount (Sp):
A paladin gains the service of an unusually intelligent, strong and loyal steed to serve her in her crusade. Once per day, as a full-round action, a paladin may magically may call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level one-third the paladin's class level. The mount appears adjacent to the paladin, at full health and wearing or carrying any gear it had when it was last dismissed, and remains for 2 hours per paladin level. It may be dismissed at any time as a free action.
Sun domain (Su):
Gains access to the Sun domain and the granted power and spells it offers. Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead..
Turn undead (Su):
Gains the ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Combat expertise:
Take a penalty of up to -5 on attacks and add the same as a dodge bonus to AC
Force of personality:
Add charisma modifier instead of wisdom modifier to will saves vs mind affecting spells and effects
Improved combat expertise:
When you use the combat expertise feat, the number you subtract from your attacks and add to your AC can be any number that does not exceed your base attack bonus
Improved smite:
Smite is aligned attack; +1d6 damage
Sacred healing:
use turn attempt as full round action to give fast healing 3 to all living within 60ft; 1+cha rounds
Sunsword:
(Bonded: -8hp, -2 penalty to skills for 24 hrs after use) +2 bastard sword (but can be wieleded like a short sword). Against evil creatures, it is a +4 bastard sword. Against undead and similar ilk, it is treated as silvered and does double damage. 1/d, if you swing it over your head and declare "Feel the fires of day!" it begins to glow in a 10' radius (growing 4'/round until it is at 60'). It is natural daylight. When you stop swinging, the effect fades after a minute.
Symbol of Ravenkind:
(Bonded: -4hp, -2 Fortitude, -1 attack) use dancing lights, flare and light at will, detect undead at will, use halt undead 2/day, bypass any DR vs undead
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[sblock=Valo (Special mount)]Black as the night, the horse stands a full seventeen hands tall. Broad at the shoulder's and solid, this beast was bred for strength and endurance, well able to handle the rigors of war. Its soft brown eyes glint with a strange, almost uncanny, intelligence.
Heavy warhorse
Large Magical Beast
Hit Dice: 6d8+18 (44 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+12
Attack: Hoof +8 melee (1d6+4)
Full Attack: 2 hooves +8 melee (1d6+4) and bite +6 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent, empathic link, improved evasion, share spells, share saving throws
Saves: Fort
+11, Ref +6, Will
+9
Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6
Skills: Jump +12, Listen +6, Spot +5
Feats: Endurance, Run, Multiattack
Equipment
Military saddle
[30 lbs][20 gp]
Saddlebags
[8 lbs][4 gp]
- Artisan tools, masterwork (leatherworking)
[5 lbs][55 gp]
- Bedroll
[5 lbs][1 sp]
- Linen blouse, leather belt, woolen trousers, leather boots (Traveler's outfit)
[5 lbs][1 gp]
- Waterskin
[4 lbs][1 gp]
Carrying Capacity: 0-348 lbs | 349-699 lbs | 700-1050 lbs | Drag 5250 lbs[/sblock][sblock=Korppi (Raven harrier)]This glossy black bird has silver highlights on the tips of its feathers and its golden eyes contain a more than animal intelligence. It is almost 2 feet long with a wingspan in excess of 4 foot.
Raven
Tiny Magical Beast
Hit Dice: 9HD (34 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Claws +4 melee (1d2-5)
Full Attack: Claws +4 melee (1d2-5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Smite evil (+9 damage)
Special Qualities: Low-light vision, darkvision (60ft.), DR 5/magic, resistance to acid, cold, and electricity 10, SR 14
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon Finesse
Darkvision (Ex):
60 ft. darkvision
Damage reduction (Ex):
gain damage reduction 5/magic. Natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Resistance (Ex):
gain resistance 10 to acid, cold, and electricity
Smite Evil (Su):
Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Spell resistance (Ex):
gain spell resistance equal to HD + 5 (maximum 25).
Knight of the Raven class abilities
- Harry: With a command from its master (swift action), the raven can harry opponents, causing them to lower their defenses
(Will DC 10+½Master's class level+Master's Charisma; causes -2 penalty to AC)
- Baffle: With a command from its master (swift action), the raven can baffle opponents, distracting them from opportunities.
(Will DC 10+½Master's class level+Master's Charisma; prevents foe from making AoO)
[/sblock]
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Appearance
Ashlyn is a short woman with a wiry strength and resilience. Her white blond hair, cropped short, frames a beautiful visage, her unblemished features a stark relief to her martial garb and demeanor. Her intense green eyes gaze out, unblinking, and unflinching. Hardship and horrors have tempered her in untold conflicts and she is a hard woman, as hard as the blade she wields. Her garb is simple and practical, a blouse and trousers, covered by shining plate over which is worn an exquisite purple cloak. A shield hangs from her back, and a sword is sheathed by her side.
Background
Born during the nigh constant conflict of the Last War, Ashlyn is well used to battle. The ancestral lands of her mother's family lie to the northwest of what was once Metrol, along the west bank of the Cyre river, yet she has never lived there. Their home was the site of neverending battles against the undead forces of Karrnath, thus Ashlyn and her mother sought refuge in the Metropolis of Metrol. Her father, a true magewright and master craftsman, took up the mantle of war, unsuited for it though he was, and rode against the undead legions. Ashlyn does not know what became of him, but it is thought that he fell in combat for he never returned to his wife and daughter. After many long, cold, and dreary months waiting for her fathers return, Ashlyn's mother, tired, worn and sick of the war, took her daughter away, accross Lake Cyre into the north of Valenar. There they made their way to a nearby town and sought refuge within an old temple to the Host. Only a few short months later came the Day of Mourning.
The catalysm, that shook all of Khorvaire and destroyed Cyre, affected the survivors in different ways, ... some lost the will to continue and found an end of one sort or another, ... some began to wander, sometimes stopping in one place or another, but never truly settling down, ... some used the destruction of their homeland as their fire to continue, ... some denied it, ... and some few simply got on with life. Ashlyn was one of the later. Having lived with the constant reality of war her entire life, she was well familiar with the concepts of loss and survival, and now, as before, the practicality of survival overode the loss and she perservered.
Perserverence took Ashlyn down the path of a paladin over the following years, perserverence, tenacity and devotion. Devotion to certain ideals that she holds self-evident, and devotion to the divine embodiment of those ideals, Dol Arrah. It was, however, her memory of the undead legions of Karrnath that led her to the lightbringers. Perserverence and implacable resolve, virtue and flaw. The mix is deadly.
The last few years have been filled with battle, constant and unending battle. No matter how many of the undead fall before her, no matter how many friends and comrades fall beside her, Ashlyn continues on.
Primary role/Distinguishing abilities
Primary melee combatant/Alternate healer (Sacred healing).
Tactics
Ashlyn will normally consider a strategic viewpoint of combat and place herself appropriately, often in a melee position that prevents her opponents from getting past her to the softer targets. When mounted she will guide Valo with her knees so that both she and Valo can attack, usually focusing on the same target(s). It is a rare occasion that she resorts to ranged combat, preferring melee, but if it is tactically sound to maintain range and does not endanger others, then she may stay mounted and fire her crossbow from horseback. If a battle swings in her opponents favor and things become desperate for her and her friends, then she may expend a turning in order to heal herself and her allies. However normally she will reserve such healing for after the battle.
Against undead, her strategies tend to be much simpler and involve slashing at the nearest undead with her blade. At the start of such a combat against undead, she may consider turning them if her knowledge of them does not indicate that they are too powerful for such an attempt.
Finally, although eminently practical, Ashlyn will always try to save those that she can (especially from the clutches of the undead). She will even risk her life for it if she thinks that there are good odds that she will succeed.
Quirks
Ashlyn embodies many of the traits that exemplify Dol Arrah. In particular she has a unyielding sense of honor and believes strongly in honorable combat and self sacrifice. However her youthful naiveity has been wiped away long ago, and she does not expect to see such honor in others. On the rare occasions that another displays such, she shows her respect by falling back on the formal forms that she learnt during her training. Spiritually tired, yet refusing to fall or stop, Ashlyn is emminently practical and has relatively little time for niceities or feelings including her own. Ironically she is often viewed as cold or callous by others, yet it is her need to protect the living that drives her. She is a careful planner and strategist although her hated of the undead occasionally clouds her judgement.
[sblock=Advancement]
Level 1 -> Paladin 1 (Lightbringer substitution 1st) HP: 12 (1d10+2) SP: +20
BAB: +1; Saves: Fort +2, Ref +0, Will +0
Skills: Diplomacy +2, Handle animal +2, Heal +4, Knowledge (religion) +4, Ride +4, Sense Motive +4
Abilities: Str 14 (6 pts), Dex 10 (2 pts), Con 14 (6 pts), Int 14 (6 pts), Wis 12 (4 pts), Cha 15 (8 pts)
Feats: Force of personality, Combat expertise
Other: Aura of good, detect undead, smite evil 1/day
Level 2 -> Paladin 2 HP: 7 (1d10+2) SP: +5
BAB: +1; Saves: Fort +1, Ref +0, Will +0
Skills: Handle animal +1, Heal +1, Knowledge (religion) +1, Ride +1, Sense Motive +1
Other: Divine grace, lay on hands
Level 3 -> Paladin 3 HP: 8 (1d10+2) SP: +5
BAB: +1; Saves: Fort +0, Ref +1, Will +1
Skills: Diplomacy +1, Heal +1, Knowledge (religion) +1, Ride +1, Sense Motive +1
Feats: Improved smite
Other: Aura of courage, divine health
Level 4 -> Paladin 4 HP: 7 (1d10+2) SP: +5
BAB: +1; Saves: Fort +1, Ref +0, Will +0
Skills: Diplomacy +1, Heal +1, Knowledge (religion) +1, Ride +1, Sense Motive +1
Abilities: +1 Cha
Spells: (CL 2) 1 x 1st
Other: Turn undead
Level 5 -> Paladin 5 HP: 8 (1d10+2) SP: +5
BAB: +1; Saves: Fort +0, Ref +0, Will +0
Skills: Handle animal +1, Heal +1, Knowledge (religion) +1, Ride +1, Sense Motive +1
Spells: (CL 2)
Other: Smite evil 2/day, Special mount
Level 6 -> Paladin 6 HP: 7 (1d10+2) SP: +5
BAB: +1/+1; Saves: Fort +1, Ref +1, Will +1
Skills: Handle animal +1, Heal +1, Knowledge (religion) +1, Ride +1, Sense Motive +1
Feats: Sacred healing
Spells: (CL 3) 1 x 1st
Other: Remove disease 1/week
Level 7 -> Knights of the Raven 1 HP: 7 (1d8+2) SP: +5
BAB: +1/+1; Saves: Fort +2, Ref +0, Will +2
Skills: Gather information +2, Knowledge (local) +2, Knowledge (religion) +1
Spells: (CL 3)
Other: Raven harrier (harry), Speak with ravens
Level 8 -> Knights of the Raven 2 HP: 6 (1d8+2) SP: +5
BAB: +1/+1; Saves: Fort +1, Ref +0, Will +1
Skills: Gather information +1, Knowledge (local) +3, Knowledge (religion) +1
Spells: (CL 3)
Abilities: +1 Cha
Other: Smite undead 1/day
Level 9 -> Knights of the Raven 3 HP: 7 (1d8+2) SP: +5
BAB: +1/+1; Saves: Fort +0, Ref +1, Will +0
Skills: Gather information +1, Knowledge (local) +3, Knowledge (religion) +1
Feats: Improved combat expertise
Spells: (CL 4) 0 x 2nd
Other: Raven harrier (baffle), Sun domain, Turn undead[/sblock][sblock=Group equipment]The haversack containing the group gear is currently being carried by Ashlyn
- Group gear (in haversack):
Handy Haversack (Group) [5 lbs][2000 gp]
- Relic: Mountain fane (Group gear)
- Lattice of jewels and ancient necklace (Group gear)
- a wicked looking dagger* (Group gear)
- Vampire hide armor (+3 studded leather; DR 5/silver & magic) (Group gear)
- Ring of Parting Prevented (1/d, puts of a death ward for 7 min. Activates automatically; cannot split time) (Group gear)
- Ring of Protection +1 (Group gear)
- Headband of Intellect +2 (Group gear)
- Amulet of natural armor +1 (Group gear)
- Periapt of Wisdom +2 (Group gear)
- Cloak of Resistance +2 (Group gear)
- Vile paper fragment** (instructions for the creation of an automaton of flesh and bone) (Group gear)
- necromancers notes (Group gear)
- ...
- Group gear (carried by Marot):
- Cleaver +1 (Group) [4 lbs][2315 gp]
- Potion of fire breath (Group) [- lbs][? gp]
- Group gear (in use):
- [Bonded Symbol of Ravenkind] (Order of the Raven - Ashlyn)
- Crumpled letter (Group - Ashlyn)
- Tome of "Cannons of the Knittes of the Ravven" (Order of the Raven - Ashlyn)
- +2 ancient chain shirt (Group - Jarrith) [25 lbs][4,250 gp]
- Mantle of second chances (Group - Jarrith) [1 lbs]
- Danovich's Journal (Group - Jarrith)
- +2 greatsword (Group - Khensu) [8 lbs][8,350 gp]
- +1 full plate (Group - Khensu) [50 lbs][2,650 gp]
- Relic: Swamp fane (Group gear - Khensu)
- Relic: Forest fane (Group gear - Tessa)
- Periapt of wisdom +2 (Group - Tessa) [- lbs][4,000 gp]
- Milosh's wand (Group - Tessa) (CL 5 Magic Missile; 38 charges) [- lbs][3,750 gp]
- Tome of Strahd (Group - Tessa)
- Icon of Ravenloft (Order of the Raven - Tessa)
- Scroll of break enchantment (Group - Marot) [- lbs][1,125 gp]
- Scroll of death ward (Group - Marot) [- lbs][700 gp]
- Scroll of halt undead (Group - Marot) [- lbs][375 gp]
- Scroll of knock (Group - Marot) [- lbs][150 gp]
- Scroll of restoration (Group - Marot) [- lbs][800 gp]
- +1 ancient greatsword (Group - Ladreth) [8 lbs][2,350 gp]
- Iron bracers of armour +2 (Group - Ravika) [1 lbs][4,000 gp]
- Group Funds:
- Paper (Note of credit from the caravan for the group) (Group) [- lbs][1,255 gp, 7 sp, 5 cp]
- Coins: 625 platinum, 100 gold, - silver, - copper (Group) [14.5 lbs]
[/sblock]