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Myrrh

True Name: xxxxx

NG F xxxxx
Height: 5'3"
Weight: 125lbs

Languages Known: Celestial, Darokinian, Druidic, Infernal, Thyatian, Traladaran, Sylvan; Can read all written language; Can speak with animals, plants, and any creature with a soul but no language.

Ability ScoreModifier Hit Points:70 Base Attack Bonus:+8/+3
Strength14+2 Hit Dice:8d10 + 16 CMB+10CMD23
Dexterity16+3 Fortitude Save +11+2  Armor Class:24
Constitution14+2 Reflex Save +12+2  Touch17Flatfooted16
Intelligence14+2 Will Save +12+2   +5+1 armor, +3 dex, +4+1 shield
Wisdom16+3 Initiative:+3  
Charisma16+3 Perception:+14  

Physical Traits:

  • Senses: Low-light Vision, See in Darkness 60ft
  • Movement: 30ft base, 60ft flight (good; Ex)

Special Defenses:

  • Conditional: +2 AC vs ranged attacks; +2 Deflection to AC vs Evil creatures (see divine protection); +4 resistance to saves vs Evil spells and effects, necromancy effects, special abilities of undead; +3 competence bonus to saves against death effects, energy drain, and negative energy
  • Resistances: DR1/- vs Undead and Evil Outsiders, Energy Resistance (5 Acid, 5 Cold, 5 Electricity); +2 resistance to all saves (featured); +3 (cha) sacred bonus to all saves (featured)
  • Immunities: Divination, Petrification, "Lie Detection", "Thought Reading"

Proficiencies: All simple weapons, bows, hammers, heavy blades, and light blades. Light armor, and shields (excluding tower shields).
Feats: Combat Reflexes (May make +DEX AoOs each round), Opportunist (AoO if foe you threaten attacks someone other than you), Martial Power (-4, 8 temp HP/12 with shield), Shield Focus (+1 shield AC when using shields)

Attacks:

  • Wesrrhapayllr +11/+6 melee (1d8+2+1 slashing 18-20/x2); +1 attack and +1d6+2 damage vs Evil Outsiders; If Vicious is active, +2d6 slashing damage, deal 1d6 damage to self
  • Ordinary Longsword +11/+6 melee (1d8+2+1 slashing 19-20/x2)
  • Maalbetr +11/+6 melee (1d8+2+1 bludgeoning 20/x2); +1 attack and +1d6+2 damage vs Undead, affects incorporeal creatures
  • Cerpresslrtric +11/+6 melee (1d6+2+1 piercing 20/x2); if Holy Charm is loaded, +4d6 vs "weak to holy", DC18 will save vs shaken 1d4 rounds
  • Elemental Bolt +11 ranged touch (see description; 60ft)

Special Abilities:

  • Angel of Temperance
    • Calm Chaos/Law (Ex) – Myrrh possesses insight into ways to get lawful and chaotic creatures to work together toward the common good. She gains a +4 insight bonus on bluff, diplomacy, intimidate, and sense motive checks when interacting with chaotic creatures and lawful creatures.
    • Divine Grace (D-Su) – Myrrh applies her charisma modifier as a sacred bonus to all saving throws.
    • Divine Protection (D-Su) – Myrrh gains a +2 deflection bonus to her AC against the attacks and abilities of evil dragons, evil outsiders, undead, and any creature with an evil aura (such as a cleric, but includes any creature detectable by detect evil). This ability also functions as protection from evil, and also grants her a +4 resistance bonus to saves against spells with the [evil] descriptor, all necromancy spells, as well as the special abilities of undead.
  • Librarian
    • Secret Keeper – As a Librarian, Myrrh is able to keep her secrets from anyone. She gains a +2 sacred bonus to bluff checks, increasing to +10 on all charisma checks made to conceal her identity and mission. She is also immune to magical effects that would read her mind, reveal if she is lying, or force her to tell the truth.
    • Divine Blade (D-Su) – Myrrh may freely choose to deal lethal or nonlethal damage with any weapon she wields, and grants all weapons she wields a +1 enhancement bonus to attack and damage. Three times per day as a swift action, she may grant weapons she holds one of the following abilities for 1 minute. The holy burst property, a +2 increase to the enhancement bonus of her weapon, or +2d6 nonlethal damage. Myrrh may also choose to gain the bane property against creatures that have failed to save against her scorn evil ability within the last 24 hours.
    • Lay on Hands (D-Su) – Myrrh may use Lay on Hands as a paladin of 9th level seven times per day, healing 4d6 points of damage to the touched creature. Use of this ability is a standard action, unless targeting herself, in which case it is a swift action. Myrrh also possesses the following mercies, Shaken, Diseased, Poisoned, curing the listed condition through use of her lay on hands. By expending 2 uses of lay on hands, she may instead channel energy, healing living creatures within 30 feet of her as if affected by her lay on hands.
    • Scorn Evil (D-Sp) – Three times per day, Myrrh may attempt to scorn an evil creature as a swift action. If the target of this ability is evil, it is shaken for 1 round, and must make a will save or be frightened for 3 rounds. This ability bypasses immunity to fear and mind-affecting abilities. The save is charisma based.
  • Command Elements [11] points of Animus (level + CHA), used to activate abilities; 1 animus is regained every hour. A personal ability of Myrrh's, retained from her original life, though refined. At it's most basic, Myrrh may expend 1 point of animas to produce a bolt of elemental power manifesting as a 60ft ray, dealing damage based on the selected element. In addition, each element has its own features that may or may not require animus to function.
  • Animate Elements – 4 Animus, standard action; As Summon Monster IV, but only air, earth, fire, or water elementals, and the duration is 10 minutes.
  • Air; Bolt type: 2d6+3 Slashing, attacks twice at -2 to each attack.
    • Tailwind – 1 Animus, standard action; Myrrh may increase her flying speed by 60 for 8 hours. This increase only applies to overland movement, and is suspended during combat.
  • Earth; Bolt type: 2d8+8 Bludgeoning, ignores all metal- and stone-based damage reduction.
    • Excavate – Myrrh may use expeditious excavation at-will.
  • Flame; Bolt type: 4d6 Fire, reflex save vs catching fire, dealing bolt damage each round.
    • Ignite – Myrrh may use the spark cantrip at-will.
    • Magnum Break – 3 Animus, standard action; Myrrh may attack all adjacent enemies, and deals 2d6+3 fire damage to all enemies within 10 feet of her (reflex save for half). Myrrh applies all special abilities of her weapon to this damage.
  • Life; Bolt type: 3d6 Radiant, doubled vs undead.
    • Amplify – 1 Animus, (special); When using lay on hands, Myrrh may spend the animus cost for this ability to increase the healing by +2d6, and adds her total level to the amount healed.
    • Resuscitate – 2 Animus, (special); When using lay on hands on a creature that has been dead no longer than 1 minute, Myrrh may spend the animus cost for this ability to maximize the healing done, and if the creature is brought to above 0 hit points, it is resurrected, essentially as if it had never died in the first place.
  • Metal; Bolt type: 3d8 Electricity, will save vs staggered 1 round.
    • Animate Metal – 2 Animus, standard action; Myrrh may touch a suit of armor or weapon (requiring a touch attack against an attended item) and partially animate it for 10 minutes, choosing it to be contrary or helpful to it's wearer or wielder. Contrary armor is treated as 1 category heavier, reduces its wearer's speed by half, and bestows a -5 armor check penalty and increases the arcane spell failure chance of that armor by 50%. A contrary weapon imposes a non-proficiency penalty and does not apply any beneficial magical effects it may possess. Helpful armor is treated as 1 category less, and grants a +2 circumstance bonus to its wearer's strength and dexterity. A helpful weapon grants its wielder a +2 circumstance bonus to attack rolls.
  • Water; Bolt type: 2d6+3 Piercing + 1d6+1 Cold, deals cold damage as splash damage within 5 feet.
    • Conjure Water – Myrrh may use the create water orison at-will.
Skill NameRanksAbilityClass?OtherTotal Bonus
Acrobatics3DEXx––+9
Athletics4STR ––+6
Bluff8CHAx+2 Sacred, +8 to conceal mission/identity+16 /+24
Diplomacy6CHAx––+12
Disable Device4DEXx––+10
Handle Animal2CHA ––+5
Heal8WISx+2 Comp.+16
Knowledge (Arcana)2INTx––+7
Knowledge (Engineering)1INT ––+3
Knowledge (History)2INT ––+4
Knowledge (Nature)2INT ––+4
Knowledge (Planes)2INTx––+7
Knowledge (Religion)2INTx––+7
Linguistics4INTx––+9
Perception8WISx––+14
Sense Motive6WISx+5 Insight, +5 Sacred+22
Stealth6DEXx––+12

Gear and Equipment:

Weapons

  • Wesrrhapayllr, "Parley's Failure", 4lbs; Spellforged Sharp Vicious Celestial Steel Longsword (Martial 1H, 1d8 s 18-20/x2)
    • When drawn, Wesrrhapayllr shines with divine light, prismatic downy feathers flutter around its blade.
    • +1 attack and +1d6+2 damage vs Fiends, overcome DR as good, swift to toggle +2d6 damage to all and 1d6 to self
    • Grants a +5 sacred bonus to sense motive checks to determine sincerity
    • Wesrrhapayllr may only be drawn if diplomacy has failed to avoid combat, and must grant mercy if surrender is offered sincerely. Wesrrhapayllr may also be drawn in the defense of innocents, or against undead and evil outsiders, or those that have declared themselves enemies of mortals.
    • At least two of the following conditions must be met for Wesrrhapayllr to function; it cannot deal any damage to creatures that do not meet enough conditions.
      "The foe will not listen to words."
      "The foe will not surrender or accept mercy."
      "The foe will harm another before speech may help."
      "The foe is an enemy of the Heavens."
      "The foe is an enemy of all Life."
      "The foe is not an Angel."
  • Maalbetr, "Bone Biter", 5lbs, MW Cryptstone hammer (Martial 1H, 1d8 b 20/x3)
    • +1 attack and +1d6+2 damage vs undead, affects incorporeal as magic
  • Cerpresslr, "Grey's Feather", +1 Protective Darkwood Heavy Shield (+3+1 AC, 5lbs)
    • Least Crystal of Arrow Deflection (+2 to AC vs ranged attacks)
    • MW Shield-doomspike, applies effects of loaded ammo to target; Holy Charms as ammunition; full-round to reload
    • Cerpresslr may be driven into the ground as a standard action, and its true name invoked to create an area of protection, granting all within it 20 temporary hit points for 1 round at the start of each round. This area is a 30ft cone facing backward from the shield, and lasts for 3 rounds, and pulling Cerpresslr from the ground ends the effect early.

Worn

Armor: Ellusiaelr, "Mortal Hope", 25lbs; +1 Protective Celestial Chain (+5+1 AC, mDex +4), 25lbs, Grants DR1/- vs Undead and Fiends, +3 competence vs saves on death/negative energy effects
Body: Seals of the Pure Body, Grants +2 resistance bonus to all saving throws
Eyes: Eye of Truth, Covered by an eyepatch; 2/day cast zone of truth at CL3rd, and grants +5 to sense motive.
Waist: Cinnawrit, "Healing Belt"; +2 to heal, 3 charges/day. 1 charge heals 2d8, 2 heals 3d8, 3 heals 4d8.
Feet: Apltric, "Berrythorn"; Goodberry Anklet, CL1st, produces 2d4 berries per day as goodberry.
  • Healing Array (Kit); Antitoxin, Bell, 2x Candles, Healer's Kit (10 uses), Holy Water, x5 Mugs, Sewing Needle and Thread, Soap, 2x bottles of fine Wine
  • Bedroll, Beltpouch, Flint and Steel, 50ft Hempen Rope, 2x Sunrods, 2x Waterskins
  • Rations 15 days; preserved foodstuffs of various sorts. 13lbs.
  • Purse; Steel Chainmaille purse, cushioned with ribbon and silk; Contains 32 platinum pieces, 22 gold pieces, 20 silver pieces, and 29 copper pieces
ConsumablesusesDescription
Holy Charms, Extraordinary9Ammunition for doomspike; deals 4d6 damage on success to foes weak to holy property; DC18 will save to avoid being shaken for 1d4 rounds.

Allies

  • Black Temperance: Head of the Temperances, Myrrh's highest superior.
  • Grey Temperance?: Myrrh's lady, teacher, and superior.
  • Green Temperance: AKA Lance. The most senior Librarian of the Temperances.
  • Yellow Temperance: Slightly senior to Myrrh. A fellow Librarian.
  • Gossipers: Myrrh may occasionally call upon aid, and has command over a small squad of lesser angels.

Elemental Bolt; "Wee wol wa yorr/a accrroad pirtue, –, chs arrya, deata!" (With fervor, I grant thee/you a spirit, –, become an arrow and judge this foe!); "Colga" (cold), "Doodu" (earth/stone), "Fayra" (fire), "Omnis" (life), "Zarnn" (storm/lightning).
Divine Blade; "Diviega –" (divine sword); Enhance "– Einzahn!" (Sharpen!), Holy Burst "– Serenta!" (Cleanse!), Mercy "Ek Tisia!" (– Forgive!)
Lay on Hands; "Was granme gagis endia yorr zash." (I shall ease your pain.); "ag Gat" (and curse), "ag Giz" (and fear), "ag Kuhle" (and poison). \\

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Page last modified on October 28, 2020, at 12:02 AM