Nidra Darahan

Wielder of Dawnfire, Knight of Sarenrae, Child of the Crusade

Description:

001_NidraBanner.png

Name: Nidra Darahan | Race: Tiefling (Pitborn) | Height: 5’8"
Player: Caitlin | Gender: F | Weight: 157 lbs.
Update: 10 | Age: 67 | Eyes: Red
Align: NG | Size: M | Hair: Black
Deity: Sarenrae | Speed: 20ft | Hand: Right
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Ability | Temporary | Class Level
Score Mod | Score Mod | Cavalier (Beast Rider) 10
STR 27 +8 |
DEX 15 +2 |
CON 13 +1 |
INT 10 0 |
WIS 10 0 |
CHA 19 +4 | XP: 114,000 Next: 155,000
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Total Current Subdual | Total Dex Misc
HP: 93 93 | Init: +4 = 2 + 2
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Total Armr Shld Dex Misc
AC: 20 = 10 + 8 + xxx + 2 + xxx
Touch: 12 = 10 + xxx + xxx + 2 + xxx
FlatFoot: 18 = 10 + 8 + xxx + xxx + xxx
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SAVES Ability
Bonus Base Mod Magic
Fort (Con): +9 = 7 + 1 + 1
Ref (Dex): +6 = 3 + 2 + 1
Will (Wis): +6 = 3 + 0 + 3
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Base Total Base Str Size | Base Total Base Dex Size
Melee: +18 = 10 + 8 + xxx | Range: +12 = 10 + 2 + xxx
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Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +18 = 10 + 8 + xxx | Defense: 30 = 10 + 10 + 8 + 2 + xxx
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ABILITIES/FEATS
H Armor Proficiency: Medium – no penalties on attack rolls while wearing medium armor
H Challenge – Can challenge a foe within sight as a swift action. Melee attacks deal extra damage when made against target of challenge. Damage equal to cavalier level. Can use ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to maximum of seven times per day at 19th level. Take a -2 penalty to Armor Class, except attacks made by target of challenge. Challenge remains in effect until target is either dead or unconscious or until combat ends. Challenge includes another effect based on order.
H Exotic Mount – Gain service of steed to carry cavalier into battle. Functions as druid animal companion, using cavalier level as effective druid level. Cavalier does not take armor check penalty on Ride while riding mount. Mount considered combat trained and begins with Endurance as a bonus feat. Mount does not gain share spells ability. If mount dies, may find another mount after 1 week of mourning. New mount does not gain link, evasion, devotion, or improved evasion until next time cavalier gains a level. May select new mount each time cavalier gains a level. At 4th level, can select additional exotic mounts. At 7th level, can select any creature whose natural size is Large or Huge, provided that creature is available as a Medium-sized animal companion. Cannot choose a mount that cannot bear cavalier’s weight, has fewer than four legs, or has a fly speed. Anytime a feat would allow a mount to make a hoof attack, mount can make claw, slam, or analogous attack.
H Order – Grants a number of bonuses, class skills, and special abilities. Must follow edicts of order or lose benefits for 24 hours.
H Tactician – Gain teamwork feat as a bonus feat at 1st level. Must meet prerequisites for feat. Can grant benefits of feat to allies within 30 feet who can hear and see cavalier as a standard action. Allies retain use of feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet prerequisites. Can use ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels thereafter.
H Cavalier’s Charge – Gain a +4 bonus on melee attack rolls on a charge while mounted, instead of normal +2. In addition, do not suffer any penalty to Armor Class after making charge attack while mounted.
H Banner – While banner is visible, all allies within 60 feet receive a +2 morale bonus on saving throws against feat and +1 morale bonus on attack rolls made as part of a charge. At 10th level and every five levels thereafter, bonuses increase by +1. Banner must be at least Small or larger and must be carried or displayed by samurai or mount.
H Bonus Feat – At 6th level, and every six levels thereafter, gain a bonus feat in addition to those gained from normal advancement. Must be combat feats and must meet prerequisites.
H Greater Tactician – At 9th level, receive additional teamwork feat as bonus feat. Must meet prerequisite for feat. Cavalier can grant feat to allies using tactician ability. Using tactician ability is swift action.
1 Power Attack – May take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Bonus to damage is increased by half if you are using a two-handed weapon, a one-handed weapon with two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus to damage is halved if making attack with off-hand weapon or secondary natural weapon. Penalty increases by -1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.
3 Weapon Focus (Scimitar) – Gain a +1 bonus to attack rolls with scimitar.
5 Mounted Combat – Once per round when mount is hit in combat, may attempt a Ride check as immediate action to negate the hit. Hit is negated if Ride check result is greater than opponent’s attack roll.
6 Ride-by Attack – When mounted and use the charge action, may move and attack as if with a standard charge and then move again, continuing the straight line of the charge. Total movement for the round can’t exceed double your movement speed. Do not provoke attacks of opportunity from the opponent that you attack.
6 Spirited Charge – When mounted and using the charge action, you deal double damage with a melee weapon, or triple damage with a lance.
7 Furious Focus – Do not suffer Power Attack’s penalty on melee attack rolls on first attack of each turn when using two-handed weapon or one-handed weapon with two hands. Still suffer penalty on additional attacks and attacks of opportunity.
9 Critical Focus – Gain +4 circumstance bonus on attack rolls to confirm critical hits.

Native Outsider – Considered outsider with native subtype.
Fiendish Resistance – Gain cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled – +2 racial bonus to Disable Device and Perception checks.
Spell-Like Ability – Can use shatter once per day as a spell-like ability. Caster level for ability equals tiefling’s class level.
Darkvision – Can see perfectly in the dark up to 60 feet.
Prehensile Tail – Can use tail to retrieve small, stowed objects carried on person as a swift action.
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MYTHIC PATH: Marshal 4
H Hard to Kill – Whenever below 0 hit points, automatically stabilize without needing to attempt Constitution check. If you have ability that allows you to act while below 0 hit points, still lose points for taking actions, as specified by ability. Bleed damage still causes you to lose hit points when below 0. In addition, you do not die until your total number of negative hit points is equal to or greater than Constitution score.
H Mythic Power (9/day) – Can expend amount of mythic power equal to 3 plus double mythic tier (5/day at 1st tier, 7/day at 2nd, ect.). Amount is maximum amount of mythic power. If ability allows you to regain uses of mythic power, can never have more than this amount.
H Surge (1d6) – Can expend one use of mythic power to increase any d20 roll just made by rolling 1d6 and adding to result. Using ability is immediate action taken after the result of original roll is revealed. Can change outcome of the roll. Bonus die gained increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
H Decisive Strike – Can expend one use of mythic power as swift action to give one ally within 30 feet ability to make single immediate melee or ranged attack on your turn. Add tier as bonus to attack roll and damage dealt bypasses damage reduction. Attack doesn’t count towards ally’s action on their turn.
H Amazing Initiative – At 2nd tier, gain bonus on Initiative checks equal to mythic tier. In addition, as free action on your turn, can expend one use of mythic power to take additional standard during that turn. Additional standard action can’t be used to cast a spell. Can’t gain extra action in this way more than once per round.
H Recuperation – At 3rd tier, restored to full hit points after 8 hours rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, regain number of hit points equal to half your hit points, up to maximum hit points, and regain use of class features that are limited to certain number of uses per day. Rest is treated as 8 hours of sleep for such abilities. Rest doesn’t refresh mythic power or mythic abilities limited to number of times per day.
P Mounted Marshal – Whenever riding bonded mount or animal companion, you and mount are each treated as flanking any opponent you threatened. Whenever you use your surge ability while mounted, mount heals a number of hit points equal to your surge plus your tier. You can expend one use of mythic power while charging with your mount to deal double damage to the target of your charge, or triple damage if you’re wielding a lance.
P Focus – Whenever mythic ally within 30 feet uses surge ability, ally rolls bonus die twice and takes higher result.
P Shatter Resilience – Can channel mythic power through your strike to lower target’s damage reduction. When hit creature that has DR, can expend one use of mythic power as part of attack action to lower target’s DR by an amount equal to mythic tier, to a minimum of 0, for 1 minute. Multiple uses of ability on same creature don’t stack.
P Legendary Item – Gain legendary item. Item grants number of abilities equal to tier, maximum 3. At 3rd tier, can select ability again to increase maximum abilities to 6, causing item to become lesser artifact. At 6th tier, can select ability again, increasing maximum abilities to 10, and item becomes greater artifact.
1 Power Attack (Mythic) – When you use Power Attack, gain a +3 bonus on melee damage rolls instead of +2. When base attack bonus reaches +4 and every 4 points thereafter, amount of bonus damage increases by +3 instead of +2. In addition, bonus damage from feat is doubled on critical hit, before its multiplied by weapon critical modifier. Can expend one use of mythic power when you activate Power Attack to ignore penalties on melee attack rolls and combat maneuver checks for 1 minute.
3 Spirited Charge (Mythic) – When you hit opponent with mounted charge, opponent must succeed at Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be staggered for number of rounds equal to tier. If you use lance for attack, increase saving throw DC by 2. As free action before you make attack, you can expend one use of mythic power to daze opponent on failed saving throw instead of staggering it.
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CHALLENGE: 4/day
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MOUNT:
4 Adan (Tiger)
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BANNER:
5 +2 saves vs. fear, +1 to charge attacks
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ORDER OF THE DRAGON:
H Edict – Must remain loyal to allies and must always work to further the aims of the group. Must protect allies from arm and defend their honor when called into doubt.
H Challenge – When challenge is declared, allies receive +1 circumstance bonus on all melee attack rolls against the target of challenge whenever cavalier is threatening the target. Bonus increases by +1 for every four levels the cavalier possesses.
H Skills – Perception and Survival as class skills. Whenever cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, gain a bonus to checks equal to 1/2 cavalier level (minimum +1).
2 Aid Allies – When using aid another action to assist ally, ally receives +3 bonus to Armor Class, Attack Rolls, Saving Throw, or Skill Check. At 8th level, and every six thereafter, bonus increases by additional +1.
8 Strategy – Can spend standard action to grant one of a number of bonuses to all allies within 30 feet, including self. Allies must be able to see or hear cavalier. Can grant +2 dodge bonus to AC for 1 round, +2 morale bonus on all attack rolls for 1 round, or ability to move up to their speed as immediate action once. Cavalier can grant different bonus to each ally within range, but allies can benefit from this ability once per combat.
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TACTICIAN (2/day):
1 Precise Strike – Whenever ally and cavalier are flanking creature, deal an additional 1d6 of precision damage with each successful melee attack. Damage stacks with other sources of precision damage bonus is not multiplied on a critical hit.
9 Outflank – Whenever cavalier and ally who also has feat are flanking same creature, flanking bonus on attack rolls increases to +4. In addition, whenever you score critical hit against flanked creature, it provokes attack of opportunity from ally.
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LEGENDARY ITEM:
Dawnfire: Powerful, Upgradable, Returning
Legendary Power: 4/day
Legendary Surge: 1d8, attacks rolls and combat maneuver checks
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SPELL-LIKE ABILITIES: (CL 10th)
1 shatter
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RESISTANCES: cold 5, electricity 5, fire 5
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Skills:

Bluff +8 = 1 rank + 4 Cha + 3 Trained
Climb +7 = 1 rank + 6 Str + 3 Trained – 3 Armor Check Penalty
Diplomacy +19 = 10 ranks + 4 Cha + 3 Trained + 2 Trait
Handle Animal +13 = 6 ranks + 4 Cha + 3 Trained
Intimidate +13 = 6 ranks + 4 Cha + 3 Trained
Perception +15 = 10 ranks + 0 Wis + 3 Trained + 2 Race
Profession (Soldier) +6 = 3 ranks + 0 Wis + 3 Trained
Ride +12 = 10 ranks + 2 Dex + 3 Trained – 3 Armor Check Penalty
Ride (Mount) +15 = 10 ranks + 2 Dex + 3 Trained
Sense Motive +6 = 3 ranks + 0 Wis + 3 Trained

Traits:

Child of the Crusade – Gain +2 trait bonus to Will saves. Whenever successfully saves against mind-affecting effect from demon, as immediate action, can expend one use of mythic power to cause demon to become staggered for number of rounds equal to mythic tier. Demon can reduce effect to 1 round by making successful Will save (DC = 10 + mythic tier + Charisma modifier).
Illuminator – +2 trait bonus to Diplomacy and Diplomacy is a class skill.
Demon Smiter – Once per day, gain a +4 bonus to a single attack roll while fighting demons.

Drawbacks:

Oppressive Expectations- When you fail a skill check, -2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Hero Points: 1

Languages: Common, Abyssal

Gear: Dawnfire (+2 holy cold iron scimitar), Shortbow, Arrows (40), +2 breastplate, Cavalier’s Kit, Iron Holy Symbol of Sarenrae, Soldier’s Uniform

Gold: 44,680 gp

Weapon: Dawnfire Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +21 / +16 | 1d6 +14 | 18-20/x2 | x | Slashing | Cold Iron

Weapon: Shortbow Weight: 2 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +12 / +7 | 1d6 | x3 | 60 ft. | Piercing | x

Mount


Name: Adan | Species: Tiger | Height: 4’
Align: N | Gender: M | Weight: 670 lbs.
Update: 7 | Age: 6 | Size: L
Owner: Nidra Darahan | Speed: 40ft
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Ability | Temporary | Creature Type
Score Mod | Score Mod | Mount (Charger) 10
STR 25 +7 |
DEX 18 +4 |
CON 17 +3 |
INT 2 – 4 |
WIS 15 +2 |
CHA 10 0 |
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Total Current Subdual | Total Dex Misc
HP: 67 67 | Init: +4 = 4 + xxx
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Total Armr Shld Dex Misc
AC: 25 = 10 + 9 + xxx + 4 + 2
Touch: 14 = 10 + xxx + xxx + 4 + xxx
FlatFoot: 21 = 10 + 9 + xxx + xxx + 2
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SAVES Ability
Bonus Base Mod Magic
Fort (Con): +9 = 6 + 3 + 0
Ref (Dex): +9 = 6 + 3 + 0
Will (Wis): +5 = 3 + 2 + 0
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Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +13 = 6 + 7 + xxx | Defense: 27 = 10 + 6 + 7 + 4 + xxx
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ABILITIES/FEATS
H Link – Master can handle animal companion as a free action, or push as a move action, even without ranks in Handle Animal. Gain a +4 bonus on wild empathy and Handle Animal checks regarding companion.
H Mounted Challenge – Gain half of challenge class feature bonuses and penalties when ridden by cavalier.
H Endurance – +4 bonus to Swim checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
H Run – When running, you move five times your normal speed or four times your speed if wearing heavy armor or carrying a heavy load. Gain a +4 bonus on Acrobatics checks if you make a jump after running start. Retain Dexterity bonus to Armor Class when running.
H Barding Training – At 3rd level, Armor Check Penalty for wearing barding or carrying medium load reduced by 1 and maximum Dexterity bonus for armor and load increased by 1. Reduce Armor Check Penalty and medium load penalty by an additional 1 for every 6 levels after 3rd. Increase maximum Dexterity bonus for armor by an additional 1 for every 6 levels after 3rd. In addition, charger’s speed does not decrease when wearing medium armor or carrying a medium load. At 9th level, charger can move at normal speed when wearing heavy armor or carrying a heavy load.
H Indefatigable – Immune to fatigue.
H Multiattack – Gain Multiattack as bonus feat if three or more natural attacks and does not already have feat. If it does not have three or more natural attacks, gain second attack with primary weapon at -5 penalty.
1 Armor Proficiency: Light – no penalties on attack rolls while wearing light armor
2 Power Attack – May take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Bonus to damage is increased by half if you are using a two-handed weapon, a one-handed weapon with two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus to damage is halved if making attack with off-hand weapon or secondary natural weapon. Penalty increases by -1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.
5 Improved Overrun – Do not provoke attack of opportunity when performing overrun combat maneuver. In addition, receive +2 bonus to checks made to overrun foe and +2 bonus to Combat Maneuver Defense whenever opponent tries to overrun you. Target cannot choose to avoid you.
8 Greater Overrun – Receive +2 bonus on checks made to overrun foe. Bonus stacks with bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by overrun.
10 Charge Through – When making charge, can attempt to overrun one creature in path of charge as free action. If successfully overrun creature, can complete charge. If overrun unsuccessful, charge ends in space directly in front of creature.

Low-light vision – Can see twice as a far as humans in dim light.
Scent – Can detect opponents by smell within 30 feet, 60 feet if upwind, and 15 feet if downwind. Can follow tracks by smell with Survival skill. Can identify familiar odors.
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TRICKS
H Attack, Come, Defend, Down, Guard, Heel, Stay, Aid, Flank, Menace
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SPECIAL ATTACKS: Rake (2 claws +7, 1d4 +3), Grab, Pounce
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Skills:

Acrobatics +9 = 2 ranks + 4 Dex + 3 Trained
Climb +8 = 1 rank + 4 Dex + 3 Trained
Perception +7 = 2 ranks + 2 Wis + 3 Trained
Intimidate +5 = 4 ranks – 2 Cha + 3 Trained

Gear: Leather Barding, Bit and Bridle, Harness, Saddle, Saddlebags

Attack: Bite
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +13 / +8 | 1d8 +7 | x2 | x | Bludgeoning, Piercing, and Slashing | x

Attack: Claws (2)
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +11 | 1d6 +7 | x2 | x | Bludgeoning and Slashing | x

Bio:

Nidra Darahan

Wrath of the Righteous LeprousArmadillo