Tierra Morales Ortega (CR 16)
Blade Scholar 5/ Paladin (Consecrated Knight) 5/ Shadow Knight 6
LG Medium Humanoid (Human)
: +3 (+3 Dex); Senses:
Listen +7, Spot +7, Search +7
Strong Good; Languages:
Hemero [Spanish] (Him-airoh), Corquian [goblin: English] (Korkwian), Waener [halfling: Belgian], Kärnfolket [dwarven: Germanic] and Saorise [high elven: Gaelic] (SER-sha).
5' 2" Weight:
27, touch 22, flat-footed 23 (+5 Armor, +4 Dex, +6 Int, +3 Deflection) Armor Check Penalty:
114 (5d8 (blade scholar) + 5d10 (paladin) + 6d8 (shadow knight) + 16 Con) Wound Threshold:
30 ft. (6 squares)
Melee: Lunia’s Razor
, +14/+9/+4 melee (1d8+6+2d6 (holy), speed, wounding, ghost touch, 1 point of Constitution / 12-20 x2) or Moon Blade
, +14/+9/+4 (+16/+11/+6 against Evil creatures) (1d10+2(+against Evil creatures) x2 damage to undead and other Negative Energy based creatures / 19-20 x2, 19-20 x3 to undead and other Negative Energy based creatures) and Vindicator
*, +10/+5/+0 melee (1d6+4, twice base damage to objects, returning / 19-20 x2)
+17 ranged (1d6+6 / 19-20 x2)
5 ft.; Reach 5 ft.
+12; Grapple +14
Smite Evil +11 3/day, Maneuvers and Avenging Strike
Turn Undead 7/day
Combat Gear: Lunia’s Razor
Maneuvers and Stances Known: (IL 13th):
Book one; Diamond Mind:
1st (Strikes) Sapphire Nightmare Blade (Counters) Moment of Perfect Mind (Stances) Stance of Clarity; 2nd (Strikes) Emerald Razor (Counters) Action Before Thought; 3rd (Strikes) Insightful Strike (Counters) Mind over Body (Stances) Pearl of Black Doubt; 4th (Strikes) Bounding Assault, Mind Strike, Ruby Nightmare Blade; 5th (Strikes) Disrupting Blow (Counters) Rapid Counter (Stances) Hearing the Air; 6th (Strikes) Greater Insightful Strike (Boosts) Moment of Alacrity; 7th (Strikes) Avalanche of Blades (Boosts) Quicksilver Motion
pages used 88/100.
Book two; Shadow Hand:
1st (Strikes) Clinging Shadow Strike, Shadow Blade Technique (Stances) Child of Shadow; 2nd (Strikes) Drain Vitality (Boosts) Cloak of Deception (Teleportation) Shadow Jaunt; 3rd (Strikes) Shadow Garrote, Strength Draining Strike (Stances) Assassin’s Stance, Dance of the Spider; 4th (Strikes) Hand of Death, Obscuring Shadow; 5th (Strikes) Bloodletting Strike, Stalker in the Night (Teleportation) Shadow Stride (Stances) Step of the Dancing Moth; 6th (Strikes) Shadow Noose, Ghost Blade; 7th (Strikes) Death in the Dark (Teleportation) Shadow Blink
pages used 80/100.
Book three; Devoted Spirit:
1st (Strikes) Crusader’s Strike, Vanguard Strike (Stances) Iron Guard’s Glare, Martial Spirit; 2nd (Strikes) Foehammer (Counters) Shield Block; 3rd (Strikes) Revitalizing Strike (Boosts) Defensive Rebuke (Stances) Thicket of Blades; 4th (Strikes) Divine Surge, Entangling Blade; 5th (Strikes) Daunting Strike, Law Bearer, Radiant Charge; 6th (Strikes) Rallying Strike (Stances) Aura of Perfect Order, Aura of Triumph; 7th (Strikes) Castigating Strike (Counters) Shield Counter
pages used 75/100.
Book four; Stone Dragon:
1st (Strikes) Stone Bones, Charging Minotaur (Stances) ; 2nd (Strikes) Mountain Hammer, Stone Vise; 3rd (Strikes) Stone Dragon’s Fury, Bonecrusher (Stances) Crushing Weight of the Mountain, Roots of the Mountain; 4th (Strikes) Bonesplitting Strike, Overwhelming Mountain Strike (Boosts) Boulder Roll; 5th (Strikes) Elder Mountain Hammer, Mountain Avalanche (Stances) Giant’s Stance; 6th (Strikes) Iron Bones, Irresistible Mountain Strike, Crushing Vise; 7th (Strikes) Ancient Mountain Hammer, Colossus Strike
pages used 79/100.
Book five; Setting Sun:
1st (Strikes) Mighty Throw (Counters) Counter Charge (Stances) Step of the Wind; 2nd (Strikes) Clever Positioning (Boosts), (Counters) Baffling Defense, (Stances) ; 3rd (Strikes), (Boosts), (Counters) , (Stances) ; 4th (Strikes), (Boosts), (Counters), (Stances); 5th (Strikes), (Boosts), (Counters), (Stances); 6th (Strikes), (Boosts), (Counters), (Stances); 7th (Strikes), (Boosts), (Counters), (Stances)
pages used 8/100
Book six; Iron Heart:
1st (Strikes) Steel Wind, Steely Strike (Stances) Punishing Stance; 2nd (Strikes) Disarming Strike (Counters) Wall of Blades; 3rd (Strikes) Exorcism of Steel (Boosts) Iron Heart Surge (Stances) Absolute Steel; 4th (Strikes) Mithral Tornado (Counters) Lightning Recovery; 5th (Strikes) Dazing Strike (Counters) Iron Heart Focus (Stances) Dancing Blade Form; 6th (Boosts) Iron Heart Endurance, (Counters) Manticore Parry (Stances); 7th (Strikes) Finishing Move (Boosts) Scything Blade (Counters)
pages used 77/100.
Disciplines: Devoted Spirit, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Iron Heart
Tierra bases her readied maneuvers off of advance intelligence and experience. Against golems and other creatures weak against bludgeoning damage she prefers Setting Sun and Stone Dragon maneuvers. When about to face fiends she often times readies her Devoted Spirit maneuvers. That said, Tierra always keeps at least one Shadow Hand and one Diamond Mind maneuver readied.
Tierra usually has Assassin's Stance and Aura of Triumph readied plus one other stance.
Consecrated knight spells per day;
0- light, cure minor wounds, purify food and drink, guidance
1st- deathwatch (no Evil descriptor), remove fear, calm emotions
2nd- shield other, align weapon or undetectable alignment
Str 14, Dex 16, Con 12, Int 23 (18 base, +2 levels, +3 inheirent), Wis 18 (14 base, +1 levels, +3 inheirent), Cha 18 (17, +1 levels)
Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Defense for the Repentant, Holy Mount, What Evil Lurks in the Hearts of Men, Blessed Darkness Stance, Insightful Smite
Academic Blade Scholar (racial bonus), Scribe Martial Script (class bonus), Avenging Strike (1st level), Blind-Fight (3rd level), Two-Weapon Fighting (class bonus), Endurance (6th level), Diehard (9th level), Advanced Weapon Proficiency: Rapier (12th level), Improved Recovery (15th level)
Knowledge (Religion): rank 14 (bonus +20), Knowledge (Local): rank 16 (bonus +22), Knowledge (Nobility and Royalty): rank 14 (bonus +20), Knowledge (History): rank 11 (bonus +21), Knowledge (Geography): rank 12 (bonus +18), Knowledge (Architecture and Engineering): rank 14 (bonus +20), Knowledge (Tactics): rank 16 (bonus +22), Knowledge (Chemistry): rank 14 (bonus +20), Knowledge (Psychology): rank 6 (bonus +12), Martial Lore: rank 19 (bonus +25), Craft (Alchemy): rank 14 (bonus +20), Craft (Weaponsmithing): rank 11 (bonus +16), Craft (Technical Drawing): rank 3 (bonus +9), Search: rank 2 (bonus +8), Concentration: rank 14 (bonus +15), Intimidate: rank 8 (bonus +12), Diplomacy: rank 13 (bonus +16), Perform (Stringed Instruments): rank 5 (bonus +9), Hide: rank 9 (bonus +12, +17 with cloak of the bat
), Move Silently: rank 10 (bonus +13), Ride: rank 5 (bonus +8), Heal: rank 8 (bonus +12), Listen: rank 5 (bonus +9), Spot: rank 5 (bonus +9)
Possessions: Lunia’s Razor
, grapnel gun and other possessions (see below)
Aura of Good (Ex):
The power of Tierra’s aura of good (see the detect good spell) is equal to her consecrated knight level.
Detect Evil (Sp):
At will, Tierra can use detect evil, as the spell, except for some differences. First this takes the form of a full round action and involves some sort of ritual decided upon by Tierra. Unlike the spell Tierra’s Detect Evil can discern the extent of their suspect's evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.
The Consecrated Knight: Detect Evil
Smite Evil (Su):
|-1 Neutral with Evil tendencies|
Bullies, some pick pockets, Bernard Black and common con men.
|Itching finger tips.|
|-2 Evil with Neutral tendencies|
Muggers and loan sharks.
|Tiny pinpricks though out fingers.|
Brigands, thugs, murderers, most non-comsic fiends, most Dukes of Hell, Edmund Blackadder and Belkar.
|Sharp but short-lived pain in the extremities.|
War criminals, Jonathan Teatime and most archfiends.
|Short but sharp throbbing pain in all extremities.|
|-5 Pure Evil|
The most demented war mongering genocidal tyrants, Carcer, Findthee Swing, the Auditors of Reality and all remaining archfiends.
|Brief but agonizing full body pain.|
Three times per day, Tierra may attempt to smite evil with one normal melee attack. She adds her Charisma bonus of +4 to her attack roll and deals 11 extra points of damage. If she accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
If the target was Neutral with Evil tendencies and threatened another sentient creature the smite bonus is inflicted as non-lethal damage. If she makes a successful smite use against a target of Vile or worse status the additional damage is 16 instead.
Divine Grace (Su):
Tierra has a +4 bonus due to her Charisma bonus on all saving throws.
Lay on Hands (Su):
As a paladin, Tierra can heal wounds (her own or those of others) by touch. Each day she can heal of hit points 44 of damage. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, Tierra can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Tierra decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su):
Tierra is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while Tierra is conscious, but not if she is unconscious or dead.
Divine Health (Ex):
Tierra has immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su):
Tierra has the supernatural ability to turn undead. She may use this ability seven times per day. She turns undead as a 2nd level cleric would.
Defense for the Repentant (Su):
Any evil doer who willingly surrenders to Tierra, and truly repents of his or her evil acts is now subject to Tierra’s divine grace as if he or she was a consecrated knight. Tierra also automatically knows when her ward is in danger. However, by the same token she is responsible for her ward's safety. This means that if Tierra allows any harm to befall this person she would lose all consecrated knight powers until she atoned. The protective bond is broken if her ward commits any evil acts under your care or has been moved to safety.
Holy Mount (Sp):
Young Tierra may quest for a highly intelligent animal to serve as a mount. Typically this is a warhorse but other animals are allowed. While the word “quest” is used, a Tierra may simply meet his bonded mount on the way to greater quest or any other memorable event. Any such mount must have hit dice or Challenge Rating (DM's choice) equal to or less than that of her own.
Appropriate mounts would include awakened animals such as horses, wolves, bears or rhinoceros. This is in addition to such creatures as pegasi, unicorns (with the proper feats), griffons, some dragons (see unicorns) and flumphs.
Should Tierra’s mount die, she must wait for one whole year to obtain a new mount. If her mount was killed due to incompetence, neglect or cowardice on Tierra’s part, she must wait for ten years instead. If said mount dies because of abuse or deliberate neglect on the Tierra’s part, she can not receive a new mount, ever. In fact this may even cause irrevocable loss of consecrated knight status.
Tierra can ready five of her maneuvers known. She readies her maneuvers by studying her combat manual for at least 20 minutes. The maneuvers Tierra choose remain readied until she decides to study her manual again and change them. Tierra need not sleep or rest for any long period of time to ready your maneuvers; any time she spends 20 minutes in study, you can change she readied maneuvers.
She begins all encounter with all her readied maneuvers unexpended, regardless of how many times Tierra might have already used them since she chose them. When Tierra initiates a maneuver, she expend it for the current encounter, so each of her readied maneuvers can only be used once per encounter (unless she recovers them, as described below).
Tierra can recover an expended maneuver by using a full-round action to quickly focus her concentration. Doing this does not provoke attacks of opportunity. If Tierra completes her meditation, she can choose one expended maneuver to refresh. It is now available for use in a subsequent round.
Unlike any other martial adept, Tierra must ready her stances in advance. She can ready three stances. She readies her stances at the same time she readies her other maneuvers, but unlike maneuvers, stances are not expended when she initiates them. All the stances that Tierra has readied are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
She must study her combat manual for at least 20 minutes to ready her maneuvers. She cannot ready any maneuver not recorded in her manual.
Scribe Martial Script:
Tierra has Scribe Martial Script as a bonus feat.
Tierra adds her Intelligence modifier of +6 as a bonus to Armor Class, so long as she wears light or no armor, is unencumbered, and does not use a shield. This bonus to AC applies even against touch attacks or when she is flat-footed. However, Tierra loses this bonus when she is immobilized or helpless. This bonus overlaps (does not stack with) the AC bonus granted by the swordsage class.
What Evil Lurks in the Hearts of Men: (Su)
Tierra can sense evil intent in others at will. This is a full round action and involves some sort of ritual decided upon by the knight. Tierra can discern the extent of her suspect's intended evil from -1 (neutral with evil tendencies) to -5 (pure evil, whether Neutral Evil or not) and whether or not they have recently committed an evil act and its magnitude.
Blessed Darkness Stance: (Su)
Tierra has the holy power of the blessed darkness stance. She may lose the benefits of any stance she is currently in to gain the benefits of this one. While in this stance she invokes a holy shadow to surround herself, her allies and her charges, but still allows the innocent to see unobstructed and actually benefit. This functions as a deeper darkness
spell as if cast by a 13th level sorcerer. Any non-Evil creature of Tierra’s choice can see and function normally and receives the benefits of a bless
, as if cast by a 13th level cleric. This is effect is retained as long as Tierra maintains the stance.
Insightful Smite: (Su)
Tierra has gained knowledge and control of the Diamond Mind school to such a point that she can combine her righteous fury with cunning and insightful attacks. In game terms she may add her Smite Evil damage to damage from Insightful Strike and Greater Insightful Strike.
Armor and weapons:
+4 holy, wounding, ghost touch rapier of speed
+2 defending, returning, sundering dagger
+3 mithril breastplate of etherealness and moderate fortification
+2 bastard sword. Wielded like a short sword, +4 against Evil creatures, damage times 2 to undead and Negative Energy based creatures, times 3 on a critical to the same creatures. Silvery light instead of golden.
This r-shaped device uses a crossbow like mechanism to fire a 7 inch long metal bolt with a grappling hook on the end. It has a 10-inch long barrel, part of that sits a top the arm, and a 3-inch long handle with a custom pistol grip along with an arm brace. To use the wielder must pass a Use Device check with a DC 15 the first use. Then aim at the building or item (such as a lever or piece of armor) desired making a touch attack against it. The line of Tierra's grapnel gun is treated as having a Strength score of 22 for the purposes of dragging and lifting capacity. The metal bolt is attached to the rest of the gun with a 99-foot (30-meter) long thread of giant spider silk (provided to Tierra by one of her friends). The gun and bolt are made from adamantine. Tierra is currently working on a new prototype using compressed air. As the item's inventor, Tierra strongly cautions against using a grapnel gun as an actual weapon.
1 lbs. Length: Handle:
3 inches Barrel:
10 inches Arm brace:
3,450 gold pieces Cost to make:
1,150 gold pieces
alchemist’s lab (at home)
flasks of acid (9) (inside bag of holding)
alchemist fire (6) (inside bag of holding)
antitoxin (60) (inside bag of holding)
holy water (9) (inside bag of holding)
smoke sticks (6) (inside bag of holding)
sunrod (6) (inside bag of holding)
tanglefoot bags (6) (inside bag of holding)
military saddle (on horse)
16 ounces of ink
signet rings (14, one for her self)
50 feet of silk rope (1)
protection from arrows 10/magic
type I bag of holding
cloak of the bat
elixir of hiding
elixir of sneaking
elixir of vision
elixir of truth
combat manuals (6)
breastplate barding for her horse
21,500.9 gold left. Used mostly to outfit and equip her companions.
51 1/2 lbs., 57 lbs. in bag of holding, 90 1/2 lbs. with Alchemist Lab.
If used at lower levels:
Tierra’s hit points by level should be: 1st; hp 9, 2nd; hp 17, 3rd; hp 26, 4th; hp 32, 5th; hp 38, 6th; hp 42, 7th; hp 51, 8th; hp 60, 9th; hp 71, 10th; hp 78, 11th; hp 85, 12th; hp 89, 13th; hp 95, 14th; hp 100, 15th; hp 109.
Tierra’s wisdom score would rise to 15 at 4th level, her Intelligence would rise twice, once at eighth 8th and again at 12th level. At 16th level Tierra’s Charisma would be 18, barring magic. She gained Lunia’s Razor
at 6th level and Vindicator
at 10th level. Reduce or remove her other items as needed. Tierra also has a +3 inheirent bonus to Wisdom from a Tome of Understanding and a +3 inheirent bonus to Intelligence from a Tome of Clear Thought. The cost for both items are figured into Tierra's wealth.