Malindil

Agda Haskell's page

4 posts. Organized Play character for AdAstraGames.


Full Name

Agda Haskell

Race

Human

Classes/Levels

Paladin 8/ShadowDancer 6

Gender

Female

Size

Medium - 5'10, 165 lbs

Age

34

Alignment

Lawful Good

Deity

Pharasma

Location

Absalom

Languages

Common, Celestial, Thassilonian, Infernal

Homepage URL

Being the Journal of Agda Haskell, Pathfinder

Strength 18
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 10
Charisma 19

About Agda Haskell

All men give the same prayer to My Lady: "Not today!", they ask. I have been sent to give Her answer. "Be not afraid. Yes, today."

When one fights the darkness, one cannot sit behind the barricade and let the enemy come. One must go into the shadows, and take the war to them.

Build Info:
Stats: STR 15+1+2=18[7], DEX 14+2[5], CON 12+2[2], INT 11+1+2[1], WIS 10[0], CHA 14+2+1[5]

Traits:
Armor Training (-1 to ACP),
Vagabond Child [Disable Device] (+1 to Sleight of Hand and Disable Device, Disable Device is Class Skill).
Feats: Combat Reflexes, Power Attack; Dodge; Mobility; Great Mercy; Improved Critical (Pickaxe);[Unsanctioned Knowledge - Ioun Stone]; Toughness
Favored Class: Paladin, Skill Points x2, Hit Points x 5

Skills, 68 of 68 Ranks Spent:

Acrobatics: +13 (7 ranks, 3 Class, 3 DEX, 0 ACP)
Appraise: +0 (0 ranks, 0 INT)
Bluff: +10 (1 ranks, 3 Class, 3 CHA, +3 Circlet)
Climb: +4 (0 ranks, 0 Class, 4 STR, 0 ACP)
Diplomacy: +12 (3 ranks, 3 Class, 3 CHA,+3 Circlet, +2 with Fetchlings, +2 in Magnimar)
Disguise: +12 (3 ranks, 3 Class, 3 CHA, +3 Circlet)
Disable Device: +18 (11 ranks, 3 Class, 1 Trait, 3 DEX, 0 ACP, +2 tools)
Escape Artist: +7 (1 rank, 3 Class, 3 DEX, 0 ACP)
Fly: +3 (0 ranks, 0 Class, 3 DEX, 0 ACP)
Heal: +0 (0 ranks, 0 Class, 0 WIS)
Intimidate: +6 (0 ranks, 3 CHA, 3 Circlet)
Perception: +21 (11 ranks, 3 Class, 0 WIS, +2 Boon, +5 Item)
Perform (dance): +13 (2 ranks, 3 Class, 3 CHA, +3 Circlet, +2 as Job Roll)
Ride: +3 (0 ranks, 0 Class, 3 DEX, 0 ACP)
Sense Motive: +8 (5 ranks, 3 Class, 0 WIS)
Knowledge (arcana): +6 (2 ranks, 3 Class, 1 INT)
Knowledge (nobility): +6 (2 ranks, 3 Class, 1 INT)
Knowledge (religion): +6 (2 ranks, 3 Class, 1 INT)
Stealth: +22 (11 ranks, 3 DEX, 3 Class, 5 Armor, 0 ACP)
Sleight of Hand: +9 (2 ranks, 3 Class, 1 Trait, 3 DEX, 0 ACP)
Survival/Track: +0 (0 rank, 0 Class, 0 WIS)
Swim: +4 (0 ranks, 0 Class, 4 STR)
Use Magic Device: +18 (11 ranks, 0 Class, 2 DEX, 3 Circlet, 2 Tools)

Stat Block:

Agda Haskell, LG Paladin/Shadowdancer
AC: 10+8+4+1+1=24, 24, 15, +4 with Shield Spell HP: 84/-14, Init +4, Speed 30' (-2[-0])
BAB +8/+3
Melee [+1 PickAxe/Power Attack]: +12/1d8+6+1+9 || +7/1d8+6+1+9, 20/4x (9 BAB, +4 STR, +1 Enhancement, -3 PA)/
Melee [+1 PickAxe/Normal]: +15/1d8+6+1 || +10/1d8+6+1,(9 BAB, +4 STR, +1 Enhancement)
Smite Evil 2x/day (+3 to hit, +6 to Damage, +3 Deflection to AC, double Dmg bonus to outsider, dragon, undead on 1st hit, bypass DR of evil creatures.)
Lay On Hands, 6x/day, 3d6 positive energy as touch. Swift action for her, standard action to use on someone else. Add +1d6 healed if not using a Mercy.
Divine Grace: Add CHA mod to all saving throws (factored in).
Divine Health: Immune to diseases
Aura of Courage: Immune to Fear, grant +4 to saves for adjacent foes.
Mercy: Her Lay On Hands removes the Sickened condition.
Weapon Bond: For 5 minutes, she can add an additional +1 ability to a weapon, or one of the following special weapon abilities: axiomatic (+2), brilliant energy (+4), defending (+1), disruption (+2), flaming (+1), flaming burst (+2), holy (+2), keen (+1), merciful (+1), and speed.
Hide in Plain Sight: Can make Stealth Checks while directly observed, provided she's within 10' of an area of dim light or shadow.
Evasion: When a Reflex save for half damage is made, no damage is taken.
Darkvision 60': Can see with no lighting.
Uncanny Dodge: Retains DEX bonus in surprise rounds
Rogue Talent: Positioning Attack - 1x/day she can move up to 30' after successfully attacking a creature without provoking an attack of opportunity. She must remain in the creature's threatened range. This does not consume any of her "normal" movement.
Shadow Illusion: Create Silent Image 1x/day as Spell Like Ability, DC 15.
Summon Shadow: Has a Shadow Companion, Attacks at +10/+5 vs Touch for 1d6 STR drain. AC 18, 42 HP.
Shadow Jump: Dimension Door up to 40', usable in 10' increments.
Shadow Call: Caster Level 10 Spell Like Ability, Shadow Conjuration
Channel Positive Energy, 3d6/use, uses up 2 Lay On Hands uses.
Mercy: Cure Disease, Caster Level 6.
Spells/day: 2 1st level spell, 1 2nd level spell, caster level 3.
CMB: 9+4=13,
CMD: 10+9+4+4=27,
Fort: +14 [Additional +1 vs Poisons], Ref: +12 (Evasion), Will: +12 (+1 vs Confusion, +1 vs Fear; makes Aura of Courage +5). (Includes Cloak of Resistance)

PFS Info:

28.5 XP, 29.5 CPA, 44.5 TPA
+1 Bonus to saves vs. Poison (Feast of Ravenmoor boon)
+2 Bonus to Perception rolls (Winter War boon)
Spent 2 PA for a shining wayfinder.
Spent 1 PA to learn Celestial as a bonus language (Song of the Sea Witch boon.)
Savior of the Shadowblooded: +2 Diplomacy with Fetchlings.
+1 Bonus to saves vs. Fear & Confusion (Carrion Hill boon)
Spent 2 PA for a business and a +2 on Job Rolls.
Spent 2 PA for two Restoration Spells to remove 2 temporary negative levels before they could go permanent.

Equipment; 150 initial, -204 GP consumed
+502: Frostfur Captives (1 XP, 2 PA)-
+513: Infernal Vault (1 XP, 2 PA)
+541: Tide of Twilight (1 XP, 2 PA)
+507+10: Echoes of the Overwatched (1 XP, 2 PA)
+1,250: Feast of Ravenmoor (Module, 3 XP, 4 PA)
+1,315+10: Song of the Sea Witch (Tier 3-4) (1 XP, 2 PA)
+1,250+1: Blood Under Absalom (Tier 3-4) (1 XP, 2 PA)
+1,262: Bloodcove Disguise (GM Credit) (1 XP, 2 PA)
+1,282: Rescue at Azlant Ridge (GM Credit) (1 XP, 2 PA)
+1,271+25: Perils of the Pirate Pact (Tier 3-4) (1 XP, 2 PA)
+1,281+10: Murder on the Silken Caravan (Tier 4-5) (1 XP, 2 PA)
+1,904+1: Rise of the Goblin Guild (Tier 4-5) (1 XP, 2 PA)
+2,524+5: Haunting of Hinojai (Tier 5-6) (1 XP, 2 PA)
+3,200: Mirrors of Midnight (Partial) (2 XP, 3 PA)
+6,754: Carrion Hill (Full) (3 XP, 4 PA)
+5,645+20: The Green Market (Tier 8-9) (1 XP, 2 PA)
+2,734+50: The Golden Serpent (Tier 8-9) (0.5 XP, 1 PA)
+2,250+50: Heresy of Man Part II (Tier 8-9) (0.5 XP, 0.5 PA)
+2,683+20: Heresy of Man Part III (Tier 8-9) (0.5 XP, 1 PA)
+2,937+20: Sniper in the Deep (Tier 8-9) (0.5 XP, 1 PA)
+3,975+20: The Mantis's Prey (Tier 10-11) (0.5 XP, 1 PA)
+8,883: The Wizard of the Harrowing Realm (Tier 9-11) (1.5 XP, 2 PA)
+3,925+50: Cultist's Kiss (Tier 10-11) (0.5 XP, 1 PA)
+4,056+100: Feast of Sigils (Tier 10-11) (0.5 XP, 1 PA)
+3,985+100: Refuge of Time (Tier 10-11) (0.5 XP, 1 PA)
+3,916+75: Waking Rune (Tier 10-11) (0.5 XP, 1 PA)
+3,851+75: Beneath the Silver Tarn (Tier 10-11) (0.5 XP, 1 PA)
+2,937+20: Drow of the Darklands Pyramid (Tier 10-11) 0.5 XP, 1 PA)
+3,873+20: Elven Entanglements (Tier 10-11) (0.5 XP, 1 PA)
85,798 GP total, 2,698.5 GP unspent.:

Items Sold/Consumed:
Studded Leather Armor (-13 GP)
2 flasks of Holy Water (-50 GP)
Bottle of Pepper Sauce (-2 GP)
Trail Rations, 7 days (-7 GP)
MW Chain Shirt (-125)
Manacles, Sold (-7 GP)
Wand of Cure Light Wounds (0/50) (2 PA)
Wand of Cure Light Wounds (0/50) (2 PA)
Wand of Bless Weapon (0/50) (2 PA)

Mithril-bladed Masterwork Pickaxe (764 GP)
+1 Enchantment on Masterwork Pickaxe (2,000 GP)
Ghost-touch enhancement on Masterwork Pickaxe (6,000 GP)
Chakrams, (2) (2 GP)
Mithral Breastplate (4,200 GP)
+2 Enchantment on Mithral Breastplate (4,000 GP)
+5 Shadow Enhancement on Mithral Breastplate (3,750 GP)
Cold Weather Gear (8 GP)
Metal balls with tinkle bells (0.5 GP)
MW Manacles (50 GP)
MW Lockpicks (100 GP)
Wand of Cure Light Wounds (44/50) (2 PA)
Wand of Shield (43/50) (2 PA)
Wand of Bless Weapon (46/50) (2 PA)
1 flask of Holy Water (25 GP)
100 ft of silk rope (20 GP)
13 days of iron rations (13 GP)
Grappling hook (2 GP)
Dagger (2 GP)
Cold Iron Flail (16 GP)
Cloak of Resistance +1 (1,000 GP)
Upgrade Cloak to +2 (2,000 GP)
Amulet of Natural Armor +1 (2,000 GP)
Ring of Protection +1 (2,000 GP)
Eyes of Seeing +5 (2,500 GP)
Headband of Charisma +2 (4,000 GP)
Belt of Mighty Strength +2 (4,000 GP)
Backpack (5 GP)
Shining Wayfinder (2 PA)
Amulet of Ghost Touch Fists (on Astrid) (4,000 GP)
Potion of Cure Moderate Wounds (300 GP)
Wand of Inflict Light Wounds (19/19) (315 GP)
Circlet of Persuasion (4,500 GP)
Upgrade Headband of Charisma +2 to Headband of Intelligence & Charisma +2, adds Use Magic Device as skill (6,000 GP)
Upgrade Belt of Strength +2 to a Belt of Strength and Constitution +2. (6,000 GP)
Upgrade Belt of Strength +2 to a Belt of Strength, Constitution and Dexterity +2. (6,000 GP)
Masterwork Tools: Use Magic Device (50 GP)
Wand of Blur (36/50) (4,500 GP)

2,698.5 GP unspent

Appearance Through Level 5:

A tall woman, slender of hip and heavy set of shoulder, her hair is a rich brunette, and her eyes pale gold. Her clothing is a black breastplate that eats the light with a dark cloak over it, the spiral of Pharasma an adornment on the cinching pin. She has a 5' tall silver-headed pick-axe, with a shaft of dark oak balanced across her shoulder, plus a half dozen chakrams, a dagger, and a flail at her belt.

Appearance At Level 6:

A tall woman, slender of hip and heavy set of shoulder, her hair is a rich brunette, and her eyes pale gold. Her clothing is a black breastplate that eats the light with a dark cloak over it, the spiral of Pharasma an adornment on the cinching pin. She has a 5' tall silver-headed pick-axe, with a shaft of dark oak balanced across her shoulder, plus a half dozen chakrams, a dagger, and a flail at her belt.

Moments of Awesome:

Very early in her career, she convinced goblins she was escorting into believing that the best way to prank other goblins wasn't setting them on fire. It was daring them to chug bottles of hot sauce, because they're all fireproof anyway. REAL toughness comes from being able to drink hot sauce without crying...this probably kept them all alive, and greatly reduced the number of cases of "oops, we set you on fire."

In a Society scenario dedicated to getting evil holy symbols out of circulation in Absalom, she not only used Diplomacy to get the symbols away from NPCs (the way the faction mission is supposed to work), she also used Stealth, Sleight of Hand, an extra potion flask, and a bottle of Holy Water to replace the UNHOLY water in the Temple of Asmodeus, by pouring the unholy water into the empty flask, and pouring the holy water into the decanter in the temple. On the next service run by that priest, he unwittingly sprayed the living, sacrificial altar with Holy Water.

In another society scenario, when faced with a bearded devil, she used a charge of Bless Weapon from her wand, charged into combat...and got a critical hit while Power Attacking with her magical, mithral pickaxe. In addition to ignoring its DR, the crit automatically confirmed. While she didn't roll maximum damage on 4d8+36, she did roll enough to one-shot kill it. Before it got to do more than its single AoO as she moved into range.

When a companion of hers was dropped to negative HPs inside the area of an Obscuring Mist, she used the concealment provided to make a Stealth check, rolled a natural 20 on the Stealth, and got close enough to him to do a Lay on Hands. Telling him to lay low, she also laid low, with her pickaxe ready, crouched down.

When the enemy leader rode by, followed by his minions, she rose in the dimly lit mist from stealth, attacked him when he was flat-footed, and rolled a critical success on her Attack of Opportunity, taking him off his horse in the process. Stepping onto his disabled body, she then proceeded to make three more Attacks of Opportunity against his three minions, taking all three out of the fight.

From the perspective of someone outside of the mist, it must have looked impressive - this mound of darkness rising like the avatar of Pharasma, a gravedigger's pick of glowing silver swinging through the air into the chest of the most dangerous foe, the mist dispelled to see three downed foes and a fourth barely alive under her boot.

Later, in the same adventure, she and another ally hid in niches on the side of a corridor; from stealth, she threw a small hollow ball full of bells down the corridor, then stepped back into Stealth; the party archer stood further up the corridor. The near mindless undead were partially distracted by the tinkling bells, and charged up the corridor in two waves as the archer fired at them. Between the archer and walking through the Attacks of Opportunity, the fact that they came in two groups rather than one meant that they all died before they could actually make an attack.

When duelling a family enemy, she went in accepting that her life might be the price to pay for ending his plots. With a raging battle involving her companions, a released djinn and hundreds of goblins around her, she focused on one foe, her pick-axe blazing with gray flame, and sent him on to Her Lady to answer for his deeds in life, and his place in the afterlife.

While fighting under the sewers of Magnimar, and armed with a random bead of fireballs, she snuck into a position to see into a room full of Goblins working on alchemical concoctions, mostly Alchemist's Fire under the guidance of a Goblin alchemist. She threw the largest of the beads into the midst of the alchemical reagents and braziers, causing a giant conflagration which simplified the resulting fight tremendously.

Advancement Plan:

Level 10: Paladin, Mercy, Lay On Hands goes to 4d6. Nice save bonuses.
Level 11: Paladin, Toughness, gained See Invisible from Unsanctioned Knowledge.
Level 12: Paladin, most likely.