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Adventurer

Bea's page

552 posts. Alias of Count Buggula.


Full Name

Beatrix

Race

Human

Classes/Levels

Paladin 4

Gender

Female

Age

26

Alignment

LG

Deity

Erastil

Location

Brevoy

Languages

Common

Occupation

Ex-Soldier

Strength 16
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 10
Charisma 14

About Bea

A fair skinned woman of medium build in her mid twenties, Beatrix has a somber face with dark hair and darker eyes. Usually seen wearing a breasplate and carries a large sword and a longbow strung over her back.

Combat:

Hit Points: 36/36
Speed: Walk 20 ft.

Total / Touch / Flat Footed
AC: 21 / 11 / 20
Initiative: +2
BAB: +4
Melee tohit: +7
Ranged tohit: +6

Fortitude: +7
Reflex: +5
Will: +6

CMB: +7
CMD: 19

Unarmed attack:
to hit: +7
damage: 1d3+3
critical: 20/x2

Greatsword +1:
to hit: +9
damage: 2d6+5
critical: 19-20/x2

Greatsword +1 (Power Attack):
to hit: +7
damage: 2d6+11
critical: 19-20/x2

Longbow:
to hit: +6
damage: 1d8
critical: 20/x3
range: 100 ft.

Spear:
to hit: +7
damage: 1d8+3
critical: 20/x3
range: 20 ft.

Dagger:
to hit: +7
damage: 1d4+3
critical: 19-20/x2
range: 10 ft.


Skills:

Skill Total Rnk Stat Msc
Acrobatics -2 0 2 -4
Acrobatics (Jump) -5 0 2 -7
Appraise -1 0 -1 0
Bluff 2 0 2 0
Climb -1 0 3 -4
Craft (Untrained) -1 0 -1 0
Diplomacy 8 3 2 3
Disguise 2 0 2 0
Escape Artist -2 0 2 -4
Fly -2 0 2 -4
Heal 0 0 0 0
Intimidate 2 0 2 0
Knowledge (Religion) 3 1 -1 3
Perception 4 4 0 0
Perform (Untrained) 3 0 3 0
Profession (Soldier) 4 1 0 3
Ride 2 1 2 -1
Sense Motive 4 1 0 3
Stealth -2 0 2 -4
Survival 5 1 0 4
Swim -1 0 3 -4

Special Abilities:

Aura of Courage (Su)
    You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good
    You project a moderate good aura.

Detect Evil
    At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Divine Health (Ex)
    You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel Positive Energy (Su)
    You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Smite Evil (Su)
    You can call out to the powers of good to aid you in your struggle against evil 2 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and +4 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +8. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Lay on Hands
    You can heal wounds (your own or those of others) by touch. Each day you can use this ability 4 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.

Mercy (Sickened) (Su)
    Whenever you use Lay on Hands to heal damage to one target, the target is no longer sickened.

Favored Class: Paladin
Favored Class Bonus
Bonus Skill Point: Perception
Bonus Skill Point: Perception
Bonus Skill Point: Perception
Bonus Skill Point: Perception


Traits:

Armor Expert
     You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Militia Veteran (any town or village) (survival)
     Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.


Feats:

Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Focus (Greatsword)

Power Attack
You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Armor Proficiency, Heavy
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Martial Weapon Proficiency Output
You make attack rolls with all your martial weapons normally (without the non-proficient penalty).

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency


Equipment:

Traveler's Outfit, Full Plate +1, Waterskin (filled)
Backpack (29 lbs.)
Bedroll, Winter Blanket, Candle x2, Fishhook, Flint and Steel, Hooded Lantern, Oil (1 Pint Flask x5), Trail Rations x4, Silk Rope (50ft), Soap, Torch, Mead x2
Belt Pouch (1.42 lbs.)
Compass
Opel worth 100gp
4 CP
8 SP
29 GP
Total weight carried:
Current load: Light
Encumbrance
Light: 76
Medium: 153
Heavy: 230

Background:
Beatrix was raised in the south of Brevoy, a Rostlander daughter of farmers. Her brothers handled most of the work, and as she would be passed for any sizable inheritance, she left home to earn a living. At first it was simple guard jobs or escorting caravans, but she quickly found a place in the city guard before finally becoming a soldier.

Her company was sent to deal with a revolt in a small village, and upon arriving was ordered to burn the buildings and kill all inhabitants. Following orders, Bea and her companions slaughtered women and children as well as men who put up no resistance.

The guilt tore her apart. Rivers of blood tormented her dreams nightly, and she would be found furiously washing invisible blood from her hands. Unable to continue, she slipped out of camp one night and fled her company towards the anonymity of the Stolen Lands and safety from the army, who would surely put her to death for desertion if found.

Taking shelter from a torrential storm in a lodge of Erastil, in desperation she pledged her service to the god of families to atone for her crimes against him, and for the first time found some solace and peace in her wounded soul. Still she wanders, hoping one day to forget the horrors of what she has done and finally face a new day with a clear conscience.


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