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Jabbyr

Ragna's page

254 posts. Alias of detritus.


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Full Name

Ragna

Race

Changeling

Classes/Levels

level 13 paladin/hospitaler

Gender

Female

Size

Medium

Special Abilities

changeling disguise, shapechanger subtype

Alignment

Lawful Good

Deity

Silver Flame

Languages

common

Occupation

Temple Knight

Strength 13
Dexterity 14
Constitution 15
Intelligence 9
Wisdom 17
Charisma 21

About Ragna

current HP: 80/118
Bloodied: 62
Healing Surge Value: 31
Healing Surges per Day: 11/13
status effects:

AC: 31
Fort: 24
Ref: 24
Will: 26
Resist 10 poison (amulet)

speed: 5
initiative: 12
AP: 1/1

Trained skills: religion +11, diplomacy +18, intimidate +18, endurance +12
Untrained skills: Acrobatics +7, Arcane +6, Athletics +6, Bluff +15, Heal +11, Dungeoneering +11, History +6, Insight +13, Nature +11, Perception +11, streetwise +13, Stealth +7, Thievery +7
Passive Perception: 21
Passive Insight: 23
skill bonus: +2 bluff, +2 insight
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Class and Race Features:
mental defense: +1 will
hospitaler's blessing: when an enemy that you currently challenge attacks one of your allies whether the attack hits or misses, that ally regains hit points equal to one-half your level + your wisdom modifier (+11)
hospitaler's action: when you spend an action point to take an extra action, each ally within 5 squares regains hit points equal to your wisdom mod (+4)
divine sanction: marked by me, duration based on the description in the power that sanctioned the target, until the mark ends, the target takes 11 radiant damage each round it makes an attack that doesn't include you as a target.

armor proficiencies: cloth, leather, hide, chainmail, scale, plate, light shield, heavy shield
weapon proficiencies: simple melee, military melee, simple ranged
implements: holy symbol

_______________________________________
feats:
focused mind: +4 to saving throws against dazing and stunning effects
virtuous recovery: whenever you spend a healing surge, gain resistance to all damage equal to wis mod until the start of your next turn (+4)
toughness
improved initiative
versatile expertise: holy symbol and heavy blades
weapon focus: heavy blades
Shield Mastery: add shield bonus to Fort
Hero's Poise: when you save vs ongoing effects; allies in line of sight within 5 squares get bonus to saving throws equal to my cha mod (+6) until the end of my next turn
_____________________________________________
At-will:

Basic attack:
At-will*weapon
standard action, melee weapon
+14 vs AC, 1d8+8, see Virtuous Strike

basic ranged attack:
At-will*weapon
standard action, ranged 5/10
+10 vs AC, 1d8+2

Changeling Disguise:
At-will*polymorph
minor action, personal
You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your cloth, armor, and possessions do not change. The new form lasts until you change form again.
Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.

Divine Challenge:
at-will*divine, radiant
minor action, close burst 5
Target: one creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes -2 penalty to attack rolls for any attack that doesn't inlcude me as a target. Also, it takes 11 radiant damage and the target ally regains +9 hit points even on a miss.

Virtuous Strike:
at-will*divine, radiant, weapon
standard action, melee weapon
+18 vs AC, 1d8+12 radiant damage, and you gain a +2 bonus to saving throws until the start of your next turn, Can be used as a melee basic attack

Enfeebling strike:
At-will*divine, weapon
standard action, melee weapon
+18 vs AC, 1d8+12, If you marked the target, it takes a -2 penalty to attack rolls until the end of your next turn

lay on hands:
at-will*divine
special: you can use this power a number of times per day equal to your wis mod (3), but only once per round
minor action, melee touch
target: one creature
effect: you spend a healing surge but regain no hit points. instead, the target regains hit points as if it had spent a healing surge + 5. You must have at least one healing surge remaining to use this power. I gain 3 damage reduction until the start of my next turn

_____________________________________________
encounter:
Changeling Trick:
encounter
minor action, melee 1
target: 1 creature
Effect: you make a bluff check opposed by the target's passive insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.

Channel Divinity: Divine Mettle:
encounter*divine
minor action, close burst 10
Target: 1 creature in burst
Effect: The target makes a saving throw with a bonus equal to my Cha mod (+6).

Warding Blow P11:
encounter*divine, weapon
standard action, melee weapon
Target: one creature that is marked by me
+18 vs AC, 2d8+12 cha mod, and each ally within 5 squares of you can make a saving throw.

Valorous Smite lvl 1:
encounter*divine, weapon
standard action, melee weapon
+18 vs AC, 2d8+12 cha mod, each enemy within 3 squares of me is subject to my divine sanction until the end of my next turn.

Astral Thunder lvl 7:
encounter*divine, implement, thunder, close burst 3, each enemy in burst
Standard action, melee weapon
+15 vs fort, 2d8+8 thunder Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wis mod (+3)

Castigating Strike lvl 13:
encounter*divine, weapon
Standard action, melee weapon
+18 vs AC, 3d8+12 and each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn

Call of Challenge lvl 2:
encounter*divine
minor action, close burst 3
target: each enemy in burst
effect: Each target is subject to my divine sanction until the end of my next turn

Guiding Verse:
encounter, minor, You make a saving throw with a 4 bonus

____________________________________________
Daily:
Majestic Halo lvl 1:
daily*divine, radiant, weapon
standard action, melee weapon
+18 vs AC, 3d8+12, miss: half damage, effect: Until the end of the encounter, any enemy that starts its turn adjacent to you is subject to your DS until the end of its turn

Healing Font P12:
daily*divine, healing
minor action, personal
Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit poitns equal to 1d6 + your wis mod (3)

Wrath of the Gods lvl 6:
daily*divine
minor action, close burst 1
Targets: You and each ally in burst
Effect: The targets add your Cha mod to damage rolls until the end of the encounter (5)

Name of Might lvl 5:
daily*divine, implement, thunder
standard action, close blast 3
Target: each enemy in blast
+15 vs Fort, 3d8+8 cha mod, thunder damage, and the target is slowed (save ends)
Miss: Half damage, and the target is slowed until the end of its next turn

Ray of Reprisal lvl 9:
daily*divine, implement, radiant
imm interr, close burst 5, trigger: an enemy within 5 squares of you hits your ally
+15 vs Fort, 3d6+8 radiant damage, miss: half, effect: The ally hit takes half damage from the triggering enemy's attack

Font of Healing lvl 10:
daily*divine, healing
minor action, close burst 5
target: you and one ally in burst
Effect: you spend a healing surge and each target regains hit points equal to your healing surge value, I also gain 3 damage reduction until the start of my next turn

_____________________________________________
equipment:

4,000 gp
longsword +3
Iron armbands of power
Imposter Gith Plate +3
amulet of health +3, gain resist 10 poison
holy symbol +3
heavy steel shield
adventurer's kit
heavy travel cloak
hand axe x 2
_____________________________________________
General Info:
Three years ago you and a couple of other novices were posted as warders to keep the heretic and former High-Inquisitor Jassolen imprisoned and isolated in a tower in Sigilstar. High-Inquisitor Jassolen went insane and began babbling about ‘snakes in the desert speaking to a lavender light’, ‘fonts of light being the voice of prophecy’ and of course the ‘world being covered by the realm of the dead’ and was imprisoned to keep his impurity from spreading to others.
A couple of months into your assignment a small company of Breelander agents broke into the keep where Jassolen was being kept and kidnapped him and made off in a flying skiff killing all of the guards except for you.
The years passed with you seeing action in Cyre and Breeland but only a few days before the ‘day of Mourning’ did you find any information about the group that kidnapped High-Inquisitor Jassolen and killed your friends. You petitioned your order for a company of men and supplies to avenge the wrongs done against you and Aundair. Your petition was approved and the men to put under your command but then the ‘Mourning occurred and the army high command ordered the company assigned to you to stand down until the situation could be assessed. As a paladin of the Silver Flame you aren’t bound by orders of the army so you decided to locate the Breelander agents on your own. Gathering a band of mercenaries you set forth from Flamekeep to the Mournland.
Along the way you meet up with a scruffy paladin of Dol-Arrah looking into what he claimed was the evil influencing the warforged.



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