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About Koya

Koya Mvashtil 2e:

Koya Cleric 6
CG | Medium Human Female | Versatile Heritage | Speed 25 feet | Perception +15
Str 8 -1, Dex 14 +2, Con 12 +1, Int 18 +4, Wis 20 +5, Cha 16 +3 | Fort +11 | Ref +10 | Will +15
AC 20 ... HP 62/62

Melee: ... Starknife +10 (Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S)... Damage 1d4-1 P

Skills:
Acrobatics +2 ... Arcana +12 ... Athletics -1 ... Crafting +14 ... Diplomacy +11 ... Lore: Fortune-Telling +12 ... Lore: Loremaster +12 ... Medicine +13 ... Nature +13 ... Occultism +12 ... Performance +11 ... Religion +15 ... Society +12 ... Survival +13

Cleric Font: ... DC 23 | Attack +13 | 3d10 / 3d8
3rd Heal > ->>> Heal > ->>> Heal > ->>> Heal > ->>>

Divine Spells ... DC 23 | Attack +13
3rd Glyph of Warding, Remove Disease, Neutralize Poison;
2nd Augury, Create Food, Enhance Victuals;
1st Heal, Magic Weapon, Mending;
Cantrips: Divine Lance, Detect Magic, Read Aura, Prestidigitation, Disrupt Undead

Focus Spells (2 points)
Agile Feet
Duration: Until the end of the current turn
The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.
Loremaster's Etude
Range 30 feet; Targets you or the triggering ally
You call upon your muse's deep mysteries, granting the target a greater ability to think and recall information. Roll the triggering Recall Knowledge skill check twice and use the better result.
MoonBeam >>
somatic, verbal Range 120 feet; Targets 1 creature
You shine a ray of moonlight. Make a spell attack roll. The beam of light deals 1d6 fire damage. Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like.
Critical Success The beam deals double damage, and the target is dazzled for 1 minute.
Success The beam deals full damage, and the target is dazzled for 1 round.

Improvised Repair (General) >>> You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.

Additional Feats: Alchemical Crafting ... Alchemist Dedication ... Assured Identification ... Crafter's Appraisal ... Domain Initiate ... Loremaster Dedication ... Loremaster's Etude ... Magical Crafting ... Oddity Identification ... Seasoned ... Specialty Crafting

Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Cloistered Cleric), Domain Initiate (Travel), Infused Reagents (Archetype), Second Doctrine

Items: Unarmored, Artisan's Tools, Basic Crafter's Book, Formula Book (Blank), Harrow Deck (Fine), Healer's Tools

Sandru 2e:

Sandru Swashbuckler 6
N Medium Human | Versatile Heritage | Humanoid
Perception +11 | Speed 30 Feet
Str 14 +1, Dex 19 +4, Con 12 +1, Int 12 +1, Wis 12 +2, Cha 16 +3

AC 24 +1 Studded Leather (163gp)
Fort +11 | Ref +14 | Will +11
HP 74/74
Melee: +15 ... +1 Striking Elven Curve Blade (Elf, Finesse, Forceful, Uncommon, Magical, 103gp) ... Damage: 1d8+1 S
... Precision Damage Precise Strike Finisher 3d6 ...

Skills Acrobatics +12 ... Athletics +2 ... Diplomacy +11 ... Intimidation +11 ... Lore: Mercantile +9 ... Medicine +9 ... Nature +9 ... Performance +13 ... Society +9 ... Stealth +12 ... Thievery +12

... Opportune Riposte Trigger *R->
A foe within your reach critically fails a Strike against you.
[smaller]You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
... No Cause for Alarm >>> (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill)
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
----- Critical Success ... Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.
... Unbalancing Finisher > (Finisher, Swashbuckler)
You attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hit and deal damage, the target is flat-footed until the end of your next turn.
... Leading Dance >(Move, Swashbuckler) You are adjacent to an enemy.
You sweep your foe into your dance. Attempt a Performance check against an adjacent enemy's Will DC. If your swashbuckler's style is battledancer and you succeed, you gain panache.
-----Critical Success: ... Your foe is swept up in your dance. You both move up to 10 feet in the same direction, remaining adjacent to one another. Your movement doesn't trigger reactions from the target (and the target's movement doesn't trigger reactions because it's forced movement).
----- Success: ... As critical success, but you both move only 5 feet.
----- Failure: ... The foe doesn't follow your steps. You can move 5 feet if you choose, but this movement triggers reactions normally.
----- Critical Failure: ... You stumble, falling prone in your space.
... Dueling Parry > (Swashbuckler) You are wielding only a single onehanded melee weapon and have your other hand or hands free.
You can parry attacks against you with your weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
... Confident Finisher > (Finisher, Swashbuckler) You make an incredibly graceful attack, piercing your foe's defenses.
Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.
----- Failure:... You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Additional Feats: Bargain Hunter | Disarming Flair | Fascinating Performance | Group Impression | Hobnobber | Multilingual | Precise Finisher | Sign Language | Train Animal | Virtuosic Performer
Additional Specials: Great Fortitude, Panache, Precise Strike, Stylish Tricks, Swashbuckler's Style (Battledancer), Vivacious Speed

Koya Mvashti & Sandru v. 1e:

Cleric of Desna 5 | Female old human NG Medium humanoid (human)
Init +1 | Perception +7 | Speed 40 ft. (30 ft. in armor)
Defense:
AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex) | HP 33 (5d8+5) | Fort +5, Ref +2, Will +8

Offense:
Base Atk +3; CMB +0; CMD 12
Melee: mwk starknife +1 (1d4-3/×3) / mwk starknife +1 (1d4-3/×3)

Special Attacks:
Cleric Channel Positive Energy: 3d6+1 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Domain Spell-Like Abilities
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

7/day Bit of Luck - Touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
7/day Agile feet - As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it.

Cleric Spells Prepared: (CL 5th; concentration +9)

3rd: (2+1D) create food and water, fly[D], glyph of warding
Optional:
agonizing rebuke[ARG] (DC 17), blood biography[APG] (DC 17), blindness/deafness (DC 17),continual flame, cure serious wounds, daylight, communal delay poison[UC], dispel magic, , guiding star[APG], helping hand, invisibility purge, magic vestment, nap stack[APG] (DC 17), obscure object (DC 17), prayer, remove blindness/deafness, remove curse, remove disease, sand whirlwind (DC 17), greater stunning barrier[ACG] (DC 17), titanic anchoring, wind wall

2nd: (3+1D) aid[D], make whole, lesser restoration, cure moderate wounds
Optional: , communal ant haul[UC], augury, blinding ray[ARG] (DC 16), burst of radiance (DC 16), consecrate, delay disease[ARG], delay poison, effortless armor[UC], gird ally, hold person (DC 16), inheritor's smite, instant armor[APG], invigorating poison, sacred space[ARG], silence (DC 16), snow shape, spear of purity[UM] (DC 16), spiritual weapon, surmount affliction[UM], weapon of awe[APG] (DC 16), web shelter[UM]

1st: (4+1D) longstrider[D], endure elementsx3, sanctuary (DC 15)
Optional: ant haul[APG] (DC 15), bless, bless water (DC 15), comprehend languages, cure light wounds, dancing lantern[APG], deadeye's lore[UC], diagnose disease[UM], divine favor, dream feast, ice armor, karmic blessing[ARG], liberating command[UC], magic weapon, moment of greatness[UC], shield of faith, stone shield[ARG], stunning barrier[ACG] (DC 15)
0 (at will): create water, detect poison, light, mending, purify food and drink (DC 14), resistance, virtue
Optional:

Statistics:
Str 5, Dex 12, Con 12, Int 12, Wis 19, Cha 10

Feats:
Brew Potion, Craft Wand, Craft Wondrous Item, Extra Channel, Fortune Teller[ISWG]
Fortune Teller: Cast some divination spells at +1 caster level
Traits:
blessed touch, stargazer (varisian)
Skills:
Heal +12, Knowledge (geography) +3, Knowledge (religion) +9, Perception +7, Profession (fortune-teller) +10, Sense Motive +10, Spellcraft +9, Survival +5, Languages: Common, Varisian
SQ
Gear: scroll of cure moderate wounds (x5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges);
+2 leaf armor[ISWG], mwk starknife, mwk starknife, ring of protection +1, harrow deck[UE], silver holy symbol of Desna,

Sandru
Rogue (swashbuckler) 5 (Pathfinder RPG Advanced Player's Guide 135) | NG Medium humanoid (human) | Speed 30 ft. (20 ft. in armor)

Defense:

AC 20, touch 13, flat-footed 17 (+5 armor, +2 Dex, +1 dodge, +2 shield) | HP 38 (5d8+10)
Fort +2, Ref +6, Will +3; +1 morale bonus vs. fear
Init +2 | Perception +7

Offense:
Base Atk +3; CMB +6; CMD 19
Melee: +1 silver scimitar +8 (1d6+3/18-20)
Ranged: mwk composite shortbow +6 (1d6+2/×3)
Special: sneak attack +3d6

Statistics:
Str 16, Dex 15, Con 12, Int 10, Wis 10, Cha 13

Feats:
Daring: +1 (Ex) +1 save vs. fear.
Evasion (Ex): If succeed on Reflex save for half dam, take none instead.
Mobility: +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (+3d6): Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex): Retain DEX bonus to AC when flat-footed.
Dodge, Iron Will, Toughness, Weapon Focus (scimitar)

Skills: Acrobatics +8 (+4 to jump), Appraise +8 (+10 on items valued by weight when using scales), Bluff +9, Craft (carpentry) +6, Diplomacy +8, Disable Device +4, Handle Animal +5, Knowledge (history) +4, Perception +7, Profession (merchant) +8, Sense Motive +7, Stealth +3, Languages: Common

Gear: potion of cure light wounds (3), potion of cure moderate wounds;
+1 chain shirt, +1 buckler, +1 silver scimitar, arrows (20), mwk composite shortbow (+2 Str)
belt pouch, everburning torch, masterwork thieves' tools, merchant's scale, trail rations (4), waterskin, fine brandy (worth 50 gp, 1 lb) (4)