High Clockmother Athenth Llanalir

Amina Tuncay's page

129 posts. Organized Play character for Dhenn.


Classes/Levels

| HP: 78/78 | AC: 19 (12 Tch, 22 Fl) | CMB: +13, CMD: 26 | F: +13, R: +7, W: +11 | Init: +6 | Perc: +2, SM: -2

Gender

| Speed 30ft | Smite Evil: 1/1 | Spells: 1st 6/7 |2nd: 5/6 | 3rd: 4/4 | Lay on Hands (2/4) | Claws 6/6 | Active Conditions: Mage Armor

Size

Medium

Age

27

Alignment

LG

Deity

Sarenrae

Languages

Common, Polyglot, Draconic, Ignan, Terran

Strength 24
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 7
Charisma 16

About Amina Tuncay

LG female human (Mwangi [Zenj]) paladin 2, sorcerer (draconic [gold]) 3, dragon disciple 4
Medium humanoid (human), Age 27, Height 5'10", Weight 165
Init +1 Senses Perception +2
Languages Common, Draconic, Polyglot
XP , Fame , Prestige
Faction Silver Crusade, Deity Sarenrae
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DEFENSE
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AC 15, touch 12, flat footed 14 (+1 deflection, +1 Dex, +1 enhancement, +2 natural)
Resistances: fire 5
hp 48 (2d10+3d6+1d12+15)
Fort +13, Ref +7, Will +11; +1 versus enchantment trait
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OFFENSE
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Speed 30 ft
Melee +1 cold iron falchion +14/+9 (2d4+11, 18-20) or mwk alchemical silver warhammer +13 (1d8+7) or claw +13 (1d4+7), claw +13 (1d4+7)
Ranged mwk composite longbow (+5 Str) +5 (1d8+5, x3)
Sorcerer Spells Known (CL 7th; concentration +11 [+15 defensive])
. . 1st (4/day)—fireball (DC 16),
. . 1st (6/day)—glitterdust/i] (DC 15), [i]scorching ray, resist energy
. . 1st (7/day)—burning hands (DC 14), mage armor*, protection from evil, shield, true strike
. . 0 (at will)— detect magic, disrupt undead, light, prestidigitation, read magic
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STATISTICS
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Base Atk +6/+1 CMB +13 CMD 26
Feats Arcane Strike, Combat Casting, Eschew Materials, Improved Initiative, Power Attack, Quick Draw, Step Up, Toughness
Traits Loyalty, Magical Knack (Sorcerer)
Skills Diplomacy +7, Intimidate +7, Knowledge (Arcana) +8, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +2, Spellcraft +5, Use Magic Device +8
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EQUIPMENT
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+1 cold iron falchion, amulet of natural armor +1, backpack, Belt of Physical Might (STR, DEX) +2, cold iron arrows (100), courtier's outfit and appropriate jewelry, handy haversack, holy water (5), map of the Silken Way, mwk alchemical silver warhammer, mwk composite longbow (+5 Str), oil of daylight, potion of fly (2), potion of cure serious wounds. ring of protection +1, scroll of comprehend languages, scroll of identify, scroll of see invisibility, scroll of magic aura, scroll of spider climb, silk rope (50 ft), silver holy symbol of Sarenrae, wand of cure light wounds (27 charges), wand of endure elements (44 charges), wand of mage armor (38 33 charges), wand of silent image (5 charges)

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ABILITIES
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Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Breath Weapon 1/day 30 ft cone of fire, 7d6 fire, DC 16 half

Claws (Su, 6/day): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus.

Lay On Hands (Su, 4/day): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Natural Armor Increase (Ex): As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack.

Smite Evil (Su, 1/day): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
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PFS Information
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PFS # 120937-11

Scenarios Played:




Faction Cards Accomplished (Season 6 edition): 1 Task Completed:


  • (2/2) Defeat an undead creature whose Challenge Rating is at least equal to your character level Black Waters, Mists of Mwangi
  • (1/2) Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm. Slave Pits of Absalom
  • (3/5) Serve as a GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. Between the Lines, Hall of the Flesh Eaters, Siege of Serpents

Boons
Spoiler:

  • Ghoul Hunter: Your experience fighting ghouls and ghasts beneath Foxglove Manor has given you a better chance of survival against such foes in the future. You gain a +1 bonus to AC against natural weapon attacks made by ghouls and ghasts, and a +1 bonus on Fortitude saving throws to avoid the effects of the disease, paralysis, and stench special attacks of ghouls and ghasts.
  • Gloomspire Explorer (0/1): Despite having studied only a small portion of Sevenfingers' tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you get the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.
  • Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
  • Lamashtu's Bane: Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and her followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.
  • Pathfinder's Excellence (Combat) (0/2): Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium’s employ, the critical threat range of the attack doubles; this benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the Improved Critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.
  • Pathfinder's Excellence (Skill) (0/2): Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet.
  • You owe Grandmaster Torch a favor: One he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn't violate any morale restrictions of your race, class, or alignment.