Friendly Fighter

Anders Trelassion's page

101 posts. Organized Play character for Gavmania.


Full Name

Anders Trelassion

Race

Human

Classes/Levels

Paladin 2/Sorceror6/Eldritch Knight7 HP: 148/148 AC31 (FF30 T16) CMB +19, CMD 35 Save F/R/W: +24/+16/+20 Init+5 Perc+9

Gender

Male

Size

5'7"

Age

28

Alignment

Lawful Good

Deity

Alseta - Goddes of Doorways

Location

Free City

Languages

Common, Flanaess

Strength 25
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 8
Charisma 20

About Anders Trelassion

Background:
Anders was born the third son of a Local Landowner near the City of Lockridge. From a very young age, Anders was enthralled by the tales of heroes and sorcerors that are a common part of the River Kingdoms culture. He doesn't remember when it happened but at some point he decided to dedicate his life to being the perfect Hero, and threw himself into the arms tuition that his father had ordered for him.

Noticing his budding enthusiasm for heroism, his father decided to apprentice him to the Nightguard (The body responsible for guardianship of the prison in the City of Lockridge), hoping to cure him of his idealism by exposing him to the harshness of hardened criminals. the plan backfired, as Anders has adopted Alseta as his patron Goddess and vowed to follow the example of his fellow Nightguards all his life.

Some time after his apprenticeship began, Anders began manifesting magic. He was encouraged by his Mentors to develop his budding sorcerous powers. After a number of years, when he had reached an appropriate level of ability, they sponsored his application to the Eldritch Knights. Since that day, he has grown in ability and experience, while still retaining his boyhood enthusiasm for being a hero. He often seeks out wrongs to right and has become a well known figure in the Lockridge region, frequently appealing to the ruling Angelidis family for changes in the law. For their part, the Angelidis often accommodate their pet knight when they can, while seeking to cast blame onto other members of the outlaw council when they can't (or don't want to). Anders has contemplated touring the different regions, to drum up support for some of the more urgent changes.

Personality:
Anders is somewhat naive and headstrong due to low Wis and high CHA. He often leads where others hold back, though he is not stupid with it. He sees his paladinhood as a service to Alseta, acting as a doorkeeper to society. He seeks to convert others by his example and by exhorting them to do the right thing. His philosophy of life is that Alseta has set before us a number of doors of opportunity, and his job is to help those who would do good to enter while barring them to those who would do evil.

Habits:
Anders has grown into the habit of casting extended Greater Magic Weapon and Overland Flight on himself every morning before donning his armor using his rod of extended spell. He also casts contingency to give himself Stoneskin deployed with the key word "Rumpelstiltskin".

He has also used Permanancyto add the following spells to himself;
Darkvision; See Invisibility; Resistance

These are all reflected in the stats presented, marked with a *.

Miscellaneous:

Male Human paladin 2 / sorcerer 6 / eldritch knight 7
LG medium humanoid (human)
Init +5; Senses Darkvision 60', See Invisibility, Perception +9,
Aura of Good,
Languages Common

Combat stats:
AC 31, touch 16, flat-footed 30
hp 148 (15HD)
Fort +24, Ref +16, Will +20
Speed 20 ft. (4 squares) Fly 80 ft.* ()
Melee falchion +3* (ghost touch/holy) (two handed) +23/+18/+13 ((two handed) 2d4+15/15-20)
Melee falchion +3* (ghost touch/holy) [power attack (two-handed)] (two handed) +19/+14/+9 ((two handed) 2d4+27/15-20)
Ranged masterwork sling +14/+9/+4 (1d4+7)
Melee gauntlet +19/+14/+9 (1d3+7)
Face 5 ft. Reach 5 ft.
Base Atk +12; CMB +19; CMD 35
Atk Options Power Attack,
Special Actions Smite Evil,

Known Sorcerer Spells:
(CL 12th):
6th (3/day) - contingency (DC )
5th (6/day) - overland flight (DC ) , permanency
4th (7/day) - black tentacles , dimension door , stoneskin (DC 19)
3rd (7/day) - haste (DC 18) , magic weapon (greater) (DC 18) , phantom steed , sleet storm
2nd (7/day) - alter self (DC ) , glitterdust (DC 17) , hideous laughter (DC 17) , mirror image (DC ) , resist energy (DC 17) , web (DC 17)
1st (8/day) - enlarge person (DC 16) , feather fall (DC 16) , shield (DC ) , true strike (DC ) , unseen servant , identify
0th (at will) - detect magic , ghost sound (DC 15) , light , mage hand , mending (DC 15) , message , prestidigitation (DC 15) , read magic (DC ) , resistance (DC 15)
Spells used:
6th: 1/3
5th: 1/6
4th: 1/7
3rd: 1/7
2nd: 0/7
1st: 0/8

Class Spell-Like Abilities: detect evil ( at will)

Special Qualities:
Arcane Bloodline, Arcane Bond, Aura of Good, Bloodline Arcana, Bonus Feat, Bonus Feat, Cantrips, Detect Evil, Diverse Training, Familiar, Familiar's Alertness ability active, Lay on Hands, Metamagic Adept, Skilled,

Feats & Traits:
Feats: Alertness, Eschew Materials, Extend Spell, Improved Critical (Falchion), Improved Familiar, Improved Initiative, Power Attack, Quicken Spell, Scribe Scroll, Step Up, Still Spell, Weapon Focus (Falchion), Weapon specialization
Traits: Armor Expert, Trustworthy

Skills:

Acrobatics -2, (Ranks1 Dex+1 Armor-4)
Bluff +10, (Ranks1 Cha+5 Class+3 Trait+1)
Climb +7, (Ranks1 Str+7 Class+3 Armor-4)
Diplomacy +10, (Ranks1 Cha+5 Class+3 Trait+1)
Disguise +5, (Cha+5)
Escape Artist -3, (Dex+1 Armor-4)
Fly +7, (Ranks1 Dex+1 Class+3 Armor-4 Overland Flight+6)
Heal +3, (Ranks1, Wis-1, Class+3)
Intimidate +5, {Cha+5}
Knowledge (Arcana) +4, (Ranks1 Int+0 Class+3)
Perception +9, (Ranks8 Wis-1 Race+2)
Perform (Untrained) +5, (Cha+5)
Sense Motive +1, (Ranks1 Wis-1 Trait1)
Spellcraft +18, (Ranks15 Int+0 Class+3)
Stealth -3, (Dex+1 Armor-4)
Survival -1, (Will-1)
Swim +7, (Ranks1 Str+7 Class+3 Armor-4)
Use Magic Device +21, (Ranks13 Cha+5 Class+3)

Possessions:
amulet of natural armor +4;
headband of alluring charisma +4;
falchion +1 (ghost touch/holy);
ring of protection +4;
ring of sustenance;
belt of physical might (str/con) +4;
cloak of(esistance +5;
outfit (traveler's);
full plate +2 (fortification (moderate));
ioun stone, dusty rose prism;
rod (extend);
pouch of granite and diamond dust (250 gp) (x8);
wand of silent image;
scroll (dispel magic);
scroll (feather fall) (x2);
scroll (protection from evil) (x2);
scroll (shrink item) (x2);
scroll (unseen servant) (x2);
wand of comprehend languages;
wand of create water;
wand of cure light wounds;
wand of detect secret doors;
wand of floating disk;
wand of obscuring mist;
wand of shield;
wand of summon monster i;
bedroll;
bullets, sling (10);
chalk (1 piece) (x8);
flint and steel;
ink (1 oz. vial);
inkpen;
manacles (masterwork/medium);
mirror (small/steel);
paper (sheet) (x5);
rations (trail/per day) (x10);
rope (silk/50 ft.) (x2);
signal whistle;
soap (per lb.);
tent;
wand of bless weapon;
waterskin (filled) (x2);
gauntlet;
Handy Haversack ;
Efficient Quiver ;
Mug or Tankard (Clay) ;
Pouch (Belt) containing 55gp 12sp 10cp;
Masterwork Sling ;
additional Funds: 2800gp

Abilities:
Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
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. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Aura of Good (Ex) You project a moderate good aura.
Aura of Good
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bonus Feat At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Detect Evil (Sp) 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.
Diverse Training An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Eschew Materials
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 6 times per day. With one use of this ability, you can heal 1d6 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 1d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +5 to your attack rolls and +2 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 +4. 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 +5 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.
Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Jeeves (Familiar):

CR 3
Male Familiar Air Mephit outsider 3
TN small animal/magical beast (air)
Init +6; Senses Darkvision (60 ft.), Perception +11,
Languages Auran, Common, Empathic Link, Speak with Master,
AC 20, touch 14, flat-footed 17
hp 74 (3HD)DR 5/magic, Fast Healing 2
Fort +10, Ref +6, Will +10
Speed 30 ft. (6 squares) Fly 60 ft. (Perfect)
Melee claw +14/+14 (1d3+1)
Face 5 ft. Reach 5 ft.
Base Atk +12; CMB +12; CMD 25
Special Actions Breath Weapon (15' cone of sand and grit, 1d8 slashing damage, DC 13),
Innate Spell-Like Abilities: blur ( DC 14, 1/hour) gust of wind ( DC 14, 1/day) Abilities Str 13, Dex 15, Con 12, Int 8, Wis 11, Cha 14
Special Qualities Alertness, Darkvision, Deliver Touch Spells, Empathic Link, Fast Healing 2, Improved Evasion, Share Spells, Speak with Master, Summon (Air Mephit),
Feats Dodge, Improved Initiative, Martial Weapon Proficiency, Simple Weapon Proficiency
Skills Acrobatics +3, Appraise -1, Bluff +8, Climb +2, Craft (Untrained) -1, Diplomacy +3, Disguise +2, Escape Artist +3, Fly +18, Heal +1, Intimidate +2, Perception +11, Perform (Untrained) +2, Ride +3, Sense Motive +4, Spellcraft +14, Stealth +12, Swim +2, Use Magic Device +15,
Possessions Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Breath Weapon (Su) An air mephit can unleash a 15' cone of sand and grit every 4 rounds as a standard action that deals 1d8 slashing damage. A reflex save (DC 13) halves the damage.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Fast Healing (Ex) Regain 2 hp/round when in gusty and windy areas. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Summon (Air Mephit) (Sp) Summon 1 Air Mephit, 25% (Level 2)