Anevia Tirablade

Elena Endari's page

868 posts. Organized Play character for soulnova.


Full Name

Elena Endari

Race

| HP 67/67 | AC 21, T 12, FF 19 | CMD 19| F+10 R+4 W +7; +2 vs Fear | Init +7 | Perc +12

Classes/Levels

| Speed 30ft | Tactician: Precise Strike 4 rounds | Seize the Initiative 4/4 Day | Active Conditions:

Gender

Female NG Medium Human Fighter 4/Sister-in-Arms 3/Spellbreaker 1

About Elena Endari

Elena Endari
Human (Varisian) fighter 4/sister-in-arms 3/ spellbreaker 1
NG Medium humanoid (human)
Init +7; Senses Perception +11
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 Dex)
hp 67 (6d10+1d8+7+7)
Fort +10, Ref +4, Will +7; +1 vs Fear

[dice=Fort save]1d20+12[/dice]
[dice=Ref save]1d20+6[/dice]
[dice=Will save]1d20+9[/dice]
[dice=Will save advantage if mind-affecting]1d20+9[/dice]
+1 vs fear

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Offense
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Speed 30 ft
Melee
Longsword +1, +13 (1d8+7/19–20)
[dice=Holy Longsword +1]1d20+13[/dice]
[dice=Dmg]1d8+9[/dice]
[dice=Holy dmg]2d6[/dice]

Furious Power attack
[dice=Holy Longsword +1 Furious attack]1d20+13[/dice]
[dice=Slashing dmg]1d8+15[/dice]
[dice=Holy dmg]2d6[/dice]

[dice=Holy Longsword +1 power attack]1d20+6[/dice]
[dice=Slashing dmg]1d8+15[/dice]
[dice=Holy dmg]2d6[/dice]

Ranged
Mwk Darkwood Composite Longbow STR3 +7 (1d6/×3) 110ft
[dice=Mwk Composite Longbow]1d20+11[/dice]
[dice=piercing dmg]1d8+3[/dice]

Domain Spell-Like Abilities (CL 1th; concentration +2)
. . 4/day— Seize the initiative
Inquisitor Spell-Like Abilities (CL 1th; concentration +2)
. . 1st (2/day)— hedging weapons, expeditious retreat
. . 0 (at will)— acid splash, read magic, guidance, resistance
. . Domain Tactics

[dice=CLW Wand]1d8+1[/dice]

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Statistics
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Str 19, Dex 14, Con 12, Int 12, Wis 12, Cha 12
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (longsword), Toughness, Iron Will, Furious Focus, Set up, Weapon Specialization (longsword)
Skills
Acrobatics +13 [dice=Acrobatics (+6 tumble)]1d20+13[/dice]
Climb +8 [dice=Climb]1d20+8[/dice]
Diplomacy +13 [dice=Diplomacy]1d20+13[/dice]
Handle Animal +5 [dice=Handle Animal]1d20+5[/dice]
Heal +5 [dice=Heal]1d20+5[/dice]
Intimidate +2 [dice=Intimidate]1d20+2[/dice]
Knowledge (Engineering) +5 [dice=K.Engineering]1d20+5[/dice]
Knowledge (Dungeoneering) +5 [dice=K.Dungeoneering]1d20+5[/dice]
Knowledge (Local) +5 [dice=K.Local]1d20+5[/dice]
Knowledge (Nature) +5 [dice=K.Nature]1d20+5[/dice]
Knowledge (Planes) +5 [dice=K.Planes]1d20+5[/dice]
Knowledge (Religion) +5 [dice=K.Religion]1d20+5[/dice]
Linguistics +3 [dice=Linguistics]1d20+3[/dice]
Perception +12 [dice=Perception]1d20+12[/dice]
Sense Motive +6 [dice=Sense Motive]1d20+6[/dice]
Stealth +12 [dice=Stealth]1d20+12[/dice]
Spellcraft +5 [dice=Spellcraft]1d20+5[/dice]
Survival +7 [dice=Survival (+4 vs getting lost)]1d20+7[/dice]
Swim +8 [dice=Swim]1d20+8[/dice]
Armor Check Penalty 0
Traits Adopted-Helpful (halfling), Reckless
SQ Seize the initiative, Half-hearted Challenge, Tactician, Strong-Willed, Stern Gaze
Languages Common, Varisian, Goblin
Combat Gear acid, alchemist's fire (4); Other Gear +1 Mithral Breastplate, Mwk Buckler, +1 holy Longsword, Mwk Darwood Composite Longbow STR3 with 20 arrows, Cloak of Resistance +2, Mwk backpack, belt pouch, hemp rope (50 ft.), torch (1), antitoxin (1), trial rations (5), wand of CLW (42/50) , potion of clw (1), wayfinder, waterskin, flint and steel, vermin repellent (2), Masterwork Survival Kit +2 Survival, Mwk tool Acrobatics (Tumble +2), Silver Longsword, Cold Iron Longsword, Silver Arrows (20), Cod Iron arrows (20), Barbed Arrows (20), Thistle Arrow (1), silk rope, Scroll Bull Strength, Scroll Enlarge Person x2, Lead Blades potion, Holy Weapon Balm, Lesser Talisman of Beneficial winds (neck) (feather fall), Oil of bless weapon, Stillgut (+5 vs nauseated/sickened+reroll), fortifying Brew (+2 vs fear), Soothe Syrup (+5 vs nauseated/sickened), Ioun torch (Light), Alchemical Grease (+5 vs grapple), scroll Protection from Evil (1 min) 1st x4, Scroll of remove paralysis, scroll Heightened Awareness (10 min), Scroll Comprehend languages (10 min), Four leaf clover, Assisting Gloves, Pink and Greensphere Cracked +1 Diplomacy, Cracked Dusty Rose Prism Ioun Stone +1 init, arctic kit, alchemical grease.

Myth-Weavers Sheet
PFS Chronicle and Item Tracker

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Special Abilities
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Helpful (adopted) Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Reckless You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Improved Initiative You get a +4 bonus on initiative checks.

Power Attack (-2 attack +6 dmg) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. 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.

Halfhearted Challenge (Ex) Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of her challenge. A sister-in-arms adds only half her cavalier level (minimum 1) to damage rolls against her challenge target. Whenever an order of the dragon cavalier issues a challenge, her allies receive a +1 circumstance bonus on melee attack rolls against the target of her challenge whenever she is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Whenever an order of the lion cavalier issues a challenge, she receives a +1 dodge bonus to her AC against attacks made by the target of her challenge. The cavalier takes a –2 penalty to her Armor Class, except against attacks made by the target of her challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends.

Elena +1 attack/+1 damage/+1 AC vs Target/-2 AC vs any other enemy
Allies +1 circumstance vs Target

Tactician (Ex) Elena receives Precise Strike as a bonus feat. Once a day as a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 4 rounds.

Precise Strike Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Maiden’s Order (Ex) A sister-in-arms does not choose an order. Instead, she is considered to belong to both the order of the dragon and the order of the lion, and she gains all of the benefits of both orders (including additional class skills and conditional skill bonuses, additional challenge benefits, and order abilities) at the appropriate levels. At 1st level, a sister-in-arms chooses which order’s edicts she must follow.

Order of the Dragon (Pathfinders) An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to her list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for her allies or to protect her allies from harsh weather, she receives a bonus on the check equal to 1/2 her cavalier level (minimum +1).

Order of the Lion An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to her list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If she has ranks in the skill, she receives a bonus on the check equal to 1/2 her cavalier level (minimum +1) as long as the check involves her sovereign.

Inquisitor Domain Power (Tactics)
Seize the Initiative (Su):
Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. 4/day

Judgment (Su)
Once a day as a swift action the inquisitor receives a bonus or special ability based on the type of judgment made. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
As a swift action, she can change this judgment to another type.
. . Destruction: Elena gains a +1 sacred bonus on all weapon damage rolls.
. . Healing: Elena gains fast healing 1.
. . Justice: Elena gains a +1 sacred bonus on all attack rolls.
. . Protection: Elena gains a +1 sacred bonus to Armor Class.
. . Purity: Elena gains a +1 sacred bonus on all saving throws.
. . Resiliency: Elena gains DR 1/magic.
. . Resistance: Elena gains 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic).

Strong-Willed (Ex)
At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Lion’s Call (Ex)
At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).

Furious Focus
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Weapon Focus Elena has extensive training in fighting with a longsword, granting her a +1 bonus on all attack rolls made with this weapon.

Bodyguard When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Armor Training +1 You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

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Botting Instructions:
On a boss fight, Elena starts with Seize the initiative (advantage on rolls) for the strongest dmg dealer/highest AC party member or herself.
In Round 1
- Swift action: Challenge on BOSS
- Move action: acrobatics/move to position herself to flank
- Standard: Activates Tactician (Precise Strike for all allies, +1d6 on each attack flanking attack for 4/rounds)
In round 2:
- Swift: Starts Judgement of Destruction
- Attacks while flanking+Power Attack

Elena's Challenge+Judgement: +2 attack/+1 damage/+1 AC vs Target/-2 AC vs any other enemy

Regular fights:
Elena flanks the biggest threat with another melee PC using power attack, otherwise she defends the most vulnerable party members at the best of her ability.

If brought below 30% of her hp, she withdraws to heal and encourages the others to a more defensive position. If brought down to 25% she withdraws.