Shalelu Andosana

Fallende Westagho's page

233 posts. Alias of Itzi.


Race

Female Elf Fighter 6 | HP 78 | AC 24 | Fort +12 Ref +13 Will +12 | Perc +12 (+14 for initiative)

Classes/Levels

| Hero Point: 0/3

About Fallende Westagho

Basics:

Female Fighter 6
LG Medium humanoid (elf, humanoid) - 114 years old, 5'10", 122 lbs, blonde hair, green eyes
Senses normal vision, low-light vision, darkvision
Perception +12 (expert prof +4, level +6, Wis +2)
Languages common, elven, orcish

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Defense:

HP 78
AC 24 (base 10, armor +5, trained prof +2, level +6, Dex +2 )
Fort +12 (E +4, level +6, Con +2) Ref +13 (E +4, level +6, Dex +3) Will +12 (E +4, level +6, Wis +2)

+2 status bonus on saves versus transmutation spells (shard)

~~~~~

Offense:

Speed 30' (35' without armor)

{A} Thrown Dagger +14/+10/+6 (1d4+4 PS) versatile S, agile, thrown (30'), finesse

{A} Dagger +14/+10/+6 (1d4+4 PS) versatile S, agile, finesse, thrown (30')

{A} Unarmed +16/+12/+8 (1d4+4 B) agile, finesse, nonlethal, unarmed

{A} Mace +14/+9/+4 (1d6+4 B) shove

{A} Shortbow +11/+6/+1 (1d6 P) deadly d10

{A} Greatsword +17/+12/+7 (2d12+4 S) versatile P

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Deadly
On a crit, add listed dice of extra damage.

Shove
You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

~~~~~

Statistics:

Str 19 (+4), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 10 (+0)

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Ancestry - Elf (Aiudeen):

Ancestral Paragon

Ethnicity: Aiudeen
Also known as “returners,” Aiudeen are the most common elven ethnicity found in the Inner Sea region, mainly concentrated in the elven nation of Kyonin. These elves are the descendants of the elves who left Golarion when Earthfall struck, and they still guard the massive portal to their refuge of Sovyrian, along with the Sovyrian Stone that powers the gate. Aiudeen are also known for making use of a network of smaller portals, known as aiudara, that connect to gates in distant parts of Golarion. To most Inner Sea residents, all elven culture is Aiudeen culture, filled with glamorous clothing, arcane prowess, and elegant twisting architecture. Yet though Aiudeen culture is highly sophisticated, it has historically been in decline since the elves returned, as Aiudeen struggle to reclaim what they once held and defend what they’ve managed to reclaim. With major changes on the horizon, many Aiudeen seek to look to the future instead of to the past, opening their ancestral homes to outsiders and reaching out to interact with their neighbors.

Most Aiudeen have the ancient elf, whisper elf, or woodland elf heritage, though due to the elves’ ability to adapt to their environments, they could manifest any heritage.

Level 1

Hit Points: 6

Size: Medium

Movement: 30'

Ability Boosts
Dexterity, Intelligence, -Constitution, One free.

Languages: Common + Int modifier

Heritage: Cavern Elf (Darkvision)
You were born or spent many years in underground tunnels or caverns where light is scarce. You gain darkvision.

Ancestry Feat: Elven Verve

Ancestry Feat: Elven Lore

Level 3

Ancestry Feat: Nimble Elf

Level 5

Ancestry Feat: Elven Instincts

~~~~~

Background - Martial Disciple:

You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You’re trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics. You’re also trained in the Warfare Lore skill.

~~~~~

Class - Fighter:

Level 1

Hit Points: 10 + Con modifier

Primary Ability: Strength

Basics
Perception: Expert: Fortitude: Expert, Reflex: Expert, Will: Trained

Skills
Trained in 4 skills + Int Modifier

Offense
Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks

Defense
Trained in light armor, Trained in medium armor, Trained in heavy armor, Trained in unarmored defense

Attack of Opportunity
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

General Feat: Shield Block

Class Feat: Power Attack

Level 2

Class Feat: Intimidating Strike

Skill Feat: Skill Training

Archetype Feat: Duelist Dedication

Hit Points: 10 + Con modifier

Level 3

Bravery
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.

General Feat: Ancestral Paragon

Skill Increase: Athletics

Level 4

Class Feat: Brutish Shove

Archetype Feat: Duelist's Parry

Skill Feat: Skill Training

Hit Points: 10 + Con modifier

Level 5

Ability Boosts
Strength, Dexterity, Constitution, Wisdom

Fighter Weapon Mastery: Swords
Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.

Skill Increase - Trained to Expert: Intimidation

Level 6

Class Feat: Furious Focus

Archetype Feat: Duelist's Challenge

Skill Feat: Terrifying Resistance

~~~~~

Feats:

Level 1

Elven Verve (Ancestry)
While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.

Elven Lore (Ancestry)
You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.

Quick Jump (General, Skill)
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

Shield Block (General)
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

{A}{A} Power Attack (Fighter)
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.

Level 2

{A}{A} Intimidating Strike (Fighter)
Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.

Duelist Dedication (Archetype)
You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.

{A} Quick Draw (Archetype)
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Skill Training: Deception (General, Skill)
You become trained in the skill of your choice.

Level 3

Nimble Elf (Elf)
Your muscles are tightly honed. Your Speed increases by 5 feet.

Ancestral Paragon (General) - Unwavering Mien
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

Unwavering Mien (Elf)
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.

{A} Brutish Shove (Fighter, Press)
Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn’t trigger reactions.

{A} Duelist's Parry (Archetype)
Requirements: You are wielding only a single one-handed melee weapon and have your other hand or hands free.

You can parry attacks against you with your one-handed 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.

Skill Training - Religion (General, Skill)
You become trained in the skill of your choice.

Level 5

Elven Instincts (Ancestry)
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

Level 6

Furious Focus (Fighter)
You’ve learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you’re wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.

Terrifying Resistance (General, Skill)
The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature’s spells.

{A} Duelist's Challenge (Archetype, Open)
Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike’s damage equal to the number of damage dice your weapon deals.

If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.

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Terms

Flourish
Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Press
Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty.

Open
These maneuvers work only as the first salvo in the attacks you make on your turn. You can use an action with the open trait only if you haven’t used an action with the attack or open trait yet this turn.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +11 (Dex +3 - T)
Arcana +9 (Int +1 - T)
Athletics +14 (Str +4 - E)
Crafting +1 (Int +1 - U)
Deception +8 (Cha +0 - T)
Diplomacy +0 (Cha +0 - U)
Elven Lore +9 (Int +1 - T)
Intimidation +10 (Cha +0 - E)
Medicine +10 (Wis +2 - T)
Nature +10 (Wis +2 - T)
Occultism +1 (Int +1 - U)
Performance +0 (Cha +0 - U)
Religion +10 (Wis +2 - T)
Society +9 (Int +1 - T)
Stealth +3 (Dex +3 - U)
Survival +10 (Wis +2 - T)
Thievery +3 (Dex +3 - U)
Warfare Lore +9 (Int +1 - T)

~~~~~

Gear:

half-plate armor
steel shield
two-handed sword
rune of potency +1
rune of striking
mace
dagger
shortbow

The Shard of Greed (Black adamantine. As long as the is carried, its owner can cast haste once per day, gains a +2 status bonus on saves versus transmutation spells, and gains a +1 status bonus on attack rolls.

belt pouch
{
flint and steel (5 cp)
}
backpack
{
bedroll
50' hemp rope
waterskin
}

Appearance:

Fallende stands a slender 5' 10" tall. and her armor shows the wear of something that's been put to the test. Her shapely face, outline by pale blonde hair would normally be attested to as attractive if her chin didn't spend most of its time elevated as if gazing upon the lesser races with her green eyes was beneath her. A mace hangs at her hip and on her back is a bow underneath a teardrop-shaped steel shield bearing her family's crest. Her weapon of choice, though is clearly the long, partially curved, two-handed blade that rests next to the shield. Both the steel of the blade and the leather of the pommel bear elvish runes proclaiming its history.

~~~~~

History:

As the third of four sisters, Fallende's role in life was proscribed from the moment of her birth. With her eldest sister, Ficaansa, set to inherit the family's title of nobility, her middle sister, Feralmol, sent off to the most prestigious arcane college, and lacking the grace of her youngest sister, Fayelandera, the way of the sword was the only approved path left. And Fallende would never do anything to go against the will of the family.

~~~~~

Macros:

[dice={A} Unarmed Attack]1d20+17[/dice]
[dice={A} Unarmed Attack]1d20+13[/dice]
[dice={A} Unarmed Attack]1d20+9[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4+4[/dice]

[dice={A} Dagger Attack]1d20+15[/dice]
[dice={A} Dagger Attack]1d20+11[/dice]
[dice={A} Dagger Attack]1d20+7[/dice]
[dice=Dagger Damage - P/S]1d4+4[/dice]

[dice={A} Shortbow Attack]1d20+14[/dice]
[dice={A} Shortbow Attack]1d20+9[/dice]
[dice={A} Shortbow Attack]1d20+4[/dice]
[dice=Arrow Damage - P]1d6[/dice]
[dice=Arrow Critical Deadly Damage]1d10[/dice]

{A} Dueling Parry - AC is now 23
[dice={A} Mace Attack]1d20+15[/dice]
[dice={A} Mace Attack]1d20+10[/dice]
[dice=Mace Damage - B]1d6+5[/dice]

{A} Raise Shield - AC is now 25
[dice={A} Mace Attack]1d20+15[/dice]
[dice={A} Mace Attack]1d20+10[/dice]
[dice=Mace Damage - B]1d6+5[/dice]

[dice={R} Attack of Opportunity - Mace]1d20+15[/dice]
[dice=Mace Damage - B]1d6+4[/dice]

[dice={A} Quick Draw - Greatsword Attack]1d20+18[/dice]

[dice={A} Greatsword Attack]1d20+18[/dice]
[dice={A} Greatsword Attack]1d20+13[/dice]
[dice={A} Greatsword Attack]1d20+8[/dice]
[dice=Greatsword Damage - P/S]2d12+4[/dice]

[dice={A}{A} Power Attack - Greatsword]1d20+18[/dice]
[dice=Greatsword Damage - P/S]4d12+4[/dice]
[dice={A} Greatsword Attack]1d20+13[/dice]
[dice=Greatsword Damage - P/S]2d12+4[/dice]

[dice={A}{A} Intimidating Strike - Greatsword]1d20+18[/dice]
[dice={A} Greatsword Attack]1d20+13[/dice]
[dice=Greatsword Damage - P/S]2d12+4[/dice]
[ooc]Target is frightened 1 on success. Frightened 2 on critical.[/ooc]

[dice={A} Greatsword Attack]1d20+18[/dice]
[dice={A} Brutish Shove - Greatsword Attack]1d20+13[/dice]
[dice=Shove - Athletics vs Fortitude DC]1d20+13[/dice]
[dice={A} Greatsword Attack]1d20+8[/dice]
[dice=Greatsword Damage - P/S]2d12+4[/dice]

[dice={R} Attack of Opportunity - Greatsword]1d20+18[/dice]
[dice=Greatsword Damage - P/S]2d12+4[/dice]

~~~~~