Amiri

Galessa's page

153 posts. Alias of Grumbaki.


Race

HP (60/60) AC (21/18/20, +4 Mage Armor, +4 Shield) Saves (14/10/10) CMD (28) Initiative (+0)

Classes/Levels

Lvl 1 (5/5) LoH 1d6 (5/5) SE (1/1)

Special Abilities

Low-Light Vision, Fire Resist (5), Cold Resist (3), immune to fear and disease

Languages

Common, Thassilonian, Draconic

Strength 22
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 7
Charisma 18

About Galessa

To Hit: +5 (BaB) + 6 (Str) + 1 (WF) +1 (Trait) +1 (Enchantment) - 0/-2 (PA) = +14/+12
Damage: 1d10 (Base) +9 (Str) + 1 (Enchantment) +6 (PA) +1 (AS) = 1d10+17
Smite Evil: +4 Hit and +3 Damage

[dice=Hit]1d20+14[/dice]
[dice=Damage]1d10+17[/dice]

[dice=Hit]1d10+12[/dice]
[dice=Damage]1d10+17[/dice]

Defenses
* HP: 12+8+8+8+5+9+9=60
* AC (10) + 1 (Insight) + 4 (Cha) +3 (Natural Armor) +1 (Deflection) +2 (Dodge) = 21 + 4 (Mage Armor) + 4 (Shield) = 29
* Fort: +2 (Monk) +3 (Paladin) + 1 (Dragon Disciple) + 2 (Con) +4 (Cha) +2 (Resistance) = +14
* Ref: +2 (Monk) +1 (Paladin) + 1 (Dragon Disciple) + 0 (Dex) +4 (Cha) +2 (Resistance) = +10
* Will: +3 (Paladin) + 2 (Sorcerer) + 1 (Dragon Disciple) -2 (Wis) +4 (Cha) +2 (Resistance) = +10
* Resistances: Fire (5) Cold (3)

Race, Traits, Stats:

Race: Human
* Dual Talented

Traits
* Campaign - Scholar of the Ancients (You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.)
* Race - Blood of Dragons (Low Light Vision)
* Magic - Magical Knack (+2 CL)
* Regional - Ancestral Weapon (Free Silver Sansetsukon and +1 to hit with silver weapons)

Stats
* Str: 15 (7 pts) + 2 (Race) + 2 (Belt) + 2 (DS) +1 (Lvl 4) = 22
* Dex: 10 (0 pts)
* Con: 14 (5 pts)
* Int: 12 (2 pts)
* Wis: 7 (-4 pts)
* Cha: 14 (5 pts) + 2 (Race) + 2 (Headband) = 18

Feats, Skills, Equipment, Spells:

Feats
Lvl 1: Improved Unarmed Strike, Stunning Fist, Dodge, Weapon Focus
Lvl 3: Extra Traits
Lvl 5: Arcane Strike
Lvl 6: Eschew Materials
Lvl 7: Power Attack, Furious Focus
Lvl 9: Favored Prestige Class (Dragon Disciple)
Lvl 10: Toughness
Lvl 11: Prestigious Caster (DS)
Lvl 13: Prestigious Caster (DS)
Lvl 15: Skill Focus Fly, Prestigious Caster (DS)
Lvl 16: Intimidating Prowess
Lvl 17: Favored Prestige Class (Eldritch Knight)
Lvl 19: Prestigious Caster (EK)
Lvl 20: Weapon Specialization

Skills
+4 (Monk) +6 (Paladin) + 2 (Sorcerer) + 4 (Dragon Disciple) +7 (Int) = 23
* Knowledge Arcana: 7 SP (+11)
* Persuasion: 2 SP (+9)
* Intimidate: 2 SP (+9)
* Perception: 7 SP (+8)
* Sense Motive: 3 SP (+4)
* Knowledge Religion: 2 SP (+6)

Background Skills
* Knowledge History: (+12)
* Profession Soldier: (+8)

Equipment 23,500
* Silver Sansetsukon +1 (2000)
* Silver Handwerapons (2)
* Belt of Str +2 (4000)
* Headband of Cha +2 (4000)
* Ring of Protection +1 (2000)
* Amulet of Natural Armor +1 (2000)
* Fighter's Kit with masterwork backpack (48)
* Embedded Dusty Rose Prism Ioun Stone (5000)
* Cloak of Resistance +2 (4000)
* 450 gold

Sorcerer Spells
* Lvl 0: Prestidigitation, Mending, Detect Magic, Light, Message
* Lvl 1: Shield, Mage Armor (4 hours), Keep Watch

Unchained Scaled Fist Monk (1):

AC Bonus
* When unarmored and unencumbered, the monk adds her Cha bonus (if any) to her AC and CMD.
* These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows
* At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Virtuous Bravo Paladin (3):

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

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.

Bravo’s Smite (Su)
* Smite Evil (Su)
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 Cha 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.
* When using smite evil, a virtuous bravo doesn’t gain a deflection bonus to AC.
* 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.
* This ability alters smite evil.

Lay On Hands (Su)
* 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.

Nimble (Ex)
* At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor.
* Anything that causes the virtuous bravo to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 paladin levels beyond 3rd (to a maximum of +5 at 19th level).
* This ability replaces mercy.

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Sorcerer (1) Dragon Disciple (2):

Blood of Dragons
A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level.

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.

Bloodline Feat
Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline’s bonus feat list.

Dragon Bite (Ex)
At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple’s bloodline.

Sorcerer Gold Draconic Bloodline (1)

Claws (Su): 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.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Build Plan:

Lvl 1: Unchained Monk
Lvls 2-4: Virtuous Bravo Paladin
Lvl 5: Sorcereress
Lvls 6-15: Dragon Disciple
Lvls 16-20: Eldritch Knight

Caster Level
Lvl 7: CL 2 (4)
Lvl 8: CL 3 (5)
Lvl 9: CL 4 (6)
Lvl 10: CL 4 (6)
Lvl 11: CL 6 (8)
Lvl 12: CL 7 (9)
Lvl 13: CL 9 (11)
Lvl 14: CL 9 (11)
Lvl 15: CL 11 (13)
Lvl 16: CL 11 (13)
Lvl 17: CL 12 (14)
Lvl 18: CL 13 (15)
Lvl 19: CL 15 (17)
Lvl 20: CL 16 (18)
At lvl 20: BaB 16 CL 16 (18), lvl 8 spells! (could be BaB 18 and Cl 16 (18) with Eldritch Knight 10 and Dragon Disciple 4, but less flavor that way)

Background:

Galessa is a native of Sandpoint, born and raised in the town. Her family had fled to the city from Cheliax when House Thrune defeated King Gaspodar and took control of the Empire. Her family had been loyalists to the throne. Moreso, they had been devout followers of Aroden, and after his vanishing, Iomodae. When their native country fell into the worship of Devils, with the Church of Asmodeus becoming the official state religion, the family knew that they had to leave.

Sandpoint proved to be a safe haven. As the 'Light of the Lost Coast', the town was nearly evenly divided between those of both Varisian and Chelaxian descent. It was a quiet place to raise a family and to worship one's faith in peace. And it was there that Gaelessa grew up, raised on tales of her family's history, lost glory and forlorn heroism. She is but one of many in her house who has walked the path of Iomodae. Of Galessa, she is quite notably marked as having more than a trace of dragon blood, something not altogether uncommon in her family. When a child is born with bronze colored eyes, such as Gaelssa, and displays some sorcerous power, it is explained as being a blessing from Peace Through Vigilance a draconic servant of their goddess. Whether there is any truth to this is anyone's guess.

In this, she has proven to be a true heir of her house. From her bronze eyes, sharp features, intimidating size and budding sorcerous powers, her very being is proof that she is blessed by Peace Through Vigilance. In an attempt to fulfill her desire to live up to these tales, she first joined the Sandpoint Militia, and then took a full time position at the Sandpoint Garrison under Sheriff Belor Hemlock. It was only when the recent trauma facing Sandpoint erupted that she put in his resignation, so that he could follow the trail out of town as needed.

Appearance and Personality

Galessa would be, in the eyes of most, quite attractive. That is, if she were not so intimidating. Standing over six feet tall, and being far more muscular than most men who would consider themselves to be large, it is easy to see why many would feel wary around her. But she has never let stares or rude comments get her down. She is convinced that she walks the path of her Goddess and that it is her duty and birthright to live up to those ideals. While not an ordained paladin, she is nonetheless a holy warrior, and is always hoping to have the opportunity to live up to the ideas of the Inheritor.

While her life is, of course, dedicated to her goddess, Galessa's personal passion is in studying history. This began with fascination with her own family's history, and her efforts to trace it back as far as she could, and spiraled from there into a love of learning in general. Especially into ancient Thassilon and lost empires in general. Given her size and personality, it would be easy to dismiss her as a 'dumb fighter' or a 'meat shield.' And while she could easily fit that role, she would be the first to say that judging a person by their looks does a disservice to all.