About General Dissa RayDissa PFS # 100691-7 Stats:
Male Human Paladin (Holy Tactician) 1 LG Male Humanoid (Human) Init +3; Senses Perception -1 -------------------- Defense -------------------- AC 17, touch 11, flat footed 16 (+6 armor, +1 Dex) HP 13 (1d10+3) Fort +4, Ref +1, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee MW Fauchard +6/5 (1d10+6/9) Ranged Special Attacks Power Attack, Weal's Champion -------------------- Statistics -------------------- Str 18, Dex 13, Con 14, Int 7, Wis 7, Cha 16 Base Attack +4; CMB +3; CMD 17 Feats Exotic Weapon Proficiency (Fauchard), Power Attack Skills Diplomacy +7, Perception -1 Languages Tian, Taldane (Common) -------------------- Special Attacks -------------------- Weal’s Champion (Su): Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious. 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. Relevant Feats:
Exotic Weapon Proficiency Fauchard Prerequisites Base attack bonus +1 Description You make attack rolls with the weapon normally Power Attack
Combat Reflexes
Paired Opportunists
Outflank
Combat Expertise
Gang Up
Flagbearer
Improved Critical
Seize the Moment
Battlesong of the People’s Revolt
Missions:
5-08: The Confirmation 1Exp | 2F | 2PP | 430g
Background:
General Dissa Ray lives daily as a man outside his own mind. The blessings of Tsukiyo, a god of Darkness and Madness, manifest in powerful, strange, and terrifying ways. Dissa is haunted nightly by extensive dreams that guide him through a life often more real than his waking reality. These dreams encompass the past, the present, and the future, mixing fond memories with omens of peril. Whether warnings of what will be or what could be, only time will tell... General Dissa Ray was and is a proud temple guard of Tianjing, but his time spent guarding known relics was unsatisfying. Tsukiyo does not dwell on the known, but the unknown, and Dissa found himself drawn to the Lantern Lodge, and ultimately to the Pathfinder Society. It is difficult to tell when the Lantern Lodge was, is, or will be, but today Dissa is proud to protect some of Golarions most proud and least understood treasures as a member of the Dark Archive.
Gear:
Steel Lamellar (150g) Masterwork Fauchard (314g) Jade Crescent Moon / Holy Symbol (5g) Paladin's Kit: Backpack, bedroll, belt pouch, cheap holy text, flint & steel, iron pot, mess kit, rope, soap, 10 torches, 5 rations, waterskin (11g) Explorer's Outfit (10g) 2x Spring-Loaded Wrist Sheath (10g) Wayfinder (Free!)
Not Purchased Yet but Relevant Sandals of Quick Reaction These supple leather sandals grant a burst of speed during times of duress. When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round. Banner of the Ancient Kings This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity). When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings— once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect. If the banner’s carrier possesses the Flagbearer feat (Pathfinder Campaign Setting: The Inner Sea World Guide 286), the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability. |
