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General Dissa Ray's page

153 posts. Organized Play character for ben1535.


Full Name

General Dissa Ray

Race

Human

Classes/Levels

Paladin (Holy Tactician) 1; HP 13/13; AC 17, FF 16, T 11; F/R/W, 4/1/0; Per -1; Init +3

Gender

M

Size

M

Age

25

Alignment

LG

Deity

Tsukiyo

Location

Absalom

Languages

Tian, Taldane (Common)

Occupation

Temple Guard

Strength 18
Dexterity 13
Constitution 14
Intelligence 7
Wisdom 7
Charisma 16

About General Dissa Ray

Dissa PFS # 100691-7

Stats:

Male Human Paladin (Holy Tactician) 1
LG Male Humanoid (Human)
Init +3; Senses Perception -1
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Defense
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AC 17, touch 11, flat footed 16 (+6 armor, +1 Dex)
HP 13 (1d10+3)
Fort +4, Ref +1, Will +0
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Offense
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Speed 30 ft.
Melee MW Fauchard +6/5 (1d10+6/9)
Ranged
Special Attacks Power Attack, Weal's Champion
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Statistics
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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)
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Special Attacks
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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
Prerequisites Str 13, base attack bonus +1
Description 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. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. 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

Combat Reflexes
Prerequisites
Description 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.

Paired Opportunists
Prerequisites
Description Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action

Outflank
Prerequisites Base attack bonus +4
Description Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally

Combat Expertise
Prerequisites Int 13
Description You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Gang Up
Prerequisites Int 13, Combat Expertise
Description You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning

Flagbearer
Prerequisites Cha 15
Description As long as you hold your clan, house, or party’s flag (see page 293), members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Improved Critical
Prerequisites Proficient with weapon, base attack bonus +8
Description You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon

Seize the Moment
Prerequisites Combat Reflexes, Improved Critical
Description When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent

Battlesong of the People’s Revolt
Prerequisites Perform (percussion) or Perform (wind) 4 ranks
Description When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering PerformanceAPG, affect this masterpiece

Missions:

5-08: The Confirmation 1Exp | 2F | 2PP | 430g
6-10: The Wounded Wisp 1Exp | 2F | 2PP | 430g
Module: Master of the Fallen Fortress *TBD
Module: Crypt of the Everflame 3Exp | 4F | 4PP | 1398g

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!)
Wand of Cure Light Wounds (2PP) 47 Charges
Wand of Fallback Strategy (2PP) 50 Charges

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.