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General Dissa Ray.'s page

607 posts. Organized Play character for ben1535.


Full Name

General Dissa Ray

Race

Human

Classes/Levels

Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Gender

M

Size

M

Age

25

Alignment

LG

Deity

Tsukiyo

Location

Korvosa

Languages

Tien, Taldane

Occupation

Temple Guard

Strength 20
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 7
Charisma 16

About General Dissa Ray.

Dissa PFS # 100691-7

Stats:

Male Human Paladin (Holy Tactician) 3 / Swashbuckler (Guiding Blade) 1 / Brawler (Exemplar) 2
LG Male Humanoid (Human)
Init +2; Senses Perception +7
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Defense
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AC 22, touch 12, flat footed 20 (+10 armor, +2 Dex)
HP 55 (6d10+15)
Fort +13, Ref +11, Will +5
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Offense
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Speed 30 ft.
Melee +1 Adamantine Fauchard +13/8 or 11/6 (1d10+8/14)
Enlarged +1 Adamantine Fauchard +13/8 or 11/6 (2d8+10/16)
Ranged
Special Attacks Power Attack, Weal's Champion, Lay on Hands, Combat Reflexes, Gang Up
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Statistics
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Str 20, Dex 14, Con 14, Int 7, Wis 7, Cha 16
Base Attack +6; CMB +11; CMD 23
Feats Exotic Weapon Proficiency (Fauchard), Power Attack, Combat Reflexes, Paired Opportunists, Outflank, Combat Expertise, Gang Up
Skills Diplomacy +12, Perception +7, Perform (Percussion) +9
Languages Tian, Taldane (Common)
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Special Attacks
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Class Features:

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.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

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.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Shaken

Tactical Acumen (Ex): At 3rd level, a holy tactician gains a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. She gains an additional bonus feat for every four levels attained after 3rd, to a maximum of five bonus feats at 19th level. This ability replaces divine health and divine bond.

Battlefield Presence (Su): At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action. This ability replaces aura of courage.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Daring Teamwork (Ex): A guiding blade uses her panache to inspire her allies to heights of teamwork they could never reach alone. At 1st level, a guiding blade gains a bonus teamwork feat. She gains an additional teamwork feat at 4th level and every 4 swashbuckler levels thereafter.

As a standard action, she can spend 1 panache point to grant a teamwork feat she gained from this ability to all allies within 30 feet who can see and hear her. They do not need to meet the feat’s prerequisites. She can use this ability multiple times to grant multiple teamwork feats. This ability lasts for 3 rounds + 1 round for every 2 swashbuckler levels she has, but if the guiding blade ever fails to have at least 1 panache point, all of these durations end immediately. At 7th level, the guiding blade can activate this ability as a swift action. At 15th level, she can grant two teamwork feats each time she activates this ability, and she can grant any teamwork feats she possesses, not just the teamwork feats she gained from this ability.

A guiding blade regains panache whenever an ally reduces a creature to 0 or fewer hit points, instead of when she herself does so. She still doesn’t regain panache from unattended objects, helpless or unaware creatures, or opponents with low Hit Dice.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Call to Arms (Ex): At 1st level, an exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action. At 6th level, the exemplar can use it as a swift action instead. At 10th level, she can use it as a free action. At 12th level, she can use it as an immediate action. This ability replaces unarmed strike and close weapon mastery.

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Traits & Feats:

Tianjing Temple Guard You were a stalwart guard of one of Tianjing’s magnificent temple cities, and your resolve proved to be of great use during bandit raids. You gain a +1 trait bonus on attacks of opportunity made with polearm weapons.

Defensive Strategist Your study of dwarven history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

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 1Exp | 2F | 2PP | 479g
7-14: Faithless & Forgotten P1 1Exp | 2PP | 505g
7-16: Faithless & Forgotten P2 1Exp | 2PP | 520g
7-18: Faithless & Forgotten P3 1Exp | 2PP | 508g
Module:Risen from the Sands 1Exp | 2PP | 1237g
9-04: The Unseen Inclusion 1Exp | 2PP | 1190g
9-09: Beyond the Halflight Path 1Exp | 2PP | 1259g
Module: Fangwood Keep 3Exp | 4PP | 4800g
AP 92: Giantslayer Part 2 3Exp | 4PP | 8712g
*Module: The House on Hook Street...?

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 vivid and visceral 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 profound and least understood treasures as a member of the Dark Archive.

Gear:

+2 O-Yoroi Armor (5850g)
+1 Adamantine Fauchard (5014g)
+2 Belt of Giant Strength (4000g)
Cracked Green Prism Ioun Stone (4000g)
2x Pearl of Power L1 (2000g)
+1 Cloak of Resistance (1000g)
Sleeves of Many Garments (200g)
Cold Iron Spiked Gauntlet (10g)
Alchemical Silver Spiked Gauntlet (25g)
Kukri (8g)
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) Wand of Cure Light Wounds & Wand of Fallback Strategy

Wayfinder (Free!)
Wand of Cure Light Wounds (2PP) 29 Charges
Wand of Fallback Strategy (2PP) 29 Charges
Wand of Lucky Number (2PP) 32 Charges
Wand of Protection from Evil (2PP) 37 Charges
Wand of Bless Weapon (2PP) 40 Charges
Wand of Lesser Restoration (2PP) 47 Charges
Wand of Honeyed Tongue (2PP) 44 Charges
Scroll of Keen Edge (2PP) 1 Spells
Scroll of Barkskin (2PP) 4 Spells
Scroll of Heroism (2PP) 1 Spells
Scroll of Good Hope (2PP) 2 Spells

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.