Ailson Kindler

Granny Milleflore's page

No posts. Organized Play character for Egrek.


Full Name

Jessica Anastasia Milleflore

Race

Half Elf

Classes/Levels

Paladin (Legate) 1, Investigator (Sleuth, Lamplighter) 1, Brawler (Wild Child) 1

Gender

Female

Size

Medium

Age

111

Alignment

Lawful Good

Languages

Common, Elven

Occupation

Nursery Mother & a bit of everything

Strength 14
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 13
Charisma 16

About Granny Milleflore

Faction: (Grand Lodge)

An elderly yet spritely lady, constantly peering over her glasses and smiling, or scowling to help. She is kitted in some of her old adventuring garb (much of it antique) and looks quite awkward in her armour and shield - it used to fit and seems to slowly be coming back to her.

After years with friends and looking after children, her friends are dead (old age) and the children have all grown up. So she has finally decided it's time she went to sort out the world, not just the little souls passing her by. There is a lot to sort out. It's a right mess.

An adventurer of old, well about 80 years ago now, she still has some of her kit. It's more than a little dated. But there are things to do and no time to dilly-dally around. So lets get to these troublesome monsters and beat them up so they learn for next time.

Half Elf Racial Abilities:

Half-elf characters gain a +2 bonus to one ability score (Charisma)
Half-elves are Humanoid creatures with both the human and the elf subtypes.
Half-elves are Medium creatures.
Half-elves have a base speed of 30 feet.
Half-elves begin play speaking Common and Elven.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level - Diplomacy
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Abilities:

Paladin:
The paladin's class skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Weapon and Armour feats: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Paladin 1:
Aura of Good (Ex): Power of good aura is equal to her paladin level.
Detect Evil (Sp): At will, as the spell. Move action, concentrate ONLY on a single item/individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds.
Smite Evil (Su): 1/day, swift action, chooses one target within sight to smite. If evil, adds Cha to hit, add paladin level to damage. If target an evil subtype outsider, evil dragon or undead, 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.
Paladin gains deflection bonus to AC = Charisma, against attacks made by the target of the smite.
If the paladin targets a creature that is not evil, the smite is wasted with no effect.
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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.

Investigator:
The investigators's class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Weapon and Armour feats: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Investigator 1:
Aura of Good (Ex): Power of good aura is equal to her paladin level.
Lamplighter (Lamplighter): Move action to create small flame to light flammable items they are holding.
Sleuth's luck (Sleuth): Luck pool = CHA.
Regain with nat 20 on know or sense motive, or 6+ on inspiration.
Deeds (Sleuth):
* Daring: (1 luck, +D6 Acrobatics, Climb, Escape Artist, Fly, Ride, Swim. On a 6 reroll and add - up to INT extra times)
* Opportunistic Evasion: (When save REFL, can use 1 luck as immediate to take no damage)
* Sleuth's initiative: (as long as have 1 luck, get +2 initiative, if have quick draw, can draw 1H melee weapon as part of initiative roll).

Brawler 1:
Martial Flexibility (Ex): 3+1/2 brawler lvl (min 1) / day. Move action to gain combat feat for 1 min.
Unarmed Strike (Ex): Improved unarmed strike feat, Monk unarmed damage (D6), apply full strength, can do lethal or non lethal.
Martial training (Ex): counted as fighter and monk levels.
Brawler's cunning (Ex): count as INT 13 for combat feats.
Animal Companion (Wild Child) (Ex): count brawler as druid for companion.

Traits and Feats:

Trait (combat) - Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Trait (magic) - Unscathed:
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation.
Benefit: Each type of energy resistance you have (if any) increases by 2 points.

OR

Trait (magic) - Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other
devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice. (BARD)

Feat Half Elf - Skill Focus - Diplomacy Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Feat 1 - Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained

Possibles

Feat ? - Fast Learner:
You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Feat 3 - Combat expertise
Prerequisite: Int 13.
Benefit: Can take –1 melee hit, +1 dodge AC. At BA 4 and every 4, these increase by 1. Can only use when attack with melee weapon.
Pre req for all improved maneuvers (martial flex)

Feat 3 - Boon companion
Prerequisite: Animal companion or familiar class feature.
Benefit: Abilities of you companion are calculated as though your class were 4 levels higher, maximum to your character level.
Allows companion to be useful fully till 5th level

Feat ? Multitalented Mastery (Half-Elf)
You are adept at numerous disciplines.
Prerequisites: Character level 5th, half-elf, multi-talented racial trait.
Benefit: All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively for all class levels that have not yet gained one of these bonuses.

Racial Heritage (Human)
The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Detect Expertise
http://www.d20pfsrd.com/feats/general-feats/detect-expertise/
You can detect the mystic specialty of a foe.
Prerequisites: Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic.
Benefit: When you use any of the spells listed in this feat’s prerequisites to detect a creature’s alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC 10 + 1/2 your caster level + your Intelligence modifier). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours.

Planned Progression:

1) Paladin 1 - Detect evil, smite evil. ~Human 1 fire resistance~
2) Investigator 1 - Sleuth/Panache (and deeds - loses Alchemy), inspiration, trap finding
3) Brawler 1 - Unarmed fighting, Martial flexibility (4/day)
4) Paladin 2 - Divine grace, lay on hands. ~Human 1 cold resistance~
5) Paladin 3 - Aura of Courage, Divine health (immune diseases), Legate summon armour. ~Human 1 acid resistance~
6) Investigator 2 - Poison lore/NOTHING
7) Investigator 3 - Talent ()
(Archtype Sleuth - deeds - evasion, add to acrobatics, +2 initiative. Lose alchemy)

Paladin 2:
Divine Grace (Su): Add CHA to saves.
Lay on Hands (Su): 1/2 Paladin level +Cha times a day. D6/2 paladin lvls. Standard action on others, swift action on self. Can be used to harm undead as a touch attack.

Paladin 3:
Aura of Courage (Su): Immune to fear, 10ft aura gives +4 fear saves to allies. Not when unconcious or dead.
Divine Health (Ex): Immune to all disease (including magical).
Summon Armour (Legate) (Sp): Standard action - cast instant armour, using Paladin level as CL. Wis bonus +1/2 paladin lvl a day.
(1 min/lvl, Force armour with holy symbol on front. Force affects incorporeal undead, +6 armour, +2 max dex, armour check -5, speed 20ft, includes gauntlets)

Investigator 2:
D(Su): Add CHA to saves.
Alchemical illumination (Lamplighter): Standard action, can use potion/extract or infusion to heighten light from a torch/lantern. DC 10+lvl+INT. 2nd level: light and coninual flame.

Investigator 3:
Investigator talent (Ex): Expanded Inspiration (Diplomacy, heal, Perception, Profession & Sense motive)
Ready for the Revelation (Ex) (Lamplighter): Can use inspiration for free on initiative, can also use INT instead of DEX for Initiative.

Investigator 4:
Deeds (Sleuth): more...

Notes to self:

* Paladin: Detect evil, divine grace, divine health and human resistances to elements
* Paladin (Legate) nothing till level 3, when get: summoned armour, can defend and be used as offense against incorporeal!
* Investigator - Inspiration to all skills!
* Sleuth - Lose alchemy, gain more skills! And deeds!
* Lamplighter - lose poison use (can't as a paladin), gain light spells but mostly for Initiative at level 3.
* Brawler - Martial flexibility!
* Wild child gives animal companion for no loss!