Pathfinder Chronicler

Illiane Vishruvel's page

8 posts. Alias of hallowsinder.


Classes/Levels

HP 105/105 | Limit 0/117 | AC 35 | T 18 | F 32 | CMD 30 | F +16 | R +17 | W +16 | Init +9 | Per +18 | Hero 3/3

Strength 18
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 18

About Illiane Vishruvel

Background:

Illiane grew up in Sharn, but she was not born there. Born in the countryside to wealthy parents, Illiane as a young child had her lot cast into the City of Knives when her parents were killed in a skycar collision. Unscrupulus estate managers listed her as dead alongside her parents despite the lack of body, and quickly called of all attempts to search for her.

Illiane was not dead, barely surviving the fall to the Lower City through fate or luck. Yet the rushing howl of winds in her descent awoke something inside of her. She was meant to fly, and this was a momentary setback. Granted, a momentary setback she would require aid to recover from. She was recovered by a gang of orphans and thieves, lead by one self-titled "Dagger". Dagger was a teen half-elf who, while not perhaps possessed of the best head for names, was possessed of a rob the rich feed the poor mentality, and took care of Illiane.

Illiane joined Dagger's crew for most of her youth, opting for an insanely dangerous method of jumping onto moving skycars, snatching luggage, and leaping off. Whatever blessed luck had graced her earlier in life became routine skill, as it seemed gravity had no claim on Illiane. Illiane at first snatched purses, with time grew strong enough entire cases. It wasn't all natural talent though, as she learned both the worship of Olladra and the handiness of a good stick from Dagger and the other thieves she had fallen in with.

Later in life, once she was fully grown, Illiane pulled off her greatest heist yet. She managed to track down the estate managers from dim childhood memories, and convince them that she had proof of her identity with Dagger's help. She managed to convince them to "settle" for giving her several thousand gp in return for her not pressing her claims to her estate. With this, she decided to invest into equipment for battle. This marked a clear point of separation between her and the thieves she grew up with, as she felt she wanted the strength to protect rather than just the speed to run. And while she wasn't opposed to stealing from necessity, she felt that now that she was grown up, she could search out an honest trade.

Of course, as a daredevil adrenaline addict who made a childhood of jumping around between skyscrapers, Illiane's definition of an honest trade includes such things as adventuring, temple plundering, and battle.

Statblock:
Illiane Vishruvel
Female Dragoon (Valkyrie, Holy Knight) 5 | Freelancer (Monsterkin) 5
CG Medium Humanoid (Human)
Init +9; Senses Perception +18, Darkvision 60 ft., Low Light Vision
XP: ???
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DEFENSE
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AC 35, touch 18, flat-footed 32 (10 Base +11 Armor +2 Natural Armor +4 Shield +3 Dex +5 Deflection)
hp 105 (25 Start +60 Freelancer +20 Con)
Fort +16, Ref +17, Will +16 [+4 to Saves vs Poison, Evil]
Immune Earth, Ice, Petrification, Possession or Mental Control, 3rd level or lower spells
Resists Fire 10, Lightning 10
Other Evasion
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OFFENSE
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Spd 20 ft.
Melee
Reapy +14 (5 BaB +6 Str +1 Enhancement +2 Dragoon) 1d10+11 (1d10 base +9 Str +1 Dragoon +1 FCB) 18-20/x2 Slashing, Reach and Trip
Bonky +14 (5 BaB +6 Str +1 Enhancement +2 Dragoon) 1d12+11 (1d2 base +9 Str +1 Dragoon +1 FCB) x2 Bludgeoning or Piercing, Reach and Brace
Ranged
. . .
Magic
CL 2, MP 5
1st- Lead Blades, Magic Weapon
Monster
3/day Choco Cure (30 ft., 3d8+6 healing)
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STATISTICS
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Str 22, Dex 16, Con 14, Int 12, Wis 14, Cha 20
Base Atk +5; CMB +11; CMD 24
Feats Combat Reflexes, Skill Focus (Acrobatics), Improved Initiative, Armor Focus (Medium), Extra Acrobatic Talent, Shield Focus
Traits Reckless Luck, Adopted, Armor Expert, Materia Savant, Bahamut's Legs, Extremely Fashionable
Skills Acrobatics +22[21 ACP, 38 on jumping, 48 on longjump], Bluff +13[14 Fancy], Diplomacy +13[14 Fancy], Handle Animal +13, Intimidate +13 [14 fancy], Knowledge (Dungeoneering, History, Local) +9/9/11, Perception +18, Sense Motive +10, Sleight of Hand +11, Survival +10, Swim +14[13 ACP], UMD +13
Languages Common, Elven
Combat Gear Reapy, Bonky, +1 Full Plate, +1 Heavy Wooden Shield, Ice Materia lvl 1
Gear Ring of Jumping, Vigilante's Kit, Curing Belt
Coin: 1156
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SPECIAL ABILITIES
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Racial:
Stats +2 Strength
Focused Study: Gain a Skill Focus feat at levels 1, 8, and 16. Chose Acrobatics for the first one.
Curiosity: +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Integrated: Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Dragoon:
Myriad Jumping Abilities (Ex) Including Strengthened Agility, Jump, and Vault, may use Str instead of Dex for Jump checks, add Dragoon Level+4 to jump Checks (due to adding level and always being treated as jumping with a running start with the Run feat), DC Multiplier for high jump is x3 instead of x4, maximum jump length is twice movement as though charging, may jump during a charge to ignore that much rough terrain. Jumping does not provoke an AoO unless he jumps adjacent to someone, or moves past a flying person who is not his target, being AoO'd during a jump stops the jump and dumps him to the ground in front of the person making the AoO.
Deadly Lancer (Ex) As a move action or as part of a charge, before a melee attack with a spear, polearm, or lance, the dragoon may make an Acrobatics check to jump with a DC equal to his target’s CMD(+2 per Size category larger target is). If Successful, he gains a +1 dodge bonus to AC for one round, a +1 circumstance bonus on that attack roll, and deals an extra 1d6 points of damage on that attack. For every five the dragoon beats the DC, he gains an additional +1 bonus to his AC and the attack roll, and deals an additional 1d6 damage. This bonus and the number of extra dice cannot exceed the dragoon’s level. This additional damage is not multiplied on a critical hit or any class feature that multiplies damage.
Cover (Ex) When an ally within 15 feet is targetted by a melee or ranged attack, as an immediate action may reposition the ally to a spot adjacent to her and force the enemy to make the attack vs the Holy Dragoon's AC. May move as part of the ability provided total movement does not exceed her speed. Adds Charisma to AC against the attack.
Heroic Landing (Holy, Su) May deal Holy damage instead of normal bonus damage with deadly lancer, and it hits every target within 5 ft of main target other than user (Reflex 10 + 1/2 Dragoon + Str Mod for half) as well. Must be declared before roll to attack.
Lay on Hands (Su) 7/day heal 1d6 to an adjacent target or deal 1d6 damage to an undead creature as a melee touch attack. Standard on others, swift on self.
Pole Fighting (Ex) As an immediate action, a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.
Armor Training (Ex) +1 Max Dex, -1 ACP, move full speed in medium armor.
Holy Grace (Su) Add Cha to saves
Phalanx Fighting (Ex) Gains shield proficiency (except tower), and can wield any polearm or spear of his size as a one-handed weapon while wielding a shield.
Divine-Forged Feathers (Su) +1 Deflection when in heavy armor, but I have a better bonus.
Holy Magic Gain Holy Knight casting, 3 base MP, 2 from stat, 2 level 1 spells, can use scrolls to add to repetoire. Armor does not interfeer with casting. CL = Level -3.
Dragoon Training (Ex) At 5th level a dragoon gains a +1 bonus on attack and damage rolls with spears, lances, and polearms.
Pike Charge (Ex) Charge bonus changes to +4. No penalty to AC after charge. Both effects only applies with Spears, lances, and polarms.

Freelancer:
Outsider(Angel) Gains the powers and weaknesses of an angel, cannot be target of raise dead, reincarnate, or resurrection, or other return souls to body effects. Does not need to eat or sleep, though can. Darkvision 60 ft. and low light vision. Immunity to Earth, Ice, Petrification. Resistance to Lightning, Fire 10. +4 to saves against Poison. Truespeech.
Protective Aura (Su) Against attacks made or effects created by evil creatures, +4 Deflection bonus to AC and +4 Resistance bonus on saving throws to anyone within 20 ft of the angel. Otherwise it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 ft.
Skilled (Ex) Taken twice, +8 Racial bonus on Acrobatics and Perception
Ability Increase Taken twice, +2 untyped bonus on Strength and Charisma
Improved Natural Armor +2 Natural Armor
Bonus Feat Gain 3 Bonus feats at levels 2-4.
Choco Cure (Su) Pulsian Pink Chocobo, 3/day, heal self or ally within 30 ft. for 3d8+6 damage
Unearthly Grace Undine, Add Cha as a Racial bonus to all saving throws and as a deflection bonus to her AC.
Evasion (Ex) Cactuar, if you make a successful reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Cannot use while helpless.
Reliable Strike (Ex) Fighter, Gain lucky status effect for an attack, critical hit confirmation, miss chance, or damage roll as an immediate action, usable 3+Con Mod times a day.

Traits:
Reckless Luck: Religion (Olladra)- +2 to AC for a round after charging in the surprise round or first round of combat.
Adopted: Social- Gain Elven Reflexes for +2 on Initiative
Armor Expert: Combat- -1 ACP
Materia Savant: Magic- Doubled Materia EXP gain.
Bahamut's Legs: Regional- +4 trait bonus to Acrobatics checks made for jumping. Can fail by 5 more before taking adverse effects on acrobatics checks.
Extremely Fashionable: Equipment- +1 to Diplomacy, Bluff, and Intimidate as long as long as wearing fancy stuff and clean, gain diplomacy as a class skill.

Feats:
Combat Reflexes May make up to Dex extra AoO per round, and may make them while flat-footed.
Skill Focus (Acrobatics) +3(6 at 10 ranks) to Acrobatics.
Extra Acrobatic Talent Gain the Halting Blow Acrobatic Talent: When a foe provokes AoO by moving, if you hit them with an AoO, they cannot move again until next turn.
Improved Initiative +4 to Initiative
Armor Focus (Heavy) +1 to Armor AC in Heavy Armor
Radiant Charge When you hit with a charge attack, may expend all remaining uses of lay on hands to deal 1d6 damage per use expended + Charisma damage Holy Damage.
Extra Acrobatic Talent Gain the Spear Brace Acrobatic Talent: +1 attack bonus while fighting with shield and polearm, may use a shield hand to wield a polearm even when that shield prevents the hand from being free.
Armored Theif -3 ACP, +1 Max Dex in Heavy Armor
Shield Focus +1 to Shield AC with a shield

Statblock Construction, only here so you know where the numbers come from, see Statblock for the nicely formatted final product:

Stats:
Str 20 18 Base +2 Racial +2 Freelancer
Dex 16
Con 14
Int 12
Wis 14
Cha 20 18 Base +2 Freelancer

Basics:
BaB 5 (5 Dragoon)
HD 5 (25 Static + 50 Max'd Dragoon +20 Con)
Fort: 16 (4 Dragoon +2 Con +5 Cha +5 Racial)
Ref: 17 (4 Dragoon +3 Dex +5 Cha +5 Racial)
Will: 16 (4 Freelancer +2 Wis +5 Cha +5 Racial)
HP: 105 (25 Static + 60 Max'd Freelancer +20 Con)
Favored Class Bonus: +1 2/3 damage with Polearms

Race:
Stat: +2 Strength
Focused Study: Gain a Skill Focus feat at levels 1, 8, and 16. Chose Acrobatics for the first one.
Curiosity: +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Integrated: Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks.
Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Skills:
Class- Acrobatics, Bluff (F), Climb, Craft, Diplomacy (T), Handle Animal, Intimidate, Knowledge (Dungeoneering, History (R), Local, Nobility, Religion), Perception, Perform, Profession, Ride, Sense Motive (F), Sleight of Hand (F), Spellcraft, Survival, Swim, Use Magic Device (F)
(F marks from Freelancer, R marks Race, T marks Trait, rest are from Dragoon)

5 * (10 Freelancer +1 Int +2 Background +1 Human) = 70 Ranks to go around
Acrobatics 5 ranks +3 trained +3 Dex +3 feat +8 racial= +22
Acrobatics (Jumping) 5 ranks +3 trained +6 Str +9 dragoon +4 trait +3 feat +8 racial= +38 [+10 long jump with polearm]
Bluff 5 ranks +3 trained +5 Cha = +13 [+1 when fancy]
Diplomacy 5 ranks +3 trained +5 Cha = +13 [+1 when fancy, +4 to gather information]
Handle Animal 5 rank +3 trained +5 Cha = +13
Intimidate 5 rank +3 trained +5 Cha = +13 [+1 when fancy]
Knowledge (dungeoneering) 5 rank +3 trained +1 Int = +9
Knowledge (history) 5 rank +3 trained +1 Int = +9
Knowledge (local) 5 rank +3 trained +1 Int +2 Racial = +11
Perception 5 ranks +3 trained + 2 Wis +8 Racial = +18
Sense Motive 5 ranks +3 trained +2 Wis = +10
Sleight of Hand 5 ranks +3 Trained +3 Dex = +11
Survival 5 rank +3 trained +2 Wis = +10
Swim 5 rank +3 trained +6 Str = +14
Use Magic Device 5 rank +3 trained +5 Cha = +13

Feats:
Lvl 1
(normal pick): Combat Reflexes
(Race pick): Skill Focus (Acrobatics)
Lvl 2
(normal pick): Improved Initiative
(Freelancer): Extra Acrobatic Talent
Lvl 3
(normal pick): Armor Focus (medium)
(Freelancer): Radiant Charge
Level 4
(normal pick): Extra Acrobatic Talent
(Freelancer): Armored Theif
Level 5
(normal pick): Shield Focus

Dragoon:
Lvl 1:
Proficiencies
All simple weapons, all spears, lances, and polearms, all armors, no shields.

Strengthened Agility (Ex)
A dragoon may treat his Acrobatic skill, using his Strength modifier instead of Dexterity when making Jump checks.

Jump (Ex)
Add Dragoon Level to Jump checks. Always treated as running with Run Feat. As part of a charge action allows him to ignore difficult terrain for the distance he jumps. Maximum jump distance is 2x his base speed, as if charging.

DC Multiplier for high jump is x3, will be x2 at level 11, and x1 at 18th level. Does not provoke an attack of opportunity unless he passes through a square that is threatened by a flying creature that he is not attacking directly or jumping while adjacent to an enemy creature. If a dragoon is hit in this manner, he falls to the ground prone in the square in front of the creature.

Deadly Lancer (Ex)
As a move action or as part of a charge, before a melee attack with a spear, polearm, or lance, the dragoon may make an Acrobatics check to jump with a DC equal to his target’s CMD. The DC increases by +2 for each size category larger than the dragoon. If the dragoon beats the DC, he gains a +1 dodge bonus to AC for one round, a +1 circumstance bonus on that attack roll, and deals an extra 1d6 points of damage on that attack. In addition, for every five the dragoon beats the DC, he gains an additional +1 bonus to his AC and the attack roll, and deals an additional 1d6 damage. This bonus and the number of extra dice cannot exceed the dragoon’s level. This additional damage is not multiplied on a critical hit or any class feature that multiplies damage.

Shaft Trip (Ex)
A dragoon treats spears, lances, and polearms as trip weapons.

Cover (Ex)
When an ally within 15 feet is targetted by a melee or ranged attack, as an immediate action may reposition the ally to a spot adjacent to her and force the enemy to make the attack vs the Holy Dragoon's AC. May move as part of the ability provided total movement does not exceed her speed. Adds Charisma to AC against the attack.

Lvl 2:

Heroic Landing (Holy, Su)
May deal Holy damage instead of normal bonus damage with deadly lancer, and it hits every target within 5 ft of main target other than user (Reflex 10 + 1/2 Dragoon + Str Mod for half) as well. Must be declared before roll to attack.

Pole Fighting (Ex)
As an immediate action, a dragoon can shorten the grip on his spear, lance, or polearm with reach and use it against adjacent targets. This action results in a –4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by –1 for every four levels beyond 2nd.

Balanced Stride (Ex)
The dragoon gains a +1 bonus on Acrobatics checks to avoid attacks of opportunity. This bonus increases by 1 for every four dragoon levels he has beyond 2nd.

Lay on Hands (Su)
7/day heal 1d6 to an adjacent target or deal 1d6 damage to an undead creature as a melee touch attack.

Lvl 3:
Armor Training (Ex)
A dragoon learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, a dragoon can also move at his normal speed while wearing medium armor. At 7th level, a dragoon can move at his normal speed while wearing heavy armor.

Holy Grace (Su)
Add Cha to all saving throws, don't stack with other things that do the same.

Lvl 4:

Phalanx Fighting (Ex)
Gains shield proficiency (except tower), and can wield any polearm or spear of his size as a one-handed weapon while wielding a shield.

Divine Forged Feathers (Su)
+1 Deflection bonus to AC while wearing heavy armor

Vault (Ex)
A dragoon gains a +10 bonus to Acrobatics skill checks when making a long jump while wielding a spear, lance, or polearm.

Holy Magic
Gain Holy Knight casting, 3 base MP, 2 from stat, 2 level 1 spells, can use scrolls to add to repetoire. Armor does not interfeer with casting. CL = Level -3.

Lvl 5:
Dragoon Training (Ex)
A dragoon gains a +1 bonus on attack and damage rolls with spears, lances, and polearms. This bonus increases by +1 for every five levels beyond 5th.

Pike Charge (Ex)
Receive a +4 bonus on melee attacks when charging with a spear, lance, or polearm (instead of the normal +2). In addition, the dragoon takes no penalty to his AC after making a charge attack with a spear, lance, or polearm.

Freelancer:
Lvl 1
50 JP to gain Outsider(Angel) to gain
d10 HD
Skill points equal to 6+Int Modifier
Good Reflex and Will Save
Cannot be target of raise dead, reincarnate, or resurrection, or other return souls to body effects.
Does not need to eat or sleep, though can.
Darkvision 60 ft. and low light vision
Immunity to Earth
Immunity to Ice
Immunity to Petrification
Resistance to Lightning 10
Resistance to Fire 10
+4 to saves against Poison
Protective Aura (Su) Against attacks made or effects created by evil creatures, +4 Deflection bonus to AC and +4 Resistance bonus on saving throws to anyone within 20 ft of the angel. Otherwise it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 ft.
Truespeech
4 JP to gain buff up to 10 skill points per levels.
5 JP to buff to d12 Hit Die
1 JP Lost to being unable to spend.
4 Class Skills for free.

Lvl 2
10 JP Skilled (Ex) +8 racial to Perception
10 JP Improved Natural Armor (Ex) +2 Natural Armor
10 JP Bonus Feat - Extra Acrobatic Talent - Halting Blow

Lvl 3
10 JP Ability Increase (Ex) +2 Strength
10 JP Ability Increase (Ex) +2 Cha
10 JP Bonus Feat

Lvl 4
10 JP Skilled (Ex) +8 Racial to Acrobatics
10 JP Choco Cure (Su) Pulsian Pink Chocobo, 3/day, heal self or ally within 30 ft. for 3d8+6 damage
10 JP Bonus Feat

Lvl 5
10 JP Unearthly Grace (Su) Undine, Add Cha Mod to all saving throws as a Racial bonus and as a deflection bonus to AC.
10 JP Evasion (Ex) Cactuar, if you make a successful reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Cannot use while helpless.
10 JP Reliable Strike (Ex) Fighter, Gain lucky status effect for an attack, critical hit confirmation, miss chance, or damage roll as an immediate action, usable 3+Con Mod times a day.

Equipment:
10500 gp budget for 4th level character, 9344 spent, 1156 left to go
+1 Breastplate: 2650 GP, 50 lbs, Armor bonus +10, Max Dex +1(3), ACP -5(1), ASF 25%, 20 ft speed,
+1 Heavy Wooden Shield: 1157 gp, 10 lbs, Shield bonus +3, -1 ACP, 15% spell fail,
"Reapy", Masterwork Fauchard: 314 gp, 10 lbs, 1d10 Slashing, 18-20/x2, polarm, with Reach and Trip, +1 Enhancement bonus to hit
"Bonky", Masterwork Lucerne Hammer: 315 gp, 12 lbs, 1d12 Bludgeoning or Piercing, x2, polearm with brace and reach, +1 Enhancement bonus to hit
Ring of Jumping: CL2, Faint transmutation, ring, 2,500 gp, +5 competence bonus on all acrobatics checks made to make high or long jumps
Curing Belt: CL 3rd, Faint Healing, Belt, 900 gp, 3/day cast cure at CL3, healing a target within 30 ft for 1d6+3
Ice Materia: Lvl 1, 1500 gp, faint elemental (ice), CL 5, Grants 2 Ice Resistance currently in Agile Breastplate.
Vigilante's Kit: 8 gp, 22 lbs, includes backpack, belt pouch, blanket, torches (10), trail rations (5 days), and a waterskin

Limits:

Bahamut Leaps (Su): This Limit Break allows the dragoon to jump further than ever before. For the duration of 1 round + 1 round per four dragoon levels after 1st, the dragoon can jump further than his speed allows, doubles the bonus to acrobatics granted to him by his jump class feature, reduces the DC multiplier for high jumps by 1 (minimum 1), and does not provoke when jumping. This limit break requires only a swift action.

Asgardian’s Conviction (Su): This Limit Break gives the valkyrie strength that could only come from true desperation, filling her with a battle fervor that could only come from the legendary warriors that make up the Einherjar themselves. For a duration of 1 round + an additional round for every four dragoon levels after 1st, the valkyrie gains a sacred bonus to her attack rolls, damage rolls, and Armor Class equal to 1 + an additional +1 for every four dragoon levels after 1st. This limit break requires only a swift action.

Critical Strikes (Su): This Limit Break causes the fighter to focus on the weakspots and deadly parts of an enemy to deal the most damage. For a duration of 1 round + 1 round per four fighter levels after 1st, the fighter counts his first successful attack as a confirmed critical hit, every attack thereafter gains a +4 competence bonus on confirmation checks. This limit break requires only a swift action.