Geppa

Jillia Tennille's page

471 posts. Organized Play character for Jayson MF Kip.


Full Name

Jillia "Calamity Jill" Tennille

Race

| HP: 60/60 | AC: 23(18 Tch, 17 Fl) | CMB: +8, CMD: 25 (26 v. Overrun) | F: +10, R: +9, W: +5 (+4 v. Fear) | Init: +6 | Perc: +2, SM: +4

Classes/Levels

| Speed 40ft | Challenge: 0/3 Used | Tactician: 0/2 Used| Panache 0/2 Used | Active conditions: Waiting for Game (???)

Gender

NG Female Halfling Street Poet 7

Size

Small

Age

27

Special Abilities

Order of the Hammer

Alignment

NG

Deity

Chaldira Zuzaristan

Location

Almas

Languages

Common, Halfling, Elven

Occupation

Wordsmith

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 15

About Jillia Tennille

Jillia Tennille

Jillia Tennille: swordswoman, street poet, revolutionary, activist, rapper. Jumps high, runs far, shanks a fool every now and then. Walks to a beat, lapses into rhyme, offers four-foot-three-inch high fives to anyone deserving. Has a flag with the Glyph of the Open Road affixed to her back when being on the down-low isn't the MO. Wants to overthrow the entire Chelaxian government. Pronounces her own name sixteen different ways in an effort to rhyme it differently.

You know, standard halfling.

Jillia!:
Jillia Tennille
Female halfling cavalier (daring champion) 7 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32)
LG Small humanoid (halfling)
Init +6; Senses Perception +2
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +2 dodge, +1 size)
hp 60 (7d10+14)
Fort +10, Ref +9, Will +5; +2 vs. fear
Defensive Abilities nimble +2; Resist acid 1, cold 1, electricity 4, fire 2
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 yellowheart terbutje +11/+6 (1d6+3/19-20) or
. . adamantine bill +11/+6 (1d6+3/×3) or
. . gladius +12/+7 (1d4+2/19-20+7 Precision) or
. . greatclub +10/+5 (1d8+3) or
. . mwk cold iron short sword +13/+8 (1d4+2/19-20+7 Precision) or
. . obsidian dagger +12/+7 (1d3+2/19-20+7 Precision) or
. . unarmed strike +12/+7 (1d6+2 nonlethal)
Ranged javelin of lightning +12 (1d4+2+7 Precision) or
. . mwk composite longbow +13/+8 (1d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with adamantine bill)
Special Attacks banner +2, challenge 3/day (+7 damage, can intersperse grapples/sunders in full attack), panache (2), precise strike, tactician 2/day (Coordinated Maneuvers, 6 rds)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 15
Base Atk +7; CMB +8 (+9 grapple, +12 overrun); CMD 25 (27 vs. overrun)
Feats Coordinated Maneuvers[APG], Dirty Fighting, Flying Tackle, Greater Overrun, Improved Overrun, Power Attack
Traits equality for all (andoran), reckless luck
Skills Acrobatics +14 (+28 to jump), Bluff +6, Climb +11, Diplomacy +6, Escape Artist +4 (+4 competence to break a grapple), Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +1, Knowledge (local) +4, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +1, Perception +2, Perform (oratory) +3, Sense Motive +4, Survival +0 (+2 to avoid becoming lost), Swim +12; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ champion's finesse, dodging panache, mighty bash, order of the hammer, swashbuckler initiative
Combat Gear cold iron arrows (40), cold iron arrows (10), javelin of lightning, oil of bless weapon, oil of daylight, oil of magic weapon, potion of cure light wounds, potion of cure serious wounds, potion of darkvision, potion of fly, potion of water breathing, wand of cure light wounds, alchemist's fire, alkali flask[APG], liquid blade[UE]; Other Gear calamitous mail, +1 yellowheart terbutje[UC], adamantine bill[APG], gladius[UC], greatclub, mwk cold iron short sword, mwk composite longbow (+1 Str), obsidian dagger (5), armbands of the brawler[UE], bag of holding, minor, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +1, cracked vermillion rhomboid ioun stone, greater talisman of beneficial winds[OA], lesser triskelion talisman, ring of protection +1, wayfinder[ISWG], bedroll, belt pouch, dominos[UE], flint and steel, masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), skeleton key[UE], soap, spiritbane spike, torch, trail rations, very complex banner[UE], waterskin, wooden holy symbol of Chaldira Zuzaristan, 733 gp, 2 sp, 9 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Alkali flask - 0/1
Cold iron arrows - 2/40
Cold iron arrows - 0/10
Feather Fall (1/day) - 0/1
Hammer's Challenge +7 (3/day) (Ex) - 2/3
Javelin of lightning - 0/1
Liquid blade - 0/1
Obsidian dagger - 0/5
Oil of bless weapon - 0/1
Oil of daylight - 0/1
Oil of magic weapon - 0/1
Panache Pool (2/day) - 0/2
Potion of cure light wounds - 1/1
Potion of cure serious wounds - 0/1
Potion of darkvision - 0/1
Potion of fly - 0/1
Potion of water breathing - 0/1
Spiritbane spike (10 minutes) - 1/10
Tactician (Coordinated Maneuvers, 6 rds, 2/day) (Ex) - 0/2
Torch - 0/1
Trail rations - 0/1
Triskelion talisman, lesser (1 uses) - 0/1
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Deed: Dodging Panache +2 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +2 to AC vs. attack.
Deed: Precise Strike +7 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Energy Resistance, Acid (1) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Flying Tackle If overrun vs. flat-footed opponent knocks target prone, you may drop prone to initiate grapple.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Hammer's Challenge +7 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, can replace attack in full att with grapple/sunder.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Mighty Bash (1d8) (Ex) Unarmed strike deals listed nonlethal dam.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Tactician (Coordinated Maneuvers, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

My oath to myself:

-My compatriots never enter battle alone.
-My conviction is immediate and unshakable.
-Time wasted to convince others to act against injustice is time spent by victims experiencing injustice. To hesitate is to implicitly allow suffering.
-I understand that all who follow good are beholden to their own path. My path is simply more direct.
-I know no fear. I expect no absolution.
-I am never alone.

Jillia, According to the Chronicles:

-We Be Goblins! (GM Credit)
-In Wrath's Shadow (GM Credit)
-The Confirmation
-Siege of Serpents
-The Wounded Wisp
-Frozen Fingers of Midnight
-Slave Pits of Absalom (No Credit Replay)
-Severing Ties
-Scars of the Third Crusade
-The Penumbral Accords (No Credit Replay)
-Dead Man's Debt (GM Credit)
-Beyond Azlant Ridge
-Ungrounded but Unbroken
-Shades of Ice 3 (GM Credit)
-Through Maelstrom Rift (GM Credit)
-You Have What You Hold (GM Credit)
-Decline of Glory (GM Credit)
-Blood Under Absalom
-Halls of Dwarven Lore
-From the Tome of Righteous Repose
-The Solstice Scar, Version A

Straight Outta Grand Lodge:
"Straight outta Grand Lodge,
Crazy little sister named Jill-Tenn
Saw me get Confirmed now I'm back again
I get called on, when there's a problem,
Draw my sword, and a dead sprint I'm on
Run you down if you mess with me
Valsin's gonna hafta come and get me
Off yo' ass, else I ain't stoppin
Till every one of y'all is droppin
Prone when I wreck you, Clerics check you
for a pulse in case I let you
See another day, you crazy-Ass-Aspis
Leave you spinnin like my compass
So surrender now, and do it up smooth.
Withdraw from me? I'll make a double move.
Here's a hero rap to keep you movin'
In case my comabt skills need provin'
A single short sword is the tool
I'll make you look the motherf#~+in' fool
Me'n you can go toe-to-toe, no maybe
I'm takin' Aspis out the game, daily
Yo weekly, monthly and yearly
Until them dumb busters see clearly
That I'm down with the capital P-F-S
Got Nella or Rin castin' bless
So when I'm in your base now, you better duck
Otherwise, your name gets struck
When I show up, best get outta dodge,
'else you get wrecked, punk
I'm comin' straight outta Grand Lodge..."