Ceoptra

Jillian Vrosk's page

696 posts. Alias of Dakcenturi.


Full Name

Jillian Vrosk

Race

Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision)

Classes/Levels

| Portrait |

Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Gender

Female

Size

Medium

Age

23

Alignment

LG

Deity

Erastil

Languages

Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Occupation

Soldier

Strength 17
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Jillian Vrosk

Bot Rolls:

Full Round Power Attack
[dice=Attack, PA, FF]1d20+10-2+2[/dice]
[dice=Damage, PA]2d4+5+6[/dice]
[dice=Iterative]1d20+5-2[/dice]
[dice=Damage, PA]2d4+5+6[/dice]

Full Round Haste Power Attack
[dice=Attack, PA, FF, Haste]1d20+10-2+2+1[/dice]
[dice=Damage, PA]2d4+5+6[/dice]
[dice=Haste Attack]1d20+10-2+1[/dice]
[dice=Damage, PA]2d4+5+6[/dice]
[dice=Iterative]1d20+5-2+1[/dice]
[dice=Damage, PA]2d4+5+6[/dice]

Fighting Defensively
[dice=Attack, PA, FF, FD]1d20+10-2+2-4[/dice]
[dice=Damage, PA]2d4+5+6[/dice]

Full round attack
[dice=Attack]1d20+10[/dice]
[dice=Damage]2d4+5[/dice]
[dice=Iterative]1d20+5[/dice]
[dice=Damage]2d4+5[/dice]

Status:

HP: 51/51
AC: 19 (19 Base)
Lay on Hands: [ ] [ ] [ ] [ ] [ ]
Smite Evil: [ ] [ ]
Spell-like Ability: Alter Self [ ]
Level 1 Spells: Protection from Evil [ ] [ ]

Jillian Vrosk
Female angel-blooded aasimar (angelkin) paladin (chosen one) 6 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Bestiary 7, Ultimate Wilderness 210)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10 (+8 when further than 10 feet from a fallen ally)
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex; +2 deflection vs. evil)
hp 45 (6d10+5)
Fort +9, Ref +8, Will +9; +2 resistance vs. evil
Defensive Abilities share will; Immune disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 falchion +10/+3 (2d4+11/18-20) or
. . +1 spear +10/+3 (1d8+11/×3) or
. . +1 spear +10/+3 (1d8+11/×3) or
. . greatsword +9/+2 (2d6+10/19-20)
Ranged composite longbow +8/+3 (1d8+2/×3)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—alter self
Paladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 3rd; concentration +6)
. . 1st—protection from evil (2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +6; CMB +7; CMD 21
Feats Blessed, Cleave, Furious Focus[APG], Power Attack
Traits seeker, self-taught scholar, world-weary
Skills Acrobatics -1 (-3 when further than 10 feet from a fallen ally), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders, +1 when further than 10 feet from a fallen ally), Climb +2 (+0 when further than 10 feet from a fallen ally), Diplomacy +15 (+17 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders, +13 when further than 10 feet from a fallen ally), Disguise +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders, +1 when further than 10 feet from a fallen ally), Escape Artist -1 (-3 when further than 10 feet from a fallen ally), Fly -1 (-3 when further than 10 feet from a fallen ally), Handle Animal +12 (+14 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders, +10 when further than 10 feet from a fallen ally), Heal +4 (+2 when further than 10 feet from a fallen ally), Intimidate +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders, +1 when further than 10 feet from a fallen ally), Linguistics +12 (+13 to decipher unfamiliar language, +10 when further than 10 feet from a fallen ally), Perception +10 (+8 when further than 10 feet from a fallen ally), Profession (soldier) +4 (+2 when further than 10 feet from a fallen ally), Ride +3 (+1 when further than 10 feet from a fallen ally), Sense Motive +8 (+6 when further than 10 feet from a fallen ally), Spellcraft +5 (+6 to decipher scrolls, +3 when further than 10 feet from a fallen ally), Stealth -1 (-3 when further than 10 feet from a fallen ally), Survival +4 (+2 when further than 10 feet from a fallen ally, +6 to avoid becoming lost), Swim +0 (-2 when further than 10 feet from a fallen ally)
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Infernal, Orc, Sylvan, Terran
SQ lay on hands 6/day (3d6), lay on paws, mercies (diseased, fatigued), overprotective, scion of humanity[ARG], truespeaker[ARG]
Combat Gear oil of magic weapon (2), potion of cure light wounds, holy water; Other Gear +1 breastplate, +1 falchion, +1 spear, +1 spear, arrows (40), composite longbow (+2 Str), greatsword, boots of striding and springing, cloak of resistance +1, steadfast gut-stone[UE], bedroll, belt pouch, climber's kit, compass[APG], crowbar, flint and steel, holy text (Erastil)[UE], masterwork backpack[APG], mess kit[UE], sack, silk rope (50 ft.), soap, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, wooden holy symbol of Erastil, 65 gp, 13 sp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Truespeaker Learn two languages for each rank you put in Linguistics.
--------------------

Background:
Jillian Vrosk was a gift her parents didn't think would happen. They had tried for years to conceive with no luck, until finally Jillian was born. Her mother, Sara, and father Kasten Vrosk were so happy to have their new born daughter Jillian, named after her paternal grandmother.

She was loved and well cared for, but as she grew her parents noticed some oddities. It started with her pale skin. Her parent's both being of Varisian descent, had a darker complexion. At first, they thought perhaps it was just being a new born, but as she grew her skin remained so pale that it almost appeared to glow. No matter her exposure to the sun, she always stayed pale. Next were her eyes, with such a stunning emerald green tint that had no resemblance to her parents or any of their relatives that they knew of. Appearances aside, the final thing the truly shook Jillian's parents was her pet. When she was only 4 or 5, a beautiful thrush got trapped inside the Vrosk family home. Rather than panicking and trying to fly away the bird simply landed on Jillian's shoulder and would not leave the girls side. Her parents didn't think much of it until one day they caught Jillian talking with the bird in some strange language they had never heard. She had only just learned common but now somehow, had learned this new bizarre language as well.

Concerned for their daughter, worried she may have been cursed by fey or worse, Sara and Kasten made the trek to Pheander. Seeking the advice of the head priest Nolean, they pleaded for him to explain what was happening to their daughter. After careful examination, the priest knew that the girl was no normal human, but instead had celestial blood coursing through her veins. He told the concerned parents not to worry, that young Jillian was not cursed, but quite the opposite, she was in fact blessed. The parents weren't quite sure to do with this news. Nolean sensing their unease offered to take in the girl and train her to know the Gods, give her a life of meaning and lead her down a righteous path. Her parents were hesitant but decided to leave the young girl with Nolean. They felt that with his knowledge and experience, he was much better suited to raising the girl properly.

This wasn't the last Jillian saw her parents though. The visited often and as Jillian grew, she began visiting them as well when she could. Her life was busy, as she dutifully learned under Nolean's tutelage. When she wasn't busy with one of Nolean's lessons or tasks she would sneak away to the woods, where she always felt more at home, to spend time with her best friend Hunter, the thrush from her youth. She would tell him of all the things she did and learned and the bird would impart wisdom to the girl. Jillian was happy with her life and had no concerns aside from her studies. At least until she went to visit her parents one day to only find ruins where her old home used to be.

Her family home had been burnt to the ground and there were no signs of her parents, but there were definite signs of a struggle and lots of blood. Hunter tried to keep the girl calm, but she rushed back to Pheander to tell Nolean what she found. After mounting a search party and looking for her parents, it was assumed they were killed. Likely by Molthune soldiers who ventured too far north. Jillian grieved for weeks and while Nolean and hunter both tried to console the girl, nothing seemed to work. One night after she had cried herself to sleep she received a vision. A blur of images from battles, the broken homes, burned communities, families torn apart, and children crying in the streets. When she awoke, sweating from head to toe, she promptly told Hunter what she had seen. He told her, it must have been a sign from Erastil. A sign that Jillian had a part to play in things, the she should work to protect the communities she holds dear and strive to put a stop to the conflicts that destroy so many families.

With new purpose and something to bury her grief in she went to Nolean to tell him of her decision to join the fights with Molthune. At first Nolean forbid it and it took a couple years, when Jillian was of age, to finally convince him to let her go. Jillian has been on the front for the last several years learning to fight and becoming a soldier. She knew she was on the right path though as the visions continued, sometimes letting her know what she was doing was right, other times warning her of threats. Finally, as she was preparing to wrap up her tour and rotate home for a break, Erastil came to her. His message was clear, that while he would rather everyone live in peace and prosperity he knew that this could not be achieved without his faithful fighting for that cause. He choose Jillian for this task and would imbue her with a sliver of his divine light to carry on in his name in the mortal realm.

Jillian now returns to her second home, in Pheander to rest and recuperate from the years of fighting, and to tell him the wonderful news.

Appearance:
Jillian has jet black hair that falls to her lower back. She commonly wears it up in a braid. Her eyes are a piercing emerald green. She is very pale, especially odd considering her extended time in the outdoors. She has a bronze choker that she never takes off as it is the only belonging of her mothers she could find.

Hunter Vrosk - Jillian's familiar.