Joe "Joseph" Waskalis's page

506 posts. Alias of TheWaskally.

Full Name

Joseph Alan Waskalis


Human |HP: 39/39 | DR 5/cold iron |AC: 20 (10 Tch, 20 Fl) (AC: 24, w/shield)| CMB: +5, CMD: 21 |F: +9, R: +9, W: +9| Init: +2


Paladin/Godling (clever)/3rd | Speed 30ft (30ft) | Active conditions: None.|Lay on Hands 4/4x a day|Perc: +12, SM: +8, Diplo +10, Heal + 12






44 (Actual), looks to be 20 years old.

Special Abilities

see SQ tab


Neutral Good


The Mistress


Ludington, MI, USA, Earth


Common, Celestial, Elven, Sylvan



Strength 14
Dexterity 14
Constitution 17
Intelligence 12
Wisdom 14
Charisma 17

About Joe "Joseph" Waskalis

Luck 12
Seelie Human
Initiative: +2
Senses: Perception +12, Low-Light Vision, Seelie Sight (Ex)
AC 20 (10 Touch, 20 FF)(+0 Dex, +8 armor, +2 Shield) DR 5/cold iron
Hp 39 (11 + d10(max) +3 Con +1/Fast Learner, then 1d10 + 3 Con +1/Fast Learner)
Fort +9, Ref +9, Will +9
Speed 30 ft (40 ft Base)
Melee Excalibur +10 holy avenger (1d8 + 8 (+2d6), 19-20/x2)
Special Attacks Smite evil +3 (+3 dmg., +3 deflection Bonus to AC) 1x/day


Cassissian Angel (true form)
Crow (Raven*)
Black Pug
Cassisian CR 2

XP 600
NG Small outsider (angel, extraplanar, good)
Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +5
Aura lesser protective aura
AC 16, touch 13, flat-footed 16 (+5 natural, +1 size) (+2 deflection vs. evil)
hp 13/13 (2d10+2)
Fort +4, Ref +4, Will +2; +4 vs. poison; +2 resistance vs. evil
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
Speed fly 60 ft. (perfect)
Melee slam –1 (1d3–4)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +3)

Constant–detect evil, know direction
1/day–aid, daylight
1/week–commune (six questions, CL 12th)
Str 3, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –3; CMD 7 (can’t be tripped)
Feats Iron Will, Alertness
Skills Diplomacy +2, Fly +10, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (crow, dog, polymorph), perfect memory, improved evasion, share spells, empathic link, delivery touch spells
Perfect Memory (Ex)
Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
Lesser Protective Aura (Su)
A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.
Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Spell-like Abilities A seelie creature gains the following spell-like abilities. Caster level is equal to seelie creature’s total Hit Dice. The save DCs are Charisma-based.
3/day - dancing lights, ghost sounds, prestidigitation, shield, silent image, speak with animals, speak with plants
1/day - alter self, magic mouth, plane shift (to and from the Fey Realms only), quench, sleep
BAB +3, CMB +5, CMD 21
Feats Fast Learner, Deft Maneuvers, Quick Draw
Skills 3/Level +3/Level Human, +1/Fast Learner + 12/level Expert (22/level total), then 7/level +1/Human, +1/Fast Learner, +2/Background (11/level total)
(c) Acrobatics +2 (0 Rank, 2 Dex)
(c) Appraise +4 (0 Rank, 1 Int, 3 Familiar)
(c) Craft +1 (0 Rank, 0 Class, 1 Int)
(c) Bluff +9 (3 Rank, 3 Class, 3 Cha)
(c) Diplomacy +10 (3 Rank, 3 Class, 3 Cha, 1 Trait)
(c) Disable Device +2 (0 Rank, 2 Dex)
(c) Disguise +3 (0 Rank, 3 Cha)
(c) Escape Artist +6 (1 Rank, 3 Class, 2 Dex)
(c) Handle Animal +8 [background] (2 Rank, 3 Class, 3 Cha)
(c) Heal +12 (3 Rank, 3 Class, 2 Wis, 4 Racial)
(c) Intimidate +8 (2 Rank, 3 Class, 3 Cha)
(c) Knowledge (arcana) +5 (1 Rank, 3 Class, 1 Int)
(c) Knowledge (dungeoneering) +5 (1 Rank, 3 Class, 1 Int)
(c) Knowledge (engineering) +5 (1 Rank, 3 Class, 1 Int)
(c) Knowledge (local) +5 (1 Rank, 3 Class, 1 Int)
(c) Knowledge (nature) +5 (1 Int, 4 Racial)
(c) Knowledge (nobility) +7 [background] (3 Rank, 3 Class, 1 Int)
(c) Knowledge (planes) +6 (2 Rank, 3 Class, 1 Int)
(c) Knowledge (religion) +7 (3 Rank, 3 Class, 1 Int)
Linguistics +3 [background] (2 Rank, 1 Int)
(c) Perception +12 (1 Rank, 3 Class, 2 Wis, 2 Level bonus, 4 Luck)
(c) Perform (string instruments) +9 (3 Rank, 3 Class, 3 Cha)
(c) Profession (innkeeper) +6 (1 Rank, 3 Class, 2 Wis)
(c) Ride + 6 (1 Rank 3 Class, 2 Dex)
(c) Sense Motive +8 (3 Rank, 3 Class, 2 Wis)
(c) Sleight of Hand +5 (1 Rank, 3 Class, 1 Dex)
(c) Spellcraft +6 (2 Rank, 3 Class, 1 Int)
(c) Stealth +6 (2 Rank, 3 Class, 1 Dex)
Survival +7 (1 Rank, 2 Wis, 4 Racial)
(c) Use Magic Device +4 (1 Rank, 3 Cha)

Seelie Sight (Ex)
Seelie creatures can identify a seelie or unseelie creature on sight, regardless of mundane or magical disguise effects. Additionally, a seelie creature can see any other creature in a faerie walk state (see Faerie Walk, below). Effects that prevent the seelie creature from seeing an unseelie creature (such as invisibility) block seelie sight.
Charmed Life (Ex)
A seelie creature gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Faerie Walk (Su)
At will as a full-round action in an untouched or uncultivated natural environment at least an acre in area, a seelie creature can enter a state similar to becoming ethereal as per the ethereal jaunt spell. However, the seelie creature is not on the Ethereal Plane, but coexisting on the plane of the Fey Realms and the Material. It can remain in this state for as long as it wishes, so long as it remains in an untouched natural environment, and it can return to the Material Plane as a free action. A seelie creature using its faerie walk power cannot enter structures on the Material Plane that were not built by a seelie creature, nor can they pass beyond the uncultivated natural environment. A seelie creature that crosses into such forbidden areas while in its faerie walk state immediately becomes tangible on the Material Plane. In addition, a seelie creature that willingly crosses such a boundary while undergoing a faerie walk loses the ability to use faerie walk for 1 week.
A seelie creature can use its faerie walk ability to bring another willing creature or a creature affected by its sleep spell to a faerie walk state. The creature is subject to the same constraints of movement as the seelie creature, becoming material and losing the ability to travel to the Fey Realms with a seelie or unseelie creature for 1 week should it voluntarily cross the boundaries prohibited by the faerie walk ability. In addition, the creature remains in its ethereal-like state for only as long as the seelie creature does, or until the seelie creature decides to send it back to the Material Plane.
A seelie creature cannot use this ability in an area claimed by an unseelie creature or under the effects of an unhallow spell or similar magic. Magic circle spells also prevent the use of faerie walk if the seelie’s alignment has a component of the alignment the magic circle is protecting against.
Feyblood (Ex)
If the base creature is not of the fey type, the seelie creature is considered both a fey creature and a creature of its normal type for the purpose of spells, abilities, and effects that affect those types. If its type renders it immune to any effect that would normally affect a fey creature, it remains immune unless the effect specifically targets creatures of the fey type. In addition, the seelie creature may use magic items with racially specific qualities as though it were of the fey type.
Seelie Pact (Ex)
A seelie creature that becomes evil loses the seelie template and gains the unseelie template.
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.
Smite Evil (Su
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, 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.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC 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, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Lineage Domain Travel
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp)
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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) 4x/day
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.
Divine Traits
Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Battle Lord I (Ex)
The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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.
Sickened: The target is no longer sickened.
Scion Talents
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Personality (Su)
Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves). You may also use your Charisma modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed. You cannot take this talent if you already have the force of brawn or force of intellect talents. Stealth, Knowledge (planes, Knowledge (local)

Traits Ease of Faith and Courageous.
Racial Traits 2 to any one ability, Extraplanar subtype, Medium, Normal Speed, Bonus Feat, Skilled
Items Joe, while on his way to work, would have his work clothes, consisting of a gray breathable short-sleeved polo shirt with black slacks with reversible belt, black socks, and black work shoes. If it's not summer, a hoodie as well. Joe also has his black reuseable cloth lunchbox where he keeps his ipad, extra charging cords, some plastic bags, throat lozenges, caffeine pills, a 1TB external hard drive (to bring his pdfs to work), a deck of cards, a pair or dice, canteen, a rain coat, a wide-brimmed hat, a backpack, and two torches. In his work pants is any loose change, a few pens, his telephone and wallet.
Combat Gear holy avenger, half-plate armor, heavy wooden shield, black scabbard with adjustable belt.

Wealth $15.36 (1 $10, 1 $5, 1 quarter, 1 dime, 1 pennies) + 1 gp, 2sp.
Carrying Capacity
Light (58 lbs or less); Medium (59-116 lbs.); Heavy (117-175 lbs.)
Current Load: 91
Age 44, Height 6'2", Weight 300 lbs, Hair Brown, Eyes Blue