Alhandra

Jyllian Kero's page

99 posts. Organized Play character for Meranthi.


Full Name

Jyllian Kero

Race

HP 73/73| tAC 23/25 | eFort +12, tRef +8, eWill +10 | tPerc +8 | uStealth +3 | Speed 20 | Init +8 (usually) |

Classes/Levels

Hero Pts 1/3 | FP 1 | Exploration Activity: Defend | Active Conditions: 0 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Gender

CG (she/her) human champion (liberator) 5 |

About Jyllian Kero

Jyllian Kero was born to a regular everyday family. Middle child of three, her parents were a teacher and an alchemist. As she grew older, she realized that as good as her life was, there were others who were suffering needlessly. What started out as taking on the local bullies led Jyllian to dedicating her life to Milani. She joined the Pathfinder Society to further those goals.

Jyllian is a very imposing woman with a crest of short brown hair and a long tail, usually wrapped in leather. She fights with a bastard sword and shield by preference. Mechanically, Jyllian is a Liberator champion. It's hard to grab a hold of her for long (Liberating Step). She's quite good at making you feel guilty for *something* (Intimidating Glare) and she's utterly sure of herself, sometimes to her detriment (Haughty Obstinacy).

Jyllian Kero Champion 5
CG Medium, Human, Humanoid, Skilled Heritage
tPerception +8;
Languages Common, Jotun
Skills uAcrobatics +3, tAthletics +11, eDiplomacy +12, eIntimidation +12, tLore: Warfare +7, tLore: Scouting +7 (*), tReligion +8, tSociety +7, eThievery +10
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +3
Items Full Plate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Arrows (20), Steel Shield (Hardness 5, HP 20, BT 10), Religious Symbol (Silver), Goggles of Night
AC 23 (25 with shield raised), eFort +12, tRef +8, eWill +10
HP 73
Divine Grace Trigger You attempt a save against a spell, before you roll. You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Liberating Step Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you. You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
Speed 20 feet
Melee +1 Striking Bastard Sword +14 (Two-Hand d12), Damage 2d8+4 (S)
Melee Warhammer +13 (Shove), Damage 1d8+4 (B)
Ranged Sling +10 (Propulsive), Damage 1d6+2 (B)
Ranged Composite Longbow +10 (Deadly d10, Propulsive, Volley 30 ft.), Damage 1d8+2 (P)

No Cause for Alarm ◆◆◆ (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.
Mercy ◆ (Concentrate, Metamagic) Your touch relieves fear and restores movement. If the next action you use is to cast lay on hands, you can attempt to counteract a fear effect or an effect imposing the paralyzed condition on the target, in addition to the other benefits of lay on hands.
Goggles of Night ◆ (Invested, Magical, Transmutation) Activate Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.

Devotion Spells (1 points)
Lay on HandsRange touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Unimpeded Stride Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell. You then Stride. During this movement, you ignore difficult terrain and any circumstance or status penalties to your Speed.

Clever Improviser You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Combat Climber Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Deity's Domain Freedom
Haughty Obstinacy Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can't try to Coerce you again for 1 week).
Intimidating Glare You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Prescient Planner You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
Skilled Heritage Thievery
Untrained Improvisation You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Champion's Code (Tenets of Good)
- You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
Deific Weapon morningstar
Deity and Cause (Liberator Cause) Milani
Edicts confront oppression in all its forms, defend the common folk, overcome despair to seize victory
Anathema abandon those in need, enslave or oppress others, harm the innocent through direct or inadvertent action
Areas of Concern devotion, hope, and uprisings
Divine Ally (Divine Ally (Blade))
Skilled Heritage (Thievery)