Keriassa
Female human (Taldan) paladin (divine hunter) 4/skald 7 (Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (human)
Init +9; Senses Perception +10
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Defense
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AC 24, touch 19, flat-footed 18 (+2 armor, +3 deflection, +6 Dex, +3 natural)
hp 92 (11 HD; 7d8+4d10+29)
Fort +18, Ref +17, Will +16; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge; Immune disease
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Offense
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Speed 30 ft.
Melee cold iron short sword +10/+5 (1d6+1/19-20)
Ranged +1 adaptive holy darkwood composite longbow +17/+12 (1d8+2/×3 plus 2d6 vs. evil)
Special Attacks channel positive energy 2/day (DC 15, 2d6), rage powers (auspicious mark, guarded life, reckless abandon), raging song 24 rounds/day (move action; inspired rage, song of marching, song of strength), smite evil 2/day (+3 attack and AC, +4 damage), spell kenning 1/day
Paladin Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect evil
Skald Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—displacement, good hope
. . 2nd (4/day)—glitterdust (DC 15), heroism, investigative mind, mirror image
. . 1st (5/day)—cure light wounds, heightened awareness, liberating command, saving finale (DC 14), vanish (DC 14)
. . 0 (at will)—dancing lights, detect magic, message, open/close (DC 13), read magic, resistance
Paladin (Divine Hunter) Spells Prepared (CL 1st; concentration +4)
. . 1st—hero's defiance
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Statistics
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Str 12, Dex 24, Con 14, Int 16, Wis 10, Cha 16
Base Atk +9; CMB +10; CMD 30
Feats Deadly Aim, Extra Performance, Extra Rage Power[APG], Greater Mercy[UM], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perform [oratory])
Traits deadeye bowman, reactionary
Skills Acrobatics +13, Appraise +7, Climb +5, Diplomacy +23, Escape Artist +11, Handle Animal +10, Intimidate +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +12, Perception +10, Perform (oratory) +23, Perform (percussion instruments) +10, Ride +11, Sense Motive +23, Spellcraft +12, Swim +5, Use Magic Device +13
Languages Abyssal, Ancient Osiriani, Celestial, Common, Draconic, Elven, Goblin, Infernal, Sylvan, Thassilonian, Tien
SQ bardic knowledge +3, lay on hands 5/day (2d6), lore master 1/day, mercy (fatigued), shared precision, versatile performances (oratory, percussion)
Combat Gear cold iron arrows (30), cold iron arrows (20), cold iron arrows (50), cold iron blunt arrows (40), cold iron blunt arrows (10), cold iron blunt arrows (50), wand of cure light wounds; Other Gear leather armor, +1 adaptive holy darkwood composite longbow, cold iron short sword, amulet of natural armor +3, belt of physical perfection +2, cloak of resistance +4, handy haversack, headband of mental superiority +2, ioun torch ioun stone, ring of protection +3, sleeves of many garments, backpack, belt pouch, blanket, jewelry, masterwork tool, 178 gp
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Special Abilities
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Auspicious Mark (1/rage) (Su) Use 2 rage as a swift action, gain +1d6 to a d20 roll.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Guarded Life (7 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Immunity to Disease You are immune to diseases.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Raging Song (move action, 24 rounds/day) (Su) Song can inspire allies in a variety of ways.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Performance (Oratory) +23 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +10 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
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Boons Awarded:
EotT Protege (90808-3 Thereus - brother) +2 to Dexterity
Ritual of Stardust - Guiding Stars:+2 vs confused save
Mercy's Blessing: reroll poison or disease save once
Nira's Gratitude: kn, perc, sm check at 6+your level, once
Imperium Initiate: –2 penalty vs spells or hardness or DR-5 for constructs and divs for one round once.
Rescued Nuar Spiritskin +1 INT or CH skills in Absalom
Banish the Hag: +4 on saving throw against a curse or a witch’s hex or +4 on a spell or effect that would remove a curse
Leshy Token: If worn in neck slot, +1 bonus on all CH checks to influence or control plants and plant creatures. Or +5 (+10 to Leshy) on one check, once.
Rosehaven Redemption: Add your ranks and bonuses in one Craft or Perform skill as your saving throw, twice.
Azlanti Historian: Bonus to Azlanti History and Linguistics checks. +2 Knowledge History, once.
Slitherbane (possible purchase and upgrade)
Righteous Redemption: Get holy gear in Lastwall, once
Worthy Foe (undead): bonus to attacks or spells, three times
Ekujae’s Blessing: Endure Elements in heat to 110 degrees and below
Kaghaze Redeemed - In Mwangi, Sargava, Shackles, or Sodden Lands receive gift basket (antiplague, Animal bane ammo, healing potion). Return at end if unused.
Delvehaven Star: Imprinted wayfinder +2 on Cheliax Knowledge (history, local, and nobility), +1 initiative in Cheliax. Reduce PP for spellcasting by 2, once.
Elemental Conquest:+1 insight bonus on saving throws vs spells, spell-like abilities, and effects of creatures with the earth/fire subtype and against spells with the acid/earth/fire descriptor. +1 insight bonus on all saving throws on plane of fire or earth. Flaming weapon once. DR 5/adamantine for 1 min, once.
Ranginori’s Debt: Cast certain spells as SLA (by level) twice
Clockwork Insight: Able to disable magical trap, or gain bonus to AC or save versus it, twice
Earth Affinity
Belkzen Veteran:Learn orc for 2 pa, use orc ferocity once
Martyr’s Shard 1: +1 to weapon or dispel magic, once
Scarred Champion: +1d6 vs undead spell or SLA, once
House Orlovsky Steeds
Surtoven Dragonscale
Peacemaker of Brevoy
Malika’s Aid: roll Heal, Knowledge (geography), Knowledge (nature), or Survival check twice and take the better result, up to two times
Linormhide armor
Rare weapons: Orc hornbow or Butchering axe
Frozen Fortitude: Cold resist for 1 min
Martyr’s Shard 2: +1 to weapon or dispel magic, once
Triumph Over Scales: spen 2 pa to learn draconic, special attack or defense vs dragon
Blight Bane: Challenge animal plant or vermin to you or adjacent ally for a number of rounds
Fangwood Purifier: 2 PA to learn Sylvan
Martyr’s Shard 3: +1 to weapon or dispel magic, once
Resisting the Blackcove Taint: +1 saves vs transmutation
Gauntlet Pin: 3 prestige back
The Wraithsoul Recovery; Downtime to get planar help
Accumulating an Army (Riftwardens)
Riftwarden Magic: Access to spells
Impressive Influence: The Hellknights Feast
History of the Sunsu Godae: Know Local or History of Tian XIa at +5 twice
Meditations of the Sacred Flower: Commune, Mark of Justice, or Raise Dead once as SLA
Defender of Katheer: +1 Diplo vs Katheer
Blood and Courage: When low on HP, Bonus to intimidate evil creatures and fear saves, able to demoralize evil creatures three times
Empyreal Revenant: Recover from death temporarily during adventure, then pay less cost to recover at end.
Martyr’s Shard 4: +1 to weapon or dispel magic, once
Protector of Whistdown: +1 CH checks vs gnomes
Hero of Sothis: +10 init, once
Inspired Rage effect on allies:
When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Affected allies gain a +2 morale bonus to Strength and Constitution and a +2 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purpose of this effect.