Galfrey

Lady Imperia Valeria Thrune's page

69 posts. Alias of Critzible.


Full Name

Lady Imperia Valeria Thrune

Race

human female

Classes/Levels

Paladin 8th |HP:112|AC:21|F:+15|R:+9|W:+15|CMB:+10|CMD:21|Init:+1|Prcpt:+3|BAB:+8/+3|+1 Flachion +13/+8 (2d4+4)|Glaive +11/+6 (1d10+3)| Flail +11/+6 (1d10+3)|Dagger(5) +10/+5 (1d4+3)|Comp. Long Bow (+2) +10/+5 (1d8+2)

Languages

Common, Infernal,Thessalionian,Orc, Halfling

Strength 14
Dexterity 13
Constitution 16
Intelligence 14
Wisdom 12
Charisma 20

About Lady Imperia Valeria Thrune

Human level 8th Diety:Shelyn
age:45 Hgt:5'11" Wgt:195 Hair:Black and Gray Eyes:Blue ethnicity:Cheliax
Str: 14 Dex:13 Con:16 Int:14 Wis:12 Cha:20
Init:+2 HP:112 [8d10+24(Con)+8(FC)]
BAB:+8/+3 melee: +10/+5, Ranged:+8/+3]
CMB:+ 10
CMD:21(10+8(bab)+2`(Str)+1(dex))
AC:21(10+10(armor)+1(dex))
Armor:
+1 Mithral Full-Plate:+9 Max Dex:+3 Armor Check Penalty: -3 Price:4450 gp Spell Fail:35% Speed:30ft Wgt.25 lb.

Fort: +15[6+3+5+1]
Reflex: +9[2+1+5+1]
Will: +13[6+1+5+1]
Traits:
Faithful Artist: Growing up a devotee of Shelyn she learned the arts when young which as a noble helped as she was well exposed to a variety of music, art and literature. This grants her Perform as a class skill and +1 to a perform skill of your choice

Magical Knack:You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait Paladin—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Weapons:
+1 Flachion:+13/+8 2d4+4 18-20/x2 8lbs Slashing
Glaive:+11/+6 1d10+3 x3 10lbs Slashing Reach
Heavy Flail +11/+6 1d10+3 19-20/x2 10lbs Bludgeoning
Daggers(5) +10/+5 1d4+2 19-20/x2 1lb P/S 10ft
Composite Longbow(+2)+10/+5 1d8+2 x3 3lbs Piercing 110ft

Feats:Fast Learner*, Weapon Focus(Flachion),Improvization, Improved Improvization,Extra Lay on Hands

Human:
+2 Constitution,-2 Dexterity,+2 Charisma
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Paladin:
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

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) 3/day +5/+8(+16) +5 AC(Deflection)
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.

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) 10/day, 4d6 HP
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.

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.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

Channel Positive Energy (Su) 4d6 HP
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp) 1/day 8 minutes +1 Enhancement to a Weapon,
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Level:
Skills:
Acrobatics: +1(0+0+4-3)
Appraise:+6(0+2+4)
Bluff:+9(0+5+4)
Climb:+6(0+2+4)
Diplomacy:+12(4+5+3)
Disable Device:+1(0+0+4-3)
Disguise:+9(0+5+4)
Escape Artist:+1(0+0+4)
Fly:+1(0+0+4)
Handle Animal:+8(4+1+3)
Heal:+8(4+1+3)
Intimidate:+9(0+5+4)
Know(Arcana):+6(0+2+4)
Know(Dungeoneering):+6(0+2+4)
Know(Engineering):+6(0+2+4)
Know(Geography):+6(0+2+4)
KNow(History):+4(2+2)
Know(Local):+4(2+2)
Know(Nature):+6(0+2+4)
Know(Nobility):+7(2+2+3)
Know(Planes):+4(2+2)
Know(Religion):+7(2+2+3)
Linguistics:+4(2+2)
Perception:+3(2+1)
Ride:+5(2+0+3)
Sense Motive:+8(4+1+3)
Sleight of Hand:+1(0+0+4-3)
Spellcraft:+5(0+2+3+4*)
Stealth:+1(0+0+4-3)
Swim:+6(0+2+4)
Use Magic Device:+9(0+5+4)

Background Skills:
Craft (Calligraphy):+9(4+2+3)
Craft (Books):+9(4+2+3)
Profession (Cook):+6(2+1+3)
Profession (Clerk):+6(2+1+3)
Perform (Sing):+12(4+5+3)
Perform (Oratory):+13(4+5+3+1)
Perform (Dance):+12(4+5+3)
Perform (String):+12(4+5+3)

Weapon and Armor Proficiency:
Spellcasting:
1-(DC15)3|1+2|
2-(DC16)2|1+1|
3-(DC17)
4-(DC18)
Equipment:
Compass,Small Steel Mirror, Whetstone, Silk Rope(50ft),Bedroll.Soap,Pavilion Tent,Blanket, Folding Chair,5 Blank Journals, Ink (10 vials),Inkpen,Sealoing Wax,Stationary(10 pages),Paper(100 sheets), COmpact Traveling Holy TExt, Explorers’ Outfit with Decoritvie Trim,Nobles Outfit, Eye Glasses, 3 Signet Rings,Tattoo (House Insignia), Belt Pouch, Water skin, Coffee Pot, Coffee (1 pound),Hip Flask,Tattoo Holy Symbol Clavical, Silver Holy Symbol,Masterwork Lute, Flint & Steel,Cooking Kit, Gear Maintenace Kit, Shaving Kit, Chroniclers’ Kit

Magic gear:
+1 Called Flachion, +1 Mithral Full Plate, Bag of Holding (Type 1), Handy Haversack,Cloak of Resistance +1,Headband of Alluring Charisma (+2),Belt of Dexterity (+2), Boots of Striding and Springing, Sleeves of Many Garments,
PP-
GP- 3,433
SP-
CP-
Spells:
1- Endure Elements,Honeyed Tongue, Bless
2- Zone of Truth, Bull’s Strength
3-
4-
History/Background:

Background:
Lady Imperia Valeria “Val” Thrune grew up in one of the most powerful houses in all of Cheliax. Though she grew up in the Dialoist utopia Imperia never felt at home there. She grew up getting a variety of educational opportunities. From Opera, History, Law, Religion and Arcane, testing her proding her trying to get her to fall into some sort of box. For the most partbeing the Thrid daughter and pretty much the one who was silent did her well.

On her 16th name day she was unfortunately pinned down and told to pick a path. Imperia chose to see the Realms first with her Mother. As they traveled for a year Imperia found herself learning to talk with alot of the Halflings and other folk, whom seemed to not be the Nobles she normally saw. It was here Imperia found herself a worn tattered and incomplete copy of The Melodies of Inner Beauty.

While she traveled she read mostly the book, when she managed to keep up her other studies. In doing so she learned to fight with weapons, armor and espeically began to learn spells. It was in Kintargo where she managed to learn of Shelyns’ church and found herself capable of going their. She had on the road fought a few desperate groups of Bandits who were former slaves. Though Imperia wanted to save these souls she saw first hand that Diabolists don’t give quarter. Still Imperia at the church found herself joining in and celebrating with the others there. It was joyous and that joy swelled with in her.

The local priestess Arodra Vox a Teifling took Imperia aside seeing her interest and asked the young woman strange questions. In the end though through this line of questions Imperia uncovered that through her journey, fighting ex-slaves and bandits as well as strange creatures as well as her reading she found herself learning along the way embracing the teachings, though incomplete, of The Eternal Rose. It was this Ephinay she knew then and there her homeland was not somewhere she could stay.

That next year Imperia at now 18 worked her way into the various libraries of Egorian, taking in as much information. She also discussed laws and contracts with one of her fathers retainers and finally weeks before her 19th birthday she left with documents in hand for passage to Maginar.

Not one to show she wasn’t doing something completely under the authorities nose, she took on a several skilled Halfling slaves and a few other Human ones. ON top of some of her houses personal wealth she left home and made the various ports until she ended up in Sandpoint her real destination. At Sandpoint she bought a farm outside the city and then freed all her slaves and gave them much of the wealth, with the promise of allow her to come and go here as she pleased.

For the next twenty years Imperia, now Going By Lady Valeria, or to many in Sandpoint Lady Val the Valiant, would go on various adventures, protecting caravans and hunting down art of Thessalion. It was due to these many adventures that Valeria became a Pathfinder. Her submissions on the Religius works and Art Culture of Thessalion named Paints of Sin: Discoveries of Lost Works of Thessalionian Art and Culture was a fascinating read along side a few of her romantic Chapter Books.

Often the books written after one of her three children. Brogan the Oldest has grown to become the quite the little knowledge seeker, Becoming one of the Students at Turnadark Academy. Her second was a Daughter Jacilla was a beautiful girl with an even more beautiful voice to the point that she was well on her way to be a Bard., Imperias’ last daughter was a half-orc named Dalcin who through it all has followed his mothers religious footsteps to become an Acolyte of Shelyn. All were adults.

Still after all her years the now 40 year old Imperia Valeria Thrune had been asked by an old Pathfinder friend to investigate something in Korvosa. A thing connected to the planes. Which thankfully was delivered to her on a trek through Varisia on her way to Korvosa. The older Paladin, now seeking maybe her last adventure hoped to find the beauty and love she knew Shelyn wanted her to find, as well a bring more prestidge to The Society. A Society that she loved and supported whenever she could.

Description:
Lady Imperia Valeria Thrune, was a fit woman with a soft warm face and bright blue eyes. She had a regal bearing but seemingly was comfortable in the taverns and streets. Her skin was sunkissed in contrast to her bright-colored clothing, often some swath of the rainbow.

On her Chest above her cleavage was a Songbird with a rainbow-hued tail, It was usually visible as the outfits she had showed her cleavage often. This is often seen in her common outfit of purple and green with fine silver and gold embroidery and lace. Though a travelers' outfit she showed her pedigree with no real care.

Valeria or Val as she liked to be called when armored wore Mithral Full Plate with artistic etchings of Roses and SOngbirds that offset one of her three signet rings. One was For House Thrune, One was for Shelyn, the Other was A personal Crest, a rose wrapped about a Glaive. The Sigil of House Thrune also was Tattooed on her stomach, just below her Bellybutton. A 'gift' from her mother when she became of age. Something about reminding those who sought to use her in that way to be reminded whose house she was a part of.

AS for other noticeable things Val always had on her was a thin silver headband with strange curls in what looked like Thassilionian make. A find she had on one of her many excursions into Varisias' many ruins. Another was her Cloak. This Cloak was woolen, but strangely seemed to have all the colors of the rainbow intermingled within, this was subdued and looked old, very old. As for other items, her Falchion and Glaive also stood out.

Her Glaive was beautiful the blade and haft almost looked like it was a Leaf on a branch. It gleamed and showed, seemingly as if never to tarnish or fade. It was a contrast to the Falchion. The Falchion was Deep Dark Gray metal, its blade nicked and notched with a handle that had black metal hilt with a smiling imps face on the pommel. The Handle was wrapped in leather, with a multicolored rainbow cord, that lead to strands that flowed from the end. This was her signature weapon. One that was basically a symbol of her life.