The Witchdaughter's Nightmare

Sendi's page

402 posts. Alias of Grumbaki.


Race

Wounds (37/37) AC (22/20/17) CMD (26) Initiative (+3) Saves (10/12/8, +2 Sleep, Paralysis, Stun)

Classes/Levels

Smite (1/1) LoH 1d6 (5/5)

Gender

Paladin (3) Monk (1)

Special Abilities

Light Sensitivity, Darkvision 90ft

Alignment

LG

Deity

Sarenrae

Languages

Common, Celestial, Abyssal, Infernal, Orcish, Kelish, Osirioni, Giant

Strength 18
Dexterity 18
Constitution 14
Intelligence 11
Wisdom 10
Charisma 18

About Sendi

Combat and Defense:

Combat

To Hit: +4 (BaB) + 4 (Str) + 1 (WF) + 1 (MW) -2 (Power Attack) = +8/+8
Damage: 1d6 (Base) +6/+4 (Str) + 1 (LG) + 1 (Trait) +4 (PA) = 1d6+12 / 1d6+10

[dice=Hit]1d20+8[/dice]
[dice=Damage]1d6+12[/dice]

[dice=Hit]1d20+8[/dice]
[dice=Damage]1d6+10[/dice]

Defense
* HP: 12+8+8=+8=36
* CMD: 10 + 4 (BaB) + 4 (Str) + 3 (Dex) + 4 (Cha) +1 (Deflection) = 26
* AC: 10 (Base) + 4 (Dex) + 4 (Cha) + 1 (Armor) +1 (Natural Armor) + 1 (Deflection) +1 (Dodge) = 22
* Fort: +3 (Paladin) + 2 (Monk) + 1 (Con) + 4 (Cha) = +10
* Ref: +2 (Paladin) + 2 (Monk) + 4 (Dex) + 4 (Cha) = +12
* Will: +3 (Paladin) + 1 (Trait) + 0 (Wis) + 4 (Cha) = +8

Orc Aasimar, Trait, Stats:

Race: Angel Blooded Aasimar
* Stats: +2 Str, +2 Cha
* Alternate SLA: +2 Dex
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
* Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Orc Bloodline
* Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
* Bloodline Familiar: Sage Holy Symbol (Ioun Wyrd)
* Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
* Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
* Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
* Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

Traits
* Heavy Hitter: +1 Unarmed Damage
* Envoy of Healing: You strive to spread the Dawnflower’s message of kindness and compassion throughout the land, no matter how dangerous the road may be. Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result).
* Earning Your Freedom: +1 Will Save
* Trustworthy: You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
* Mark of Slavery: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.”

Stats
Str: 16 + 2 (Race) = 18
Dex: 15 + 2 (Alternate SLA) +1 (Christmas) = 18
Con: 13
Int: 11
Wis: 10
Cha: 16 + 2 (Race) = 18

Feats, Skills, Equipment:

Feats
Campaign: Power Attack
Lvl 1: Improved Unarmed Strike, Stunning Fist, Weapon Focus Unarmed, Dragon Style (While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.)
Lvl 3: Hamatulatsu (B or P damage, If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1 round (or staggered for 1 round if the target is already sickened).)
Lvl 5: Dragon Ferocity
Lvl 7: Possessed Hand
Lvl 9: Dodge/Mobility
Lvl 11:

Skills
* Diplomacy: 4 SP (+11)
* Perception: 4 SP (+11)
* Acrobatics: 4 SP (+10)

Sage Familiar
* Knowledge Religion: 4 SP (+6)
* Knowledge Planes: 4 SP (+6)

Background Skills
* Linguistics: 4 SP (+6)
* Knowledge Nobility: 1 SP (+1)
* Perform Dance : 1 SP (+8)
* Perform Sing: 1 SP (+8)
* Profession Servant: 1 SP (+4)

Equipment
* Masterwork Liquid Glass Handwraps: This heatstone-derived glass is warm to the touch and slightly malleable, as if it were still liquid. A pliable nature allows this otherwise razor-sharp crystal to repair itself when it takes damage. An item made from liquid glass repairs damage to itself at a rate of 2 hit points per day, even if the weapon is broken or destroyed (but not if the weapon is destroyed in a way that the pieces cannot be retrieved, such as via disintegrate). If a weapon made from liquid glass has full hit points, it grants a +1 bonus on damage rolls. Items made from liquid glass have 10 hit points per inch of thickness and hardness 10.
* Mithril Dagger
* Bracers of Armor +1
* Ring of Protection +1
* Sleeves of Many Garments
* Fighter's Kit
* A Lucky Feather which gives you a +1d6 on a failed save once per day. One curse: only the follower of Sarenrae can use it.
* Cold Weather Outfit: This outfit grants a +5 circumstance bonus on Fortitude Saving Throws against exposure to cold weather.
* 183 gold

Lvl 1 Scaled Fist Unchained Monk / Lvls 2+ Virtuous Bravo Paladin:

AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

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. 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)
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.

Nimble (Ex)
At 3rd level, a virtuous bravo gains a +1 dodge bonus to AC while wearing light armor or no armor.

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.

Thoughts on build:

Monks get scaling damage die on unarmed strikes and get up to +5 dodge AC as they level up. By going paladin, she will have +paladin lvl to damage, which offsets the unarmed die staying at d6. She also gets nimble, which gives +5 dodge to AC when unarmored. While she loses ki, an extra flurry attack, fast movement and monk styles, she gains divine grace, lay on hands, smite and panache. All in all, I think that the multiclass just about evens out, with it leaning somewhat more on defense than offense.

Background:

Katapesh. It is a wealthy land. It is a prosperous land. It is also a nation that thrives upon the back of it's slaves. Sendi is one such unfortunate. Born among the tribes of the jungle orcs of Garund, she was immediately marked as different, for her skin was the color of jade and her tusks ivory. None in the tribe had seen a child born with such deformities. Deemed irredeemably ugly, her tribe decided that she was good for one thing and one thing only. Slavery. Her first memories were thus growing up in the household of a wealthy Keleshite merchant, who had purchased her so that he could show off in high society with an exotic slave. This was her life until she reached adulthood. Years and years of faithful service had convinced her master that she was loyal to him, with her hard work and subservience being rewarded with better living conditions and increased freedom. This culminated in her master allowing her to go out to the bazaar alone to make a purchase from less than reputable sources. This plan backfired, when Sendi found that the smugglers were members of Andorian spies. She used the money, not to buy the illicit goods that her master wanted, but instead to smuggle her. Knowing that she would soon be wanted, she was taken to the home of a cleric of Sarenrae, so that she might lay low until it was safe to get her out of the city.

Her time in hiding was a fearful one, where every knock on the door brought the fear of discovery. In this time, Sendi turned to religion for solace and became a fervent worshiper of Sarenrae. The Goddess' teachings of both strength and redemption spoke to her and helped her stay strong during those trying times. In time, she was able to be moved out of the city to Dog Town, and from there she joined a caravan under an assumed name. Given her size and sheer strength, it was easy enough to pass her off as one of the many mercenaries that could be found in such a place. This caravan has taken her to Kelmarane, where her life has begun anew. For the first time in her life, she is truly free...

Appearance, Personality:

Sendi is as large and muscular as her orcish heritage would suggest. Unlike her kin, though, the celestial blood that courses through her veins has given her an almost human appearance, given her upright posture. What stands out the most is her fair features (for an orc) to include skin that is as smooth and luxurious as jade, and teeth that resemble pearl. It is clear why she was a favored slave before her escape.

From her life without freedom, Sendi has learned to be diplomatic, as is fair in speech and expression. For how else could she be shown off to the rich and powerful? This belies an anger within, that has lent itself to her being a proficient unarmed warrior. For while she lacks any official training, she makes up for it with her sheer size and strength.

In addition to this, she is a devout follower of Sarenrae. With little in the way of goals, she has vowed to repay the goddess for saving her. This is a heartfelt vow that has been heard by the goddess, causing Sendi to have been gifted the powers most commonly associated with paladins. These miracles are treasured by Sendi above all else, for they are proof that she walks in Sarenrae's light.

GM's Questions:

• A complete character sheet
- See profile!

• Short description
• Short personality
- Escaped aasimar slave! Polite, education, but with a burning anger long supressed

• Quirks and flaws
- In times of stress she falls back on her education on what is polite and proper. She is also terrified of being returned to slavery, and as such is afraid of interaction with lawful authorities.

• Background story
- See above

• At least one 'plot hook' for me to use for a side quest involving your character
- Bounty hunters sent by her former master?
- The cleric who sheltered her and introduced her to the faith requiring help
- Being blackmailed
- Andorian smugglers requesting assistance

• At least one NPC or PC that is important to you and why.
- Aakif: Sendi's former master. A merchant from Katapesh who is infuriated by Sendi's escape. Both for the loss of a valuable good, but also for the embarrassment
- Ormizd: Cleric of Sarenrae who sheltered Sendi and introduced her to the faith
- Abell and Alysa: Smugglers and spies from Andoran who brought Sendi to freedom