Bastet

Thessirris Running Brook's page

6 posts. Alias of KingmanHighborn.


Full Name

Thessirris Running Brook

Race

Catfolk

Classes/Levels

Chosen One Paladin/Swashbuckler 4/1 HP:45 [AC:19 Flat:15 Touch:14 ]

Gender

Female

Size

M

Alignment

LG

Deity

Shelyn

Location

Quantium, Nex

Languages

Common, Catfolk

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 8
Charisma 17

About Thessirris Running Brook

Hit Points: 45
Init: +4 = +4 (DEX)
Speed: 30 ft Climb: 20ft

Class features, Feats, Traits and Racial Traits

:

Racial Traits:
Cat's Luck: 1/day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cat's Claws: Pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.

Climber: Possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Scent: scent ability Scent:

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Class Features:
Divine Emissary: gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor: The familiar's sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one's paladin level. The chosen one doesn't gain Knowledge (religion) as a class skill.

Delayed Grace: The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.

This ability alters divine grace and smite evil.

Aura of Good:
The power of a paladin's aura of good (see the detect good spell) is = to paladin lvl (4)

Detect Evil:
At will. 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.

Panache:
At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (3). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (3), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds:
Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) : At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Swashbuckler Finesse: a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Lay on Paws: *see familiar

This ability alters lay on hands and channel positive energy.

Smite Evil:
As a swift action, the paladin chooses one target within sight to smite.

2/day Cha Bonus (+3) to attack & Paladin lvl to damage (+5)

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 /lvl the paladin possesses. (+10) Regardless of the target, smite evil automatically bypass any DR the creature might possess.

While smite evil is in effect, the paladin gains a deflection bonus = Cha mod to AC (+3) vs. attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted w/ no effect.

Lay On Hands:
A paladin can heal wounds by touch. 5/day (2 from half pally, +3 Cha bonus)
One use of ability, paladin can heal 1d6/every two paladin levels (5d6). Standard action, unless the paladin targets self, in which = a swift action. A paladin only needs one free hand to use this ability.

A paladin can use this healing power to deal damage to undead creatures, dealing 1d6/every two levels the paladin possesses (2d6). Using lay on hands in this way requires successful melee touch attack & doesn't provoke an attack of op. Undead do not receive a saving throw against this damage.

Divine Health:
Paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Aura of Courage:
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.

Mercy:
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

Channel Positive Energy:
Channel positive energy like a cleric. Consumes two uses of the lay on hands ability. A paladin uses level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on paladin. The amount of damage dealt = 1d6 points of damage + 1d6 points of damage for every two paladin lvls beyond 1st (2d6). Creatures that take damage from channeled energy receive a Will save to halve damage. DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier (15). Creatures healed by channel energy cannot exceed maximum hit point total. A paladin may channel energy /day equal to 3 + her Charisma modifier (6). Standard action, no attack of op. A paladin can choose whether or not to include self in the effect.

A paladin must be able to present her holy symbol to use this ability.

Divine Grace:
Gains a bonus = Cha mod (+3) on all Saving Throws.

Bonus Feat:
Weapon Finesse*

Feats:
Black Cat: 1/day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.

E.W. Prof: Estoc

W.Focus: Estoc

Traits:
Reckless: +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Friends in Low Places: Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.

AC, Saves, Attacks

:

AC: 19 = 10 + 4 (DEX) +5 (Armor)
Touch: 14 = 10 + 4 (DEX)
Flat: 15 = 10 + 5(Armor)

+3 AC vs. Target of Smite

Saves:
Fort: +10 = +4 (base)+2 (CON) +3(DG) +1 (Cloak of Resistance)
Ref: +11 = +3(base) +4 (DEX) +3(DG) +1 (CoR)
Will: +7 = +4 (base) -1 (WIS) +3(DG) +1 (CoR)

Attack:
Melee: +9 = +5 (base)+4 (Dex*)
+11 (+1 Estoc) 2d4 + 3 (2 handed)
+9 (Cat’s Claws x2) (1d4 +2 each)
+11/+4 (+1 Adamantine Estoc & 1 Claw) (2d4 +2 & 1d4 +1)

Range: +9 = + 5 (base)+4 (Dex)
+10 (MW +1 Str Composite Shortbow)

CMB: +7 = +5 (base) +2 (STR)
CMD: 21 =10 +5 (base)+ 2(STR) + 4 (DEX)

Equipment:

:

Weapons:
+1 Estoc (2d4+1, 18-20/x2, P, 4lbs)
Cat’s Claws x2 (1d4, x2, S primary natural weapons)
MW Darkwood Composite Shortbow +1 Str (1d6+1, x3, P, 70ft, 1lb)

Ammo:
20 Arrows (3lbs)

Armor: +1 Mithral Shirt
+5 AC, +6 MDB, 0 ACP, LA 12.5lbs

Adventure Gear:
*Everburning Torch (1lb)
*MW Flute (3lbs)

Kits:
*Paladin’s Kit: a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol (30lbs)

Magic Items:
Cloak of Resistance +1
Boots of the Cat: The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Bag of Holding type 1 (15lbs) *=stored in bag

Clothes:
Soldier’s Uniform 5lbs

Weight Total: 35.5*
Light: 58, Med: 116, Heavy: 175, LoH: 175, LoG: 350 Drag/Push: 875

Cash:
958 gp
0 sp
0 cp

Spells

:

Prepare each day from Paladin list

Must spend 1 hr/day in quiet prayer and meditation to regain her daily allotment of spells.

Caster lvl 1
DC:
1st: 14

Spells Per Day
1st lvl: 1

Spells Prepared:
Weapons Against Evil

Skills

:

Class Skills:
Acrobatics: +11 = 3r + 4 (Dex) +1 (Reckless)
Climb: +14 = 1r + 2 (Str) +8 (Climber)
Diplomacy: +14 = 5r +3 (Cha) +3 (EF)
Heal: +3 = 1r -1 (Wis)
Perception: +3 = 1r -1 (Wis)
Perform (Wind): +9 = 1r +3 (Cha) +2 (/w MW Flute)
Profession (Soldier): +3 =1r -1 (Wis)
Spellcraft: +5 = 2r + 0 (Int)

Non-Class Skills:

Description

:

Thessirris (Or just Tess to her friends) stands 5’2” and without her armor is a lithe 125 pounds. She has jet black fur that shimmers when light catches her coat. Her hair is short in the front and cream colored kept in a very rainbow dyed short pony tail that juts out from her uniform’s cap showing her allegiance to the goddess Shelyn. Despite the multicolored end of her hair, the rest of her uniform is pressed and polished, covering over her mithral shirt as it’s one of the only outfits she owns and she has a certain pride in her appearance. Her Estoc is a brightly polished steel blade made for thrusting attacks and is just under four feet long including the leather wrapped handle, and engraved lion’s head guard & pommel.

Background Story

:

Personality:
Tess’s biggest character flaw is she is very attentive to her looks, she has to brush her fur every night, and keep her outfit and weapons clean. Like all catfolk she can be a bit naïve, tending to take things literally at least at first and is easily distracted. For most people she doesn’t know a stranger, and will approach just about any humanoid creature to converse with if they aren’t an obvious threat. As she dislikes cages of any sort, she lets her familiar fly overhead and free when she can, or otherwise prefers to keep the bird in hand or on her shoulder.

While not magically gifted in bardic arts she does own a flute and can play it well, though for her it is more a hobby then a way to earn additional income. She is quite happy to live on her on salary as a Guard in Quantium.

Background:
Thessirris did not have a happy childhood. In order to gain citizenship in the city of Quantium her abusive father taught her to steal at a young age rather than do any hard work for the government, and when her claws were sharp enough, to cut purses. Simply put he'd beat her if she didn't steal, and beat her if she got caught to 'straighten her out'. But Thessirris was not cut out for thievery or any brand of thuggery, she found it was easier to talk people into charity for bread rather then steal the bread herself. While this was good enough for her, as a child her father wanted coin and valuables.

By the time her father had bought himself citizenship on what she had pilfered or begged for, he abandoned her on the Street of Gods and left her a literal stray. Young, alone, terrified of being caught if she did steal without her father's support, and after days on her own, she was growing hungry. Then one morning she found a thrush on window sill started to chase after a beautiful bird…mostly to eat it. She chased it through alleys, climbed up onto the roofs of the slum houses and straight into the temple of Shelyn where the bird and many of its kind were sheltered. Face to face with the clergy she was taken into by clergy of Shelyn to be fed, and clothed in exchange for cleaning the temple. While still legally a stray, Tess took the path of a paladin in the church after seeing a beautiful warrior in a storybook and learning of their job to protect others and works of art and beauty, including true inner beauty. She got her first taste of true weapons training, and her appreciation for music in the church. She also keeps the same thrush she chased as a child as her familiar, even though she doesn’t treat him like one, as she views their bond as a partnership rather than service. Still, she wanted earn true citizenship, and do it the way he father found so distasteful, part of that motivation was still spite, but her dedication to protecting art and beauty could be accomplished well in service to the Guard.

To join the guard, she kept her young age a secret, more by not divulging it, rather than outright lying. She followed orders of her superiors to the letter during training, sometimes literally if it didn’t violate her paladin code. She made high marks for her agility, and sword play, taking a liking to the long and sharp Estoc. She also is valued for her willingness to open dialogs with anyone no matter what they look like. She was deemed well qualified to be in the ‘special squad’ and when assigned she gleefully accepted the post.

When she was working to gain full citizenship the paladin of Shelyn eventually came across her deadbeat father. Her father had been brutally beaten and left in an alley to die. Though part of her wanted to leave him to his fate, she not only healed him, but forgave him. She even took his testimony on what had occurred, and discovered her father had racked up a serious gambling debt, and set out to arrest the perpetrators of the crime. Working with her squad she tracked a group of half orcs bruisers and convinced a few of the lower ranking members, they’d receive leniency, for assistance in apprehending the main leader. By the time the bruisers’ leader was in manacles, she had managed to uphold the law, with minimum bloodshed.

Tess is a born negotiator but also knew she was small and not the strongest member of the guard by far and thus has also sought out teachers in fighting styles that combine quick foot work and agile use of her Estoc in ways that lets her use the long stabbing blade one handed and keep her hand free as well as allowing a few practical close quarter tricks with her sharp and often painted claws. She has often put in for extra training assignments when none are required to further her talents in swordplay and negotiation.

She hasn’t figured it out yet, but the same thrush she keeps as a familiar was the same one almost four years ago that she had chased into the temple, and hasn't yet learned that her Barrett is a very special guide, that led the otherwise doomed girl to have a chance at making something of herself. He has helped when he could, chirping at important religious symbols and sharing his feelings with her to guide her spiritually. He also watches her back, though as of yet he can not yet find a way to truly communicate with her.

Thrush Emissary Familiar:

:

Name: Barrett
LG Diminutive Magical Beast
Init +2; Senses low-light vision; Perception +5

DEFENSE

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
HP 22 (5HD)
Fort +2, Ref +5, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +5; CMB +3; CMD 8
Feats Skill Focus (Perception)
Skills: Acrobatics: +8, Climb: -1, Fly +12, Heal: +6, Perception +5, K: religion: +6,

Special:
Lay on Paws:
A chosen one's familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one's lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin's lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin's lay on hands ability.

Divine Guidance:
An emissary can cast guidance at will

Share Will:
Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well.

If this second save succeeds, treat the original save result as a success, and the emissary and its master can't use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn't ordinarily be a valid target.

Domain Influence:
The emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user's Wisdom modifier (5). The emissary can use that power once per day.

Domain: Luck:
Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Improved Evasion: 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.

Empathic Link: 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.