Shield

Valissa, Sharp-Tongued Soldier's page

100 posts. Alias of Rednal.


Full Name

Valissa

Race

Human

Classes/Levels

Level 7 | HP: 92/92 | AC: 19, T: 14, FF: 17 | Fort: +8, Ref: +5, Will: +12 [+4 vs Evil] | CMB: +5, CMD: 19 | Init: +8 | Perception: +13 |

Gender

Female

Deity

Pantheon of Good

Strength 10
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 28

About Valissa, Sharp-Tongued Soldier

Valissa

Appearance

Female venerable human medium (outer channeler) 7 / pactmaker 7 / Archmage/Marshal 2
NG Medium humanoid (human)
Init +8; Senses Perception +13
Aura protective aura (10 ft.)

Resources:
. 1st-level Spells: 7/7 (per day)
. 2nd-level Spells: 5/5 (per day)
. 3rd-level Spells: 3/3 (per day)
. Amazing Initiative: 1/1 (per round)
. Automatic Writing: 1/1 (per week)
. Dowsing: 1/1 (per day)
. Exposed to Awfulness: 1/1 (per day)
. Faith Healing: 1/1 (per day)
. Hypnotism: 1/1 (per day)
. Mythic Power: 7/7 (per day)
. Phrenology: 1/1 (per day)
. Prognostication: 1/1 (per day)
. Protective Aura: 7/7 (rounds per day)
. Read Aura: 1/1 (per day)
. Spirit Mastery: 1/1 (per day)
. Spirit Surge: 1/1 (per round)
. Spirit Surge Free Uses: 2/2 (per day)
. Tactician: 1/1 (per day)
. Undying Aid: 12/12 (per day)

Bound Spirit #1: Jehotek: The Throne of Heaven (Angel) (Link)
. Blessings of Jehotek: 0/7 (per day)
. Prayer to Jehotek: 9/9
. Capstone: Yes

Bound Spirit #2: Ubro: The Blind Hospitaler (Angel) (Link)
. Channel Energy: 12/12 (per day)
. Vestigal Bond: Yes
. Capstone: No

Constellation Aspects
. Radiant Missile (Angel): 12/12
. Sacred Touch (Angel): 12/12

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Defense
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AC 19, touch 14, flat-footed 17 (+5 armor, +2 deflection, +1 Dex, +1 dodge; +4 deflection vs. evil)
hp 92 (7d8+15)
Fort +8, Ref +5, Will +12; +4 resistance vs. evil
Defensive Abilities hard to kill
Weaknesses taboo (never harm animals)
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Offense
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Speed 30 ft.
Special Attacks decisive strike[MA], divine surge, mythic power (7/day, surge +1d6), seance boon (hierophant), shared seance, spirit (Hierophant, 1 influence), wild arcana[MA]
Medium (Outer Channeler) Spells Known (CL 7th; concentration +16)
. . 3rd (3/day)・summon monster III
. . 2nd (5/day)・haste, invisibility, summon monster II
. . 1st (7/day)・burst of insight[OA], comprehend languages, cure light wounds, protection from evil, summon monster I
. . 0 (at will)・detect fiendish presence, detect magic, guidance, light, prestidigitation, read magic, stabilize
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Statistics
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Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 28
Base Atk +5; CMB +5; CMD 19
Feats Dual Path[M], Iron Will, Jealous Guardian (Pact), Selective Ability (Pact), Unyielding Personality (Pact), Volatile Mind (Pact)
Traits exposed to awfulness, tactician
Skills Bluff +13, Diplomacy +17, Disguise +13, Heal +9, Intimidate +14, Knowledge (arcana) +23 (+4 When Fulfilling Spirit Knowledge Tasks), Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +23 (+4 When Fulfilling Spirit Knowledge Tasks), Knowledge (local) +14, Knowledge (nature) +15, Knowledge (nobility) +14, Knowledge (planes) +23 (+4 When Fulfilling Spirit Knowledge Tasks), Knowledge (religion) +23 (+4 When Fulfilling Spirit Knowledge Tasks), Linguistics +11, Perception +13, Perform (oratory) +13, Perform (sing) +13, Profession (soldier) +13, Sense Motive +13, Spellcraft +9, Survival +8, Use Magic Device +13
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Infernal, Sylvan
SQ amazing initiative, automatic writing (linguistics), bind additional spirit (2 spirits), bind spirit, binder secret, binding, bs: revelation of brilliance (+9), bs: sustenance, bs: undying aid, constellation aspect, dowsing (survival), enduring armor[MA], faith healing (heal), gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), jealous guardian (pact), longevity[MA], occult knowledge (+3/+7), pact augmentation, pact augmentation: dodge, pact augmentation: initiative, phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception), selective ability (pact), servitor, shared seance modification, site channeling, spirit bonus (+2 on Wisdom checks, Wisdom-based skill checks, and Will saves), spirit mastery, spirit surge 1d6, spirits known, taboo modification, unyielding personality (pact), volatile mind (pact)
Other Gear endless chalk, belt of mighty constitution +2, cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, 3,500 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angel An angel is a servant of the good-aligned planes, a voice of unity and cooperation among celestial beings. This influences the spirits you can bind to yourself.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Bind Additional Spirit (2 Spirits) (Ex) At 4th level and every 6 levels thereafter, a pactmaker gains the ability to bind one additional spirit to her soul, to a maximum of four spirits at 16th level.
Bind Spirit (Ex) A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit elsewhere on this site for more information on this process. A pactmaker begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice.

Each day, a pactmaker may bind one spirit to her soul using pact magic; see Performing a Pact Ritual elsewhere on this site. This spirit’s level may not exceed the pactmaker’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 3rd level and every two pactmaker levels thereafter, the pactmaker’s maximum spirit level increases by 1, to a maximum of 9th-level spirits at 17th level.

A pactmaker’s binder level is equal to her level. The DC to resist a pactmaker’s supernatural powers is equal to 10 + 1/2 the pactmaker’s binder level + the pactmaker’s Charisma modifier.
Binder Secret (Ex) A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all of the binder secret’s prerequisites, if any. At 2nd level and every 3 levels thereafter, the pactmaker gains access to an additional binder secret. She may not select the same binder secret multiple times unless noted otherwise.
Binding (Ex)
[u]Binder Level:[/u] 7
[u]Max Spirit Level:[/u] 4
[u]Binder Ability DC's:[/u] 22

Bind Check: 1d20 + 1/2 class level + Charisma Modifier. (+2 for same alignment, various bonuses per-spirit if meeting criteria.)
(Currently: 1d20 + 12 + 1 from Endless Chalk)
BS: Revelation of Brilliance (+9) (Ex) A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes.
BS: Sustenance (Ex) While bound to a spirit, a pactmaker with this secret does not need to eat or drink. At 10th level, the pactmaker also does not need to breathe while bound to a spirit, making her immune to inhaled poisons and effects, including suffocation.
BS: Undying Aid (12/day) (Ex) While bound to a spirit, a pactmaker with this secret can heal a number of hit points of damage equal to her binder level as a standard action by expending one major granted ability that she possesses for 5 rounds. The pactmaker can use this ability a number of times per day equal to 3 + her Charisma modifier.
Constellation Aspect (Ex) Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from among those listed as being available to the spirit she sealed a good pact with, based upon its constellation. For example, Aza’zati, a Dragon spirit, grants pactmakers a constellation aspect chosen from among those listed as Dragon constellation aspects when a good pact is sealed with him.

A pactmaker may possess one constellation aspect per spirit that she is bound to and has sealed a good pact with. A constellation aspect is considered a minor granted ability for the purpose of how it interacts with all effects, including feats, spells, and magic items. A pactmaker may not select an individual aspect more than once and their benefits don’t stack. If a constellation aspect grants the pactmaker a spell-like ability, use the pactmaker’s level as the spell’s caster level. The saving throw DC against a pactmaker’s constellation aspects is equal to 10 + 1/2 of the pactmaker’s level + the pactmaker’s Charisma modifier.
Decisive Strike (Su) As a swift action, use 1 power to grant an ally in 30 ft an att with a +2 bonus that bypasses all DR.
Divine Surge (Su) Gain more spell slots and add 1 cleric spell per spell level to spell list.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Exposed to Awfulness Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. (Mythic Improvement:) The PC gains +3 hit points per level. When she is reduced to negative hit points by an attack or effect from a demon, as an immediate action the PC can expend one use of mythic power to heal damage equal to 2d6 + twice her mythic tier. This healing occurs after the damage is done - if the damage is enough to kill the PC, she cannot activate this ability.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Jealous Guardian (Pact) (Ex) While you are bound to a spirit, whenever you fail a Will save against a mind-affecting effect, you may attempt a second Will save 1 round later at the same saving throw DC. You only receive this one additional chance to save against the mind-affecting effect.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Must Offer and Honor Surrender You must always offer your foes a chance to peacefully surrender to you, and you must accept and honor any such terms that your foes agree to.
Never Harm Animals You must vow to never harm an animal.
Occult Knowledge (+3/+7) (Ex) A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s Knowledge Tasks, this bonus equals the pactmaker’s level instead.
Pact Augmentation (Su) At 3rd level and every 3 levels thereafter, a pactmaker selects one of the following augmentations. She may not select the same pact augmentation more than once unless noted otherwise. While the pactmaker is bound to a spirit, she gains the benefits of her chosen augmentations.
Pact Augmentation: Dodge (Su) The pactmaker gains a +1 dodge bonus to her AC.
Pact Augmentation: Initiative (Su) The pactmaker gains a +4 bonus on initiative checks.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Protective Aura (+4, 10 ft.) (Su) +4 to AC and saves vs. evil, and protection from evil effect. Standard for 10 ft aura.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Seance Boon (Hierophant) +2 (Su) Healing spells restore +2 hp of damage.
Selective Ability (Pact) (Ex) Whenever you activate a granted ability that affects an area, you may exclude a number of creatures from the granted ability’s effects equal to your Charisma modifier. These targets are not affected by your granted ability.
Servitor (Ex) Gain a familiar, which can transform into outsider of chosen subtype.
Shared Seance (Su) Can share the Seance bonus with others.
Shared Seance Modification (Su) Allies cannot gain seance boon unless of compatible alignment with channeled subtype.
Site Channeling (Su) Can channel spirits in locations related to chosen subtype or its native plane.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance.
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Mastery (Ex) At 7th level, a pactmaker can use her occult powers to replenish a spirit’s energy faster than usual, allowing her to use an expended granted ability as if it wasn’t expended. The pactmaker cannot augment this granted ability with an alteration binder secret and after reusing an expended granted ability, the number of rounds it is expended for resets to its full maximum, including modifications such as Rapid Recovery.

A pactmaker can use this ability once per day at 7th level, plus one additional time per day for every 6 levels she attains thereafter.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Spirits Known (Ex) Valissa has pacts with the following spirits:
[u]Level 1:[/u] Achaelous, Cave Mother, Coralene, Dantalios, Eos Dei, Gwenolyn's Ghost, Jacques Gaston, Marat, Milo of Clyde, Verbose
[u]Level 2:[/u] Humble Ohbai, Lady Jarah, Mute Sylvus, Pevwyrn Pevro
[u]Level 3:[/u] The Crystal Lady, Forty-Two, Ghato'Kacha, Iona Ophid, Kaiya, Muse Istago, Sybee Rose, Tommy Greensprout, Xalen d'Marek
[u]Level 4:[/u] Catha of Codex, Fey Baraddu, Gulguthriana, Jehotek, Kami Onmyoji, Kandisha, Loh'Moi, Son of Dobb, Swan Elashni, Vaukner
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Taboo Modification (Ex) Must accept subtype taboo, with no recompense. May take normal taboo for free spirit surge.
Unyielding Personality (Pact) (Ex) Whenever you make a poor pact with a spirit, you do not suffer the spirit’s personality influence unless you fail your binding check by 5 or more.

Normal: When you fail a binding check, you suffer the spirit’s personality influence for the pact’s duration.
Volatile Mind (Pact) (Ex) While you are bound to a spirit, whenever you succeed on a Will saving throw against a mind-affecting effect, you may expend a bound spirit’s major granted ability for 5 rounds as an immediate action in order to deal 1d6 points of damage per level of the spirit to the creature who targeted you with the mind-affecting effect. This damage is untyped.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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"Kind of grumpy, that one, but there ain't no one who knows more about the demons. You'd do well to heed her advice."

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Valissa is one of the more distinguished members of the Mendevian Crusades and a frequent advisor to Queen Galfrey over the years. Valissa's primary role is that of tactician - planning strategies for the armies of Mendev to execute against the demons and, whenever possible, keep them in line. She was recently dispatched to aid the heroes from Kenabres since they are increasingly seen as vital to the ultimate success of the crusades.

Valissa is well-known to the crusaders, due in no small part to the fact that she joined the war effort very early on and apparently hasn't aged a day since - a contrast to the queen, who's gone through more than one youthening Sun Orchid Elixir and has visibly changed over time. Nobody's entirely sure how old Valissa really is, but most estimates put her upwards of ninety.

She's also known for the fact that angels and spirits seem to love inhabiting her body, and they give her talents and powers not quite like those of others. Her abilities have been known to change from day to day as she adjusts to various circumstances, and nobody is ever quite sure what to expect from her.

As part of her experience with pact powers, Valissa has developed numerous abilities, and the spirits provide her with additional information on a variety of topics. This is the source of her incredible knowledge of most topics - indeed, her apparent familiarity with even the most obscure lore about demons has helped turn the tide of more than a few battles. It's also helped her research a variety of spirits.

Incidentally, despite her often-caustic personality (she has little tolerance for fools), Valissa is a good person at heart. She outright refuses to call evil spirits into her mind, regardless of their abilities, though she tolerates neutral ones. The spirits support her by limiting her need for food and water and healing her wounds, as well as jealously safeguarding her mind from affects that might influence her thoughts (without exercising outright control over her, which is something she seems permanently immune to).

Though flexible in her abilities, Valissa is no true warrior, and she's always at her best when guiding and supporting others rather than engaging in duels. She prefers to remain towards the back of combat, where she can get a better view of the battlefield.

While not actively legalistic, Valissa tends to have strong opinions on the exact terms of agreements she has with the various spirits that inhabit her head. For example, while she always offers surrender to foes she engages, she's not actually required to offer surrender to enemies other people are fighting, nor to accept it again if a captive violates the terms of her surrender. She's rather fierce about punishing people who attempt to abuse the charity she offers, and most demons have long since learned that she's more likely to kill them and any hostages instead of letting fear of harming the innocent slow her down. (This is a manifestation of her practical approach to solving problems - Valissa believes that giving in to them only encourages them to do it more, so the best way to protect people and minimize harm is to avoid negotiating with such evil beings in the first place.)

Valissa is abrasive to people she thinks are abandoning their duties, but she acknowledges genuine effort and doesn't expect more from people than they can actually give. To put it another way, her sympathy correlates directly with people's efforts to overcome problems.