Jirelle

Victoria Ashenstone's page

62 posts. Organized Play character for Steven_Evil.


Full Name

Victoria Ashenstone

Race

Human Paladin 2 | Smite: 1

Classes/Levels

HP: 19 | AC: 19 T: 12 FF: 17 CMD: 16 | Fort: +6 Ref: +5 Will: +5 | Init: +2 | CMB: +6 (+8 to Disarm) | Rapier +6, 1d6+3 Longbow +5, 1d8+2 |

Skills:
Acro: 7 Diplo: 10 Percept: 5 Know Rel: 6 Perform Dance: 7

Gender

Female

Size

Medium

Age

19

Alignment

Lawful Good

Deity

Shelyn

Location

Absalom

Languages

Common, Polyglot

Occupation

Dancer

Strength 16
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 14

About Victoria Ashenstone

XP: 3
Fame: 6
Prestige Spent: 4
Prestige Available: 1

Racial Traits:

Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
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.
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.

Traits:

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Charming: You gain a +1 trait bonuswhen you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Class Abilities:

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

Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: 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: 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: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands: 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.

Stats
HP: 19
AC: 19
Touch: 12
Flat Footed: 17
Speed: 30ft
Initiative: +2
CMD: 16

Saves
Fort: +6
Ref: +4
Will: +5

Attacks
CMB: +6 (+8 to Disarm)
Masterwork Rapier: +6, 1d6+3
Masterwork Darkwood Composite Longbow (Str. +2): +5, 1d8+2

Feats:
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Disarm: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defensewhenever an opponent tries to disarm you.

Skills
Acrobatics: +7
Diplomacy: +10
Perception: +5
Knowledge Religion: +6
Perform Dance: +7

Gear:
Masterwork Rapier
Masterwork Darkwood Composite Longbow
--Arrows (20)
--Cold Iron Arrows (20)
--Alchemical Silver Arrows (20)

Breastplate
Buckler
Masterwork Tool- Diplomacy (Decorative Scarf Depicting Shelyn's Beauty)
Masterwork Tool- Perform: Dance (Colorful, Billowy Scarf for Twirling and Spinning)

Wayfinder
--No Ioun Stone Currently

Belt Pouch (5)
--Acid Flask (2)
--Holy Water
--Holy Symbol
--Sunrod
--Wand of Cure Light Wounds (47 Charges)

Backpack
--Bedroll
--Hemp Rope (50ft)
--Grappling Hook
--Pitons (7)
--669.5gp

Proposed Level Up Scheme:

Paladin
1: Combat Expertise, Improved Disarm
2: --
3: Dodge
4: Ability Score Increase- Charisma
5: Mobility, Divine Bond- Weapon
6: --
Duelist
7: Weapon Finesse
8: Ability Score Increase- Charisma
9: Greater Disarm
10: --
11: Power Attack
12: Ability Score Increase- Intelligence

Scenarios Completed
First Steps: In Service to Lore
The Wounded Wisp
The Confirmation