Cleric

Victoria Jinn's page

7 posts. Alias of GYPSY ROSE.


Full Name

Victoria Jinn Jenson

Race

Human Skandik

Classes/Levels

Paladin 8; HP 88 / 88 AC 35; Init +1; saves F: 18 R 12 W 16; BAB +8/+3; perception +3

Gender

Female

Size

Medium

Age

25

Special Abilities

Smite, Power Attack, Lay on Hands, Channel, Mercys,

Alignment

LG

Deity

MITRA - Good, Law, Fire, War, Sun

Location

Lost Lands

Languages

COMMON, SKANDIK

Occupation

Adventurer

Strength 22
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 12
Charisma 18

About Victoria Jinn

Human paladin 8
LG Medium humanoid (human)
Init +1; Senses Perception +3
Aura courage (10 ft.), resolve (10 ft.), power of faith
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Defense
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AC 35, touch 19, flat-footed 34 (+1 Dex)
hp 90 (8d10+32)
Fort +18, Ref +12, Will +16
Immune charm, disease, fear
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Offense
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Speed 30 ft.
Special Attacks channel positive energy 4/day (DC 17, 4d6), smite evil 3/day (+3 attack and AC, +8 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
At will—detect evil
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Statistics
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Str 18/22, Dex 14, Con 14, Int 10, Wis 12, Cha 16/18
Base Atk +8; CMB +12; CMD 24
Feats Additional Traits, Combat Reflexes, Phalanx Formation, Power Attack, Toughness
Traits deft dodger, indomitable faith, scholar of ruins
Skills Diplomacy +14, Knowledge (dungeoneering) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Knowledge (nobility) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Knowledge (religion) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Perception +8
Languages Common
SQ divine bond (mount), lay on hands 9/day (4d6), mercies (diseased, sickened)
Other Gear sling bullets (10), handy haversack, heavy horse (combat trained), 1,429 gp, 1 sp, 7 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1, restore 1d4) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (3/day) (Su) +3 to hit, +8 to damage, +3 deflection bonus to AC when used.

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Attack Melee BAB +8/+3, + 3 weapon, +4 charisma smite, +6 Strength, +1 weapon focus, power attack, Haste.

[dice=Attack Melee]1d20 + 8 + 1 + 1 + 3 + 4 + 6 - 3; 1d10 + 17 +17[/dice]

[dice=Attack Melee haste]1d20 + 8 + 1 + 1 + 3 + 4 + 6 - 3; 1d10 + 17 +17[/dice]

[dice=Attack Melee iterative]1d20 + 2 + 1 + 1 + 3 + 4 + 6 - 3; 1d10 + 17 +17[/dice]

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Attack 1, haste, power attack: 1d20 + 16 ⇒ (19) + 16 = 35
Damage 1, power attack: 1d10 + 10 + 9 + 3 + 2d6 ⇒ (1) + 10 + 9 + 3 + (4, 4) = 31

Attack 2, haste, power attack: 1d20 + 16 ⇒ (9) + 16 = 25
Damage 2, power attack: 1d10 + 10 + 9 + 3 + 2d6 ⇒ (1) + 10 + 9 + 3 + (3, 4) = 30

Attack 3, haste, power attack: 1d20 + 16 ⇒ (13) + 16 = 29
Damage 3, power attack: 1d10 + 10 + 9 + 3 + 2d6 ⇒ (8) + 10 + 9 + 3 + (6, 1) = 37

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Attack Melee BAB +8/+2, + 3 weapon, +4 charisma smite, +6 Strength, +1 weapon focus, power attack, Haste, Prayer.

[dice=Attack Melee]1d20 + 19; 1d10 + 18 + 6 + 2d6[/dice]

[dice=Attack Melee haste]1d20 + 19; 1d10 + 18 + 6 + 2d6[/dice]

[dice=Attack Melee iterative]1d20 + 14; 1d10 + 18 + 6 + 2d6[/dice]

Female Human Paladin-8 | HP 88 / 88 AC 30 T 16 FF 26| Lay Hands 7/7 (4d6) | Smite 3/3 | CMB +xx/+xx CMD xx | F +13 R +7 W +11| Init + 1

Str 18=15+2(race)+1(4th level)+2 (+6)(item)
Dex 13
Con 16
Int 10
Wis 12
Cha 18=15+1(8th level) +2 (item)
Hit points = 88 (10+10+7+6+5+4+4+2)(+24con)(+8fcb)(+8feat)
Feats fey foundling (1st), weapon focus (human bonus) power attack(3rd) toughness (5th) shield focus (7th)
Traits: Magical knack, Birthmark

Skills diplomacy +14 (8 ranks), sense motive +12 (8 ranks), religion +7 (4 ranks), ride +6 (2 ranks) perception +3 (2 ranks)
Background skills handle animal +14 (8 ranks), nobility +11 (8 ranks)

Equipment (33,000 starting, 32035 spent, 965 remaining)
Full plate, restful +2 (10000)
Shield, heavy steel +2 (4020)
Ring of protection +1 (2000)
Amulet of natural armor +1 (2000)
Headband of charisma +2 (4000)
Belt of giant strength +2 (4000) (Traded for +6 with knob)
Cloak of resistance +2 (4000)
Long sword +1 (2015)

Assigned for quest:
+3 Holy Glass Steele Bastard Sword.
Heart of the Law +3 Luck bonus to AC and saves*

Spell Like abilities: (CL 14th; DC 15 + spell level)

heal 2/day
cure serious wounds 3/day
detect chaos/evil/good/law (at will)
detect magic (at will)
daylight 3/day
Dedicated Powers:
+3 Luck bonus to AC and saves*
Empowered circle of protection from evil (+3 Deflection
AC/+3 Resistance)*
Low-Light vision 120 ft., Blindsense 120 ft., Telepathy 120
ft. and Darkvision 120 ft.*
spell turning*

Special Purpose Power:
resurrection/reincarnation (special, see text description)
(*continuous functioning)

Bond - weapon
Mercies- shaken, dazed
Spells -
(1st) lessor restoration, protection from evil
(2nd) resist energy, zone of truth

These are the tenets she plans on following if you would like to add/subtract anything let me know: Courtesy, Lawfulness, Bravery, Humility in one’s deeds, Unselfishness, Good-temperedness, Piety, Kindness, Honor, Law, Loyalty, Courage, Responsibility, Honesty, Compassion, Duty.

It looks like you have taken your players info and formatted them with hero lab. With that in mind here is her bare bone info. If you would like me to format it let me know. (I don’t have hero lab)

Jhenn is a tall and well-muscled with a stern countenance. The statuesque woman wears her yellow, sun colored, hair short and her face appears to be chiseled from stone, with her thin lips set in a perpetual frown, and eyes like frozen pools, sitting beneath her furrowed brow. She is usually adorned in heavy armor with a sword and shield close at hand. The warrior wears a copper and white checkered tabard with the flamed scales embroidered over the right breast marking her as a follower of Mitra.

Jhenn is a paladin of Mitra, The Scales of Justice. As such she tries to live the vows and tenets of her faith. In spite of her hardened countenance Jhenn is gregarious, perhaps a bit slow to trust, but good natured and sees everyone as a potential friend. She can be touchy about her honor and strives to keep her vows. She is a fierce defender of her friends and a fierce enemy of those would disrespect Mitra.
I will need lots of help trying to figure out how Jhenn got here.

Jhenn dedicated her life to Mitra since she was 8 years old. Sacrificing friends, family, and wealth along the way. After serving in the temple she was chosen as a squire for Sir Abram a paladin of Mitra at age twelve and after several years of service was chosen as a paladin by her god. Since then she has traveled the land dispensing justice, righting wrongs, and defending the weak. Recently she was lost in a sandstorm and felt led to an underground complex.