jaydude
Five Thousand Club
Name: Alisa Virtanen
Race: Human of Highwind
Diety: Mielikki
Alignment: Lawful Good
Stats: (Ability Score Selection: Selection 4 - 10, 13, 12, 11, 14, 15 + 3 Ability Points)
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 16
Level: 13
Character Class: Paladin
Hit Points: 110
Hit Dice: D8 + 2
Action Points: 11
Armor Class:
Touch AC:
Initiative Bonus:
Fortitude Save: +10
Reflex Save: +6
Will Save: +10
Base Attack: +13
Melee: +13
Ranged: +15
Feats
- Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
- Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (I want to be careful about encroaching too much on Oreleth/Psychie's area of expertise, but the Longbow's also Mielikki's favoured weapon).
- Extra Lay On Hands: Use Lay On Hands two additional times per day.
- Mobility: +4 AC vs Attacks of Opportunity (I saw that Psychie had taken it for her Arcane Archer, and figured I could do the same, seeing as I'm also playing a Dex-based character).
- Weapon Focus - Longbow: +1 bonus on attack rolls with one weapon (See the note for Deadly Aim above).
- Weapon Focus - Rapier: +1 bonus on attack rolls with one weapon.
1st Level:
5th Level:
10th Level:
Possible selections:
- Something relating to her skill with either a bow or a rapier (Possibly the latter, seeing as Oreleth's focus is largely on archery).
- Something relating to her devotion to Mielikki.
- Something relating to her expertise in hunting/the woodland.
78 Skill Points from 12 Intelligence.
(78 used so far)
Acrobatics (Dexterity): 5
Arcana (Intelligence): 2
Athletics - (Strength): 4
Crafting - (Intelligence): 3
Deception - (Charisma): 0
Diplomacy - (Charisma): 4
Intimidation - (Charisma): 4
Linguistics - (Intelligence):
Lore (includes Profession from Pathfinder 1.0) - (Intelligence): 4
Medicine (Wisdom): 4
Nature (Wisdom): 5
Occultism (Intelligence): 4
Perception (Wisdom): 6
Performance (Charisma): 4
Religion (Wisdom): 10
Sense Motive (Wisdom): 4
Society (Intelligence): 4
Stealth (Dexterity): 5
Survival (Wisdom): 5
Thievery (Dexterity): 0
Prepared Spells
First level (Four slots):
Bless
Cure Light Wounds
Detect Evil
Protection from Evil
Second level (Three slots):
Remove Paralysis
Resist Energy
Third level (One slot):
Magic Circle Against Evil
Starting Gear:
350 gp
Statistics
Cost 20 gp Weight 2 lbs.
Damage 1d4 (small), 1d6 (medium); Critical 18-20/x2; Range —; Type P; Special —
Category One-Handed; Proficiency Martial
Weapon Groups Blades, Light
Description
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength modifier to its damage.Statistics
Cost 100 gp Weight 3 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x3; Range 110 ft.; Type P; Special —
Category Ranged; Proficiency Martial
Weapon Groups Bows
Description
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use it with proficiency). If your Strength modifier is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength modifier on damage rolls, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. If you have a negative modifier due to low Strength, apply it to damage rolls when you use a composite longbow. A composite longbow fires arrows.
For the purposes of Weapon Proficiency and similar feats, a composite longbow is treated as if it were a longbow.Statistics
Cost 50 gp Weight 15 lbs.
Armor Bonus +2; Max Dex Bonus +6; Armor Check Penalty 0
Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft.
Description
This suit of leather armor is wrapped in special rose vines. Treat this as leather armor with armor spikes. The vines must be watered with at least 1 gallon of water each day or they wither and die, turning the armor into normal leather armor.
- A sturdy leather backpack.
- A comfy bedroll.
- 2 small sacks.
- 1 large sack.
- A dagger and sheath.
- 3 flasks of oil.
- 50 feet of hemp rope.
- Two outfits of choice.
- 6 tindertwigs (matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel).
- A tinderbox (much like flint and steel, but far more convenient).
- Two weeks of good rations.
- Two full waterskins.
- Bag of Holding Type I - A fine, attractive over-sized satchel with strap about 2 feet by 4 feet in size, white, brown, or black in color. Metagame info: Regardless of what is put into the bags, it weighs a fixed amount. If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. You have also been told never to turn this bag inside-out... House Rule: Retrieving a specific item is a move action (as opposed to a full-round action if the bags is holding more than an ordinary backpack would hold). Bag weight: 15 pounds. Contents Weight limit: 250 pounds. Contents Volume Limit: 30 cubic feet.
- Belt of Ogre Power (Giant Strength) +2 - This belt is a thick leather affair, often decorated with huge metal buckles. Metagame info: The belt grants the wearer an enhancement bonus to Strength of +2 when worn (DM Note: Whenever worn, unlike the temporarily ability bonus for the first 24 hours).
- Boots of Striding and Springing- Or sandals or cloth shoes or whatever footwear you like most. Metagame: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on acrobatics checks.
- Cloak of Resistance +1 - A good-looking cloak, both sturdy and long-lasting, with a folding hood. Metagame info: These garments offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
- Ring of Force Shield - This ornate silver ring has a bright emerald set firmly in its base. Metagame info: This ring generated a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 to Armor Class). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
This waspuked upgiven to Alisa by a mimic named Barfy.
Alisa was born to a middle-class couple in the city of Highwind; her father Jarmo was a huntsman, and her mother Emilia was a jeweller. By and large her childhood and adolescence were both happy, with her parents able to keep her dressed, fed and in good health, though her mother still insisted on teaching her how to wield a rapier in case she ever had to defend herself on Highwind's streets. As a teenager, she also took to joining her father on his hunts once she was strong enough to draw a bow, and quickly developed a love for the forest and natural world.
One day, when she was seventeen and wandering a game trail, a vision of the goddess Mielikki came to her, and called upon her to serve as one of the deity's champions.
Before joining up with the Wayward Wanderers, Alisa spent some years fighting against a cult of Loviatar's followers.
1. Where was Alisa born? (What kind of place - I know the geography even if we don't have a map).
Alissa was born in Highwind.
2. How did Alisa grow up (including who her family is in basic terms, with or without first names, please)?
Alisa's father Jarmo was a hunter, while her mother Emilia was a moderately well-off jeweller.
3. What kind of education does Alisa have?
Alisa learnt how to read, write and do arithmetic from her mother. She also took to joining her father on his hunts once she was old enough.
4. What was Alisa doing prior to her life as an adventurer?
Living with her parents, occasionally venturing out to hunt within the forests surrounding Highwind.
5. Why did Alisa become an adventurer?
Mielikki corresponded with her through dreams and visions, eventually asking the young woman to serve as one of her champions. Alisa accepted the offer.
6. What short-term goals does Alisa have?
Fulfil any and all tasks her goddess asks of her.
7. What long-term goals does Alisa have?
Make sure that Meilikki's domain can survive long after her own death.
Respect legitimate authority
Act with honor
Do not use poison
Defend the forest and all that rightfully call it home
Nurture the forest with word and deed
Aid the innocent but do not interfere with a fair hunt
Provide for the needy
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