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Allied NPCs

Started by Anastasia, November 26, 2014, 01:18:19 PM

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Anastasia

For your friends and cohorts.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Jetina Jerara of Falbard

Paladin 9 (Inquisitor variant)//Healer 9

Size/Type: Medium Humanoid (Human)
Hit Dice: 9d10+16 (76 hp)
Initiative: +4
Speed: 30ft
Armor Class: 27 (+10 armor, +1 deflection, +6 sacred)
Base Attack/CMB/CMD: +9/+11/28
Attack: -
Full Attack: -
Space/Reach: 5ft/5ft
Special Attacks: Smite evil 4/day, favored enemies (undead+7, monstrous humanoids+5), channel energy 9/day((5d6+10)*1.5; DC 16).
Special Qualities: Aura of good, detect evil, divine grace, aura of courage, divine health, damage reduction 2/-, healing hands, effortless healing, lingering healing(6), unicorn companion.
Saves: Fort +15, Ref +10, Will +14
Abilities: Str 15, Dex 11, Con 14, Int 13, Wis 22, Cha 14 
Skills: Diplomacy+14, Handle Animal+14, Heal+21, Knowledge(N&R)+13, Knowledge(Religion)+13, Perception+15, Ride+12, Sense Motive+18, Spellcraft+13, Stealth+9
Feats: Improved Initiative(1), Serenity(H), Skill Focus(Heal)(H2), Empower Turning(3), Extra Turning(P4), Extra Smiting(6), Power Attack(P8), Improved Favored Enemy(9)
Epic Feats: -
Alignment: Lawful Good

Jetina uses her paladin side to determine base attack bonus and base saving throws.

Paladin powers:
Spoiler: ShowHide


Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Aura of Courage (Su)

Beginning at 3rd level, 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 while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.


Healer powers:
Spoiler: ShowHide


Jetina casts as a 9th level healer. The save DCs are 16 + spell level.

See here for a list of healer spells.

Charges per day: 6/8/8/7/5

Healing Hands (Ex)

Whenever a healer casts a spell that cures hit point damage or turns undead, she adds her Wisdom modifier plus one half of her healer level(Minimum 1) to the amount of damage healed. For instance, if a 5th-level healer with an 18 Wisdom casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 6 points of damage. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Channel Energy (Su)

As the cleric ability of the same name. Note that a healer applies her bonus from healing hands to the total of her channeling dice. For example, a 5th level healer with a Wisdom score of 18 channels energy for 3d6+6 points of positive energy healing/damage.

Skill Focus (Heal)

A healer's focused training grants her this bonus feat at 2nd level. If she already has that feat, she may choose a different one.

Aura of Protection (Su)

At 3rd level, a healer's devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the sanctuary spell, with a save DC equal to 10 + one half the healer's class level + the healer's Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer's attack, the effect is suppressed for the creature for the next 24 hours.

Effortless Healing (Ex)

At 5th level, a healer has learned to cast spells of the healing subschool with minimal effort. She may cast such spells without provoking attacks of opportunity. This ability applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.

Lingering Healing (Su)

When casting a spell of the healing subschool, the healer's power continues to restore the target after her touch. For a number of rounds equal to her healer class level, the target gains fast healing equal to the healer's wisdom modifier. This overlaps with fast healing provided by non-permanent sources, such as vigor.


Gear: [spoiler]

[Armor]Full Plate+2

[Head]Earrings of Wisdom+2: +2 enhancement bonus to Wisdom.
[Ring 1]Ring of Total Defense: +1 deflection to AC, +1 resistance ot save, third degraded power.

3743.67 gold
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?