About Aiseilura Saravosa
Aiseilura Saravosa (pronounced EYE-say-loo-rah sah-rah-VOH-sah) was abandoned at the doorstep of Freeden's town guard shortly after birth, still covered in blood. Nobody is sure who her birth parents are or why they abandoned her, but the unspoken assumption is that they held some prejudice against the plane-touched. Benjamin Saravosa, a widower guardsman with no children of his own, took pity on the child and raised her as his own, with the town guard as her extended family.
Nicknamed "Ice", for short, her personality was anything but. Growing up among the guardsmen instilled a deep sense of duty and loyalty within her, but perhaps the most defining trait she acquired was Benjamin's compassion. She spent much of her effort tending to the children of the streets, hoping to ensure they had food to eat, even if it meant giving away her own supper. In their broken faces, she saw the potential of an alternate history -- how things might have been for her, had Benjamin not chosen to take her in.
As she came of age, she began to learn the art of combat. Though she lacked the strength to effectively wield heavy blades or draw a bow, she found herself unusually deft of hand and well-suited to wielding a light blade in each hand. As her fiend-touched blood asserted itself more strongly, she even found that her bite could be a surprisingly effective weapon on its own. Soon, she joined the ranks of the town guard and found joy in being able to help her city in a more official capacity; her position gave her words more weight as she sought to protect the homeless youth. Everything seemed more or less perfect.
Recently, however, tragedy struck as a plague ravaged the city and its citizens began to rot and crave flesh. Ice's friends among the homeless were some of the first to go. This left her downcast, but the sad reality is that those on the bottom of the city's hierarchy often suffered the worst, even in the best of times. Those losses paled in comparison, however, as Benjamin succumbed to the plague. During the Flesh Harvests, tears filled Aiseilura's eyes as she herself drove Benjamin -- or at least the twisted irony that remained of him -- into the tunnels beneath Freeden. That day, Ice's heart froze. She continued going through the motions of her duty, but it lacked all emotion. She hardly spoke and, to those who knew her, she seemed like an empty shell.
Today, however, her heart begins to thaw as she receives a letter from a society calling itself the Red Sentinels. Though she has never heard of them, they claim a desire to end the plague and save her beloved city. It is unclear if she can trust them, but what choice does she have? Benjamin once saved her when she was helpless; how can she do anything less than take any chances possible to save him from the nightmare of the flesh-eating abomination he has become? And so, she prepares to do whatever is necessary, fueled by the faintest glimmer of hope...
Aiseilura has very pale skin, fiery red hair, and emerald green eyes. Despite her obvious lack of physical strength, her height and presence makes her rather imposing. Due to her fiend-touched blood, small horns protrude from her hair, her teeth are surprisingly sharp, and she has a long, devilish tail -- which she typically keeps hidden under a cloak.
Languages: Common (Racial), Abyssal (Racial), Infernal (bonus)
HP 28 (3d10+6) = 3d10 (=22, Warlord) + 3 (Con) + 3 (FCB)
* Indomitable Presence: All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
CMD 16 = 10 +3 (BAB) -1 (Str) +4 (Dex)
Full Attack (Melee)
Full Attack with Power Attack (Melee)
MW Kukri (x2)
5 per level = +4 (Warlord) +1 (Int)
Armor Check Penalty: 0 = 2 (Chainshirt) -1 (Masterwork) -1 (trait, Armor Expert)
✓ Acrobatics 9 = 2 (ranks) +3 (class) +4 (Dex) -0 (ACP)
Warlord's class skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (martial) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str).
Rake: The warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round
Panther on the Hunt
Raging Hunter Pounce
Panther on the Hunt
Raging Hunter Pounce
Outer Sphere Stance
Discipline: Thrashing Dragon (Stance)
Inititation Action: 1 swift action
Description: The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character's initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.
Running Hunter's Stance
Weapon Finesse (Combat) Free via Feat Tax House Rules
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Power Attack (Combat) Free via Feat Tax House Rules at BAB 1
Two-Weapon Fighting (Combat) Level 1
Deadly Agility (Combat) Warlord 1, Bonus Feat
Combat Reflexes (Combat) Level 3
Paired Opportunists (Combat, Teamwork) Warlord 3, Warleader
Civilized (Social): You are well versed in the local laws, customs, and politics.
Indomitable Faith (Faith): Having been abandoned at birth, you have long wrestled with the question of how the One Lord could allow such injustices in the world. After all, shouldn't every child know and love their parents? Still, you've maintained your faith that the One Lord has some reason for the circumstances of your childhood. Your struggle to find this reason has simply bolstered your drive.
Overprotective (Drawback): Growing up with the town guard has instilled a profound sense of duty and camaraderie in you. You'll fight to the death to protect your friends and fellow soldiers.
Type: Outsider (native)
Speed: 30 ft.
Languages: Common, Abyssal, Infernal (high intelligence)
Fiendish Resistance: cold resist 5, electricity resist 5, fire resist 5
Darkvision: 60 ft.
Fiendish Sprinter (replaces Skilled): +10 racial bonus to speed when using charge, run, or withdraw actions.
Maw or Claw (replaces spell-like ability): 1d6 Bite attack
Prehensile Tail (replaces fiendish sorcery): Tail can retrieve small, stowed objects on my person as a swift action.
GEAR AND EQUIPMENT:
Effective Strength: 19 = 9 (Str) +2 (MW Backpack) +8 (Muleback Cords)
Light Load: 116 lbs.
Medium Load: 233 lbs.
Heavy Load: 350 lbs.
Carried: 75.25 lbs. (Light)
Cash on Hand
Items on Hand
LEVEL UP INFO:
LEVEL 1 (Warlord 1):
* FCB: Hit Point
* Skills (+5): Acrobatics, Diplomacy, Knowledge (Local), Knowledge (Martial), Perception
* Feats: Two-Weapon Fighting Character Level, Deadly Agility Bonus Feat
* Class Features: Warlord's Gambit, Maneuvers, Stances, Bonus Feat
* Gambits (+2): Brave, Unbreakable
* Maneuvers (+6): Leaping Dragon, Offensive Roll, Panther on the Hunt, Pride Movement, Shoulder Rush, Swift Claws
* Stances (+1): Outer Sphere Stance
LEVEL 2 (Warlord 2):