Aiseilura Saravosa's page

61 posts. Alias of ZZTRaider.

Full Name

Aiseilura Saravosa




Warlord 3 | Damage Taken: 1 of 28

Common Stats:
AC: 16, T: 12, FF: 12; F:4*, R:5, W:5 (+3 on Fort vs death effects, fatigue or exhaustion effects, poison); CMD 16, CMB +7; Init: +4 ; Perc:+6, SM: +4




Med. (6'1", 185lbs.)




Lawful Good


The One Lord




Town Guard

Strength 9
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

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...

Age: 26
Height: 6'1"
Weight: 185 lbs
Favored Class: Warlord

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)

LG Female Rakshasa-spawn Tiefling Warlord 3
Init +4 = 4 (Dex)
Perception +6 = 3 (ranks) +3 (class) +0 (Wis)

AC 18 =10 +4 (Dex) +4 (Armor) touch 12, flat-footed 12

HP 28 (3d10+6) = 3d10 (=22, Warlord) + 3 (Con) + 3 (FCB)

Fort +4* =3 (Warlord 3) +1 (Con)
Ref +5 =1 (Warlord 3) +4 (Dex)
Will +5 =1 (Warlord 3) +0 (Wis) +3 (Cha, Force of Personality) +1 (Indomitable Faith)

* 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)

Speed 30' (40' when charging, running, or withdrawing)
BAB +3
CMB (Str) +1 = 3 (BAB) -2 (Str)
CMB (Dex) +7 = 3 (BAB) +4 (Dex)

Full Attack (Melee)
MW Kukri Mainhand: Attack +6 = 3 (BAB) +4 (Dex) +1 (MW) -2 (TWF) Dmg 1d4+4 (18–20/x2) = +4 (Dex)
MW Kukri Offhand: Attack +6 = 3 (BAB) +4 (Dex) +1 (MW) -2 (TWF) Dmg 1d4+4 (18–20/x2) = +4 (Dex)
Bite (Secondary): Attack +2 = 3 (BAB) +4 (Dex) -5 (Secondary) Dmg 1d6+4 (20/x2) = +4 (Dex)

Full Attack with Power Attack (Melee)
MW Kukri Mainhand: Attack +5 = 3 (BAB) +4 (Dex) +1 (MW) -2 (TWF) -1 (PA) Dmg 1d4+6 (18–20/x2) = +4 (Dex) +2 (PA)
MW Kukri Offhand: Attack +5 = 3 (BAB) +4 (Dex) +1 (MW) -2 (TWF) -1 (PA) Dmg 1d4+5 (18–20/x2) = +4 (Dex) +1 (PA)
Bite (Secondary): Attack +1 = 3 (BAB) +4 (Dex) -5 (Secondary) -1 (PA) Dmg 1d6+5 (20/x2) = +4 (Dex) +1 (PA)

MW Kukri (x2)
Melee: Attack +8 = 3 (BAB) +4 (Dex) +1 (MW) Dmg 1d4+4 (18–20/x2) = +4 (Dex)
S, 2 lbs

Melee: Attack +7 = 3 (BAB) +4 (Dex) Dmg 1d6+4 (20/x2) = +4 (Dex)
B/P/S, Natural

Light Crossbow
Attack +7 = 3 (BAB) +4 (Dex) Dmg 1d8 (19-20/x2)
Range 80' P (Carried ammunition: 10) P, 4 lbs.



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)
☐ Appraise 1 = 0 (ranks) +1 (Int) (Untrained)
☐ Bluff 3 = 0 (ranks) +3 (Cha) (Untrained)
✓ Climb 3 = 1 (ranks) +3 (class) -1 (Str) -0 (ACP)
✓ Diplomacy 7 = 1 (ranks) +3 (class) +3 (Cha)
☐ Disable Device X4 = 0 (ranks) +4 (Dex) -0 (ACP) (Untrained)
☐ Disguise 3 = 0 (ranks) +3 (Cha) (Untrained)
☐ Escape Artist 4 = 0 (ranks) +4 (Dex) -0 (ACP) (Untrained)
☐ Fly 4 = 0 (ranks) +4 (Dex) -0 (ACP) (Untrained)
✓ Handle Animal X3 = 0 (ranks) +3 (class) +3 (Cha) (Untrained)
☐ Heal 0 = 0 (ranks) +0 (Wis) (Untrained)
✓ Intimidate 7 = 1 (ranks) +3 (class) +3 (Cha)
☐ Knowledge (Arcana) X1 = 0 (ranks) +1 (Int) (Untrained)
☐ Knowledge (Dungeoneering) X1 = 0 (ranks) +1 (Int) (Untrained)
✓ Knowledge (Engineering) 5 = 1 (ranks) +3 (class) +1 (Int)
☐ Knowledge (Geography) X1 = 0 (ranks) +1 (Int) (Untrained)
✓ Knowledge (History) 5 = 1 (ranks) +3 (class) +1 (Int)
✓ Knowledge (Local) 5 = 1 (ranks) +3 (class) +1 (Int) +1 (Civilized trait)
✓ Knowledge (Martial) 5 = 1 (ranks) +3 (class) +1 (Int)
☐ Knowledge (Nature) X1 = 0 (ranks) +1 (Int) (Untrained)
☐ Knowledge (Nobility) X2 = 0 (ranks) +1 (Int) +1 (Civilized trait) (Untrained)
☐ Knowledge (Planes) X1 = 0 (ranks) +1 (Int) (Untrained)
☐ Knowledge (Religion) X1 = 0 (ranks) +1 (Int) (Untrained)
☐ Linguistics X1 = 0 (ranks) +1 (Int) (Untrained)
✓ Perception 6 = 3 (ranks) +3 (class) +0 (Wis)
✓ Ride 4 = 0 (ranks) +3 (class) +4 (Dex) -0 (ACP) (Untrained)
✓ Sense Motive 4 = 1 (ranks) +3 (class) +0 (Wis) (Untrained)
☐ Sleight of Hand X4 = 0 (ranks) +4 (Dex) -0 (ACP) (Untrained)
☐ Spellcraft X1 = 0 (ranks) +1 (Int) (Untrained)
☐ Stealth 4 = 0 (ranks) +4 (Dex) -0 (ACP) (Untrained)
✓ Survival 4 = 1 (ranks) +3 (class) +0 (Wis)
✓ Swim 3 = 1 (ranks) +3 (class) -1 (Str) -0 (ACP)
☐ Use Magic Device X3 = 0 (ranks) +3 (Cha) (Untrained)

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

Brave Gambit
Risk: The warlord attempts to make a successful charge attack against an opponent (if the character has the ability to make multiple attacks at the end of a charge, the initial first attack must be successful for this gambit's success).
Reward: The warlord's actions embolden his allies and sets his spirit alight with courage; the warlord and his allies gain a morale bonus to damage equal to the warlord's Charisma modifier on the next attack they make or until the warlord's next turn.

Unbreakable Gambit
Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action.
Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier.


Encouraging Roar
Panther on the Hunt
Pride Movement
Raging Hunter Pounce
Swift Claws

Known (8):
Golden Lion: 2
Primal Fury: 3
Thrashing Dragon: 3

Encouraging Roar
Discipline: Golden Lion (Boost)
Level: 1
Inititation Action: 1 swift action
Range: 30-ft.
Target: Allies
Duration: One round
Description: The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.

Leaping Dragon
Discipline: Thrashing Dragon (Boost)
Level: 1
Inititation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
Description: As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start.

Offensive Roll
Discipline: Thrashing Dragon (Strike)
Level: 1
Inititation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Description: As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Panther on the Hunt
Discipline: Primal Fury (Strike)
Level: 1
Inititation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Description: With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuver gains +2 circumstance bonus to attack and damage rolls on his charge attack, and ignores attacks of opportunity from moving through threatened squares.

Pride Movement
Discipline: Golden Lion (Boost)
Level: 1
Inititation Action: 1 swift action
Target: One adjacent ally
Duration: Instant
Description: By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator's turn.

Raging Hunter Pounce
Discipline: Primal Fury (Strike)
Level: 2
Inititation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant
Description: With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe's body with the remaining attacks.

Shoulder Rush
Discipline: Primal Fury (Strike)
Level: 1
Inititation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Description: The disciple of Primal Fury uses his aggression to take opportunities whenever possible, and a solid shoulder into a foe at an opportune moment can tip the scales of war in the disciple's favor. As a standard action, the initiator may make a bull rush or overrun attempt with a +4 circumstance bonus, and this attempt does not provoke attacks of opportunity.

Swift Claws
Discipline: Thrashing Dragon (Strike)
Level: 1
Inititation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Description: The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.


Known (2):
Outer Sphere Stance
Discipline: Thrashing Dragon (Stance)
Level: 1
Inititation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
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
Discipline: Primal Fury (Stance)
Level: 1
Inititation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Description: The swiftest hunter catches the prey, and the Primal Fury disciple has trained his body mercilessly to increase his speed and sharpen his senses. While in this stance, the initiator gains a +10 enhancement bonus to his base land speed and gains the scent special ability.


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
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.

Two-Weapon Fighting (Combat) Level 1
Benefit: Reduced penalties for two-weapon fighting.

Deadly Agility (Combat) Warlord 1, Bonus Feat
Benefit: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

Combat Reflexes (Combat) Level 3
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Paired Opportunists (Combat, Teamwork) Warlord 3, Warleader
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.


Armor Expert (Combat): Being raised among the town guard, you have worn armor as long as you can remember. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace.
Default fluff: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace.
Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Civilized (Social): You are well versed in the local laws, customs, and politics.
Benefit: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

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.
Default fluff: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.

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.
Default fluff: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Racial Abilities
Ability Scores: +2 Dex, +2 Cha, -2 Wis

Type: Outsider (native)

Size: Medium

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.


Carrying capacity
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
80pp 7gp 9sp

Items on Hand
2x MW Kukri (308gp x2 = 616gp), 2 lbs. x2
4x Kukri (8gp x4 = 32gp), 2 lbs. x4
MW Chainshirt (250 gp), 25 lbs.
Light Crossbow (35gp), 4 lbs.
10x Crossbow Bolts (1gp), 1 lb.
Muleback Cords (1000gp), 0.25 lb.
MW Backpack (50gp), 4 lbs.
Crowbar (2gp), 5 lbs.
Grappling Hook (1gp), 4 lbs.
100 ft. Silk Rope (20gp), 10 lbs.
Filled Waterskin x2 (1gp x2), 4lbs. x2
Explorer's Outfit (free), 8 lbs.
Poncho (5sp), 2 lbs.
Ioun Torch (75 gp), - lb.
Flask of Alchemist's Fire

Stored Items
The following items are considered to be stored in Aiseilura's dwelling unless she expects to need them:
Bedroll (1sp), 5 lbs.
Blanket (5sp), 3 lbs.
Small Tent (10gp), 20 lbs.
Climber's Kit (80gp), 5 lbs.
Soldier's Uniform (1gp), 5 lbs.
Cold Weather Outfit (8gp), 7 lbs.
Hot Weather Outfit (8gp), 5 lbs.


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):
* FCB: Hit Point
* Skills (+5): Acrobatics, Climb, Intimidate, Knowledge (Engineering), Knowledge (History)
* Class Features: Tactical Presence (Indomitable)
* Maneuvers (+1): Encouraging Roar
* Stances (+1): Running Hunter's Stance

* FCB: Hit Point
* Skills (+5): Perception x2, Sense Motive, Survival, Swim
* Feats: Combat Reflexes Character Level, Paired Opportunists Warleader
* Class Features: Warleader, Force of Personality
* Maneuvers (+1): Raging Hunter Pounce