Amarilis was born under the Whitewolf tribe of Sarkoris [human (kellid), barbarian], but she never knew her ancestral home. The demons took it as everything else. Truth being told, she wasn't even born in Sarkoris, but instead in the southern fields of Mendev.
The surviving members of the Whitewolf tribe were nomads and pariahs, never welcomed anywhere. They could not return to Sarkoris, but were neither accepted in Mendev, Ustalav or Numeria, being considered demons themselves.
Life was hard, with threats besieging them from all sides [Wary of Danger]... demons, beasts, inquisitors. Not even in dreams they were safe, for the maddening influence of the Worldwound was merciless and boundless [Demon-Proof Mind]. Her childhood was horrible, but she needed to count herself lucky, for a Sarkorian, at least.
When she was eight, her encampment was ambushed by demons in the dead of the night. She was the only known survivor. Amarilis doesn't remember much of the episode, probably the result of her mind protecting her of the worst details, but the next thing she remembers was waking up in a small house in Valas's Gift [Exposed to Awfulness]. The incident, however, left her deeply scared all over her body.
The house was owned by an old strange man with almond-like eyes and a single arm. The old man was called Kousei and was incredibly kind. Too kind. Amarilis ran away as soon as she could stand on her feet, but two days wandering by herself convinced her she was being beyond stupid, so she returned.
Kousei took her in and later Amarilis discovered the man had lost a daughter. Apparently, she reminded him of her. Despite being a terrible student, Kousei taught her the ways of the sword as well as writing, arts and dances [samurai, warrior poet archetype]. She particularly liked drawing and dancing and when she became older, she ventured into the art of tattoos, using them to cover her scars [painted savage archetype].
Still, even if Kousei tried to impart order in her mind, there was nothing to be done about her wild Sarkorian spirit. Amarilis would learn the lessons that suited her and nothing else. Kousei tried to instill in her samurai codes of honor, but they were just too rigid for her. He tried to teach her about the noble gods of Minkai, but her faith still belonged to the Whitewolf spirit of her clan [Indomitable Faith]. He tried to teach her about love and peace, but her heart was still tainted by hate and vengeance... the demons would pay for what they did and she'd be the one responsible for doing so.
Now, with the Armasse coming in Kenabres, Amarilis is looking forward to a visit. Perhaps she is ready to join the crusade...
Amarilis Whitewolf
Female human (kelid) barbarian (painted savage) 1 // samurai (warrior poet) 1
CG Medium humanoid (human)
Init +5; Senses Perception +5
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DEFENSE
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AC 19, touch 18, flat-footed 14 (+3 armor, +1 Cha, +3 Dex, +1 dodge, +1 natural; +4 dodge vs. AOO while moving)
hp 16 (1d12+4)
Fort +5, Ref +3, Will +2; +1 vs. mind-affecting effects of evil outsiders
Defensive Abilities dancer's grace, muscles of steel, resolve 1/day
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OFFENSE
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Speed 30 ft.
Melee cold iron katana +4 (1d8+3/18-20)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger +4 (1d4+2/19-20) [10 ft.]
Melee shortbow +4 (1d6/x3) [60 ft.]
Special Attacks challenge 1/day, mystical tattoos, stamina pool (4)
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STATISTICS
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Str 14 (+2), Dex 17 (+3), Con 16 (+3), Int 10 (+0), Wis 13 (+1), Cha 14 (+2)
Base Atk +1; CMB +3 (+2 with weapon); CMD 18 (+4 dodge vs. AOO while moving)
Feats Combat Stamina, Dodge, Skill Focus (Bluff), Vengeance, Weapon Trick (one handed)
Associated Feats Far Shot, Greater Feint, Improved Feint, Run
Spheres Athletics (run; always forward drawback), Berserker (fatal strike drawback), Fencing (distracting drawback)
Talents Bushido Training, Dancer Training, Decapitate, Expert Feint, Fast Feint, Fatal Opening, Finesse Fighting (#2), Huntsman Training, Strong Lungs, Unarmored Training
Traits Demon-Proof Mind, Exposed to Awfulness, Indomitable Faith, Wary of Danger
Skills
Acrobatics +7 (1 free rank, 3 class, 3 Dex)
Bluff +9 (1 free rank, 3 class, 2 Cha, 3 feat)
Climb +6 (1 rank, 3 class, 2 Str)
Craft (tattoos) +4 (1 rank, 3 class)
Knowledge (planes) +4 (1 rank, 3 class)
Perception +5 (1 rank, 3 class, 1 Wis)
Perform (dance) +7 (1 rank, 3 class, 3 Dex)
Sense Motive +5 (1 rank, 3 class, 1 Wis)
Swim +6 (1 rank, 3 class, 2 Str)
Languages Common, Hallit
SQ combat training (constitution), enduring temper, graceful warrior, kitsune's mystique, order of the songbird, skilled, skirmisher's challenge
ABP Favor Class Bonuses: +1hp
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EQUIPMENT
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Weapons dagger, cold iron katana, shortbow with 20 arrows
Worn Slotted Wands, Rods, Etc Backpack blanked
-Consumables: potion of cure light wounds [x3]
Belt Pouch 13gp, 5sp
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SPECIAL ABILITIES
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Race Advancement:
Base: Human (9RP)
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Fleet-Footed (2RP): Humans with this racial trait receive Run as a bonus feat.
Focused Study (4RP): All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
OFFENSIVE Berserking (Ex) As a free action at the start of each turn, Amarilis may take a -2 penalty to AC in exchange for a number of temporary hit points equal to 3 + her BAB until the start of her next turn.
Challenge (Ex) As a swift action, Amarilis chooses one target within sight to challenge. Each round, her first melee attack against the target of her challenge deals extra damage equal to her samurai level. If she is unarmored or wearing light armor and is unencumbered, she also gains a +1 dodge bonus to AC against attacks made by her target and a +1 sacred bonus on saves against abilities of her target. Challenging a foe requires much of her concentration, so she takes a –2 penalty to her Armor Class against attacks made by other creatures. The challenge remains in effect until the target is dead or unconscious, or until the combat ends.
Decapitate (Ex) Amarilis does not provoke attacks of opportunity when delivering a coup de grace and, as long as she has martial focus, she may do so as a standard action.
Fast Feint (Ex) Amarilis may attempt to feint a creature as a move action. In addition, once per round when she succeeds on a feint against a target, she may expend martial focus to move up to her speed. This movement does not provoke attacks of opportunity from the target of her feint.
<>Expert Feint (Ex) When Amarilis succeeds at a feint against a target, it also loses its Dexterity bonus to its armor class against all attacks until the beginning of her next turn, in addition to her next attack.
<><>Fatal Opening (Ex) Whenever Amarilis attacks a target that has lost its Dexterity bonus to its AC due to her successful feint, her critical threat range for that attack is doubled. This doubling applies to all attacks against the target while it is suffering the effects of her feint.
<>Kitsune’s Mystique (Ex) When Amarilis uses Spring Attack or takes a move action to move, she can attempt to feint against one creature she threatens during her movement as part of her movement.
<>Weapon Trick [one handed] (feat) As a free action, Amarilis can pass a light or one-handed weapon she is wielding to her free hand. If she attempts a feint during the same round, she gains a +2 bonus on her Bluff check. Once she has used this weapon trick against a target, she can’t gain the bonus against the same creature until 24 hours have passed.
Mystical Tattoos (Sp) As a swift action, Amarilis gains a +2 bonus to either her Strength, Dexterity, or Constitution score for a number of rounds equal to her Constitution modifier. By spending 5 stamina points when activating this ability, she increases the duration to 1 minute.
DEFENSIVE Dodge (feat) Amarilis gains a +1 dodge bonus to her AC. This bonus increases to +5 against attacks of opportunity provoked by her movement.
<>Weapon Trick [one handed] (feat) As an immediate action, Amarilis can gain a +4 dodge bonus to her AC against a single attack of which she is aware. She must make this decision before the attack roll is revealed and is staggered on her next turn.
Resolve (Ex) Amarilis can use her resolve in a number of ways. Whenever she defeats the target of her challenge, she regains one daily use of her resolve, up to her maximum number of uses per day.
<>Determined: As a standard action, Amarilis can use resolve to remove the fatigued, shaken, or sickened condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
<>Resolute: As an immediate action whenever Amarilis makes a Fortitude or Will save, she can use resolve to roll twice and take the better result. She must decide to use this ability before making the saving throw.
<>Unstoppable: As an immediate action when Amarilis is reduced to fewer than 0 hit points but not slain, she can use resolve to instantly stabilize and remain conscious. She is staggered, but does not fall unconscious and begin dying if she takes a standard action.
PASSIVE Dancer's Grace (Ex) When unarmored and not using a shield, Amarilis gains a bonus to Armor Class equal to her Charisma bonus (up to her samurai level). She loses this bonus while flat-footed or otherwise denied her Dexterity bonus.
Enduring Temper (Ex) Amarilis gains Berserker as a bonus sphere and Combat Stamina as a bonus feat.
Graceful Warrior (Ex) Amarilis gains Finesse Fighting as a bonus talent and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons.
<>Finesse Fighting (Ex) Whenever Amarilis makes an attack using her Dexterity bonus on attack rolls and her Strength bonus on melee damage rolls, she may also add 1/2 her BAB (minimum 1) as a bonus on that damage roll.
Martial Tradition [courtesan] Amarilis gains Fencing as a bonus sphere and Bushido Training, Dancer Training, Fatal Opening, Huntsman Training, and Unarmored Defense as bonus talents.
<>Bushido Training (Ex) Amarilis is proficient with the double-chained kama, double walking stick katana, dual blade, katana, kama, kusarigama, longbow, naginata, nodachi, tetsubo and wakizashi.
<>Dancer Training (Ex) Amarilis is proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. She may add her Dexterity modifier in place of her Charisma modifier when making Perform (dance) checks.
<>Huntsman Training (Ex) Amarilis is proficient with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, she only suffers a –1 penalty per full range increment between she and her target when using a ranged weapon.
Muscles of Steel (Ex) When unarmored and unencumbered, Amarilis adds her Strength bonus as a natural armor bonus to her AC (up to her barbarian level).
Kitsune’s Mystique (Ex) Amarilis gains Fast Feint as a bonus talent.
Order of the Songbird (Ex) Amarilis must never destroy art (unless it is part of an artful act). She must respect the skill of her opponents and never desecrate or purposefully humiliate a foe. If she takes a sapient life, she must create a piece of art, performance, or poem in honor of the fallen creature or creatures in order to memorialize what she has taken from the world. She adds Knowledge (religion) (Int) and Perform (Cha) to her list of class skills, and adds half her samurai level to Craft checks and Profession (gardener) checks.
Run (Ex) Amarilis moves five times her normal speed while running. If she makes a jump after a running start, you gain a +4 bonus on her check. Amarilis retains her Dexterity bonus to her Armor Class while running.
<>Strong Lungs (Ex) Amarilis gain a circumstance bonus on any save against an effect that requires inhalation or causes suffocation equal to half her ranks in Acrobatics. She also treats her Constitution score as being twice what it actually is for the purposes of determining how many rounds she can run without resting. This multiplier increases by 1 for every 4 ranks in either Acrobatics she possess.
Unarmored Defense (Ex) When unarmored and unencumbered, Amarilis gain a +3 armor bonus to her AC. This bonus increases by +1 for every 3 points of BAB she possesses. This bonus to AC applies even against touch attacks or when she is flat-footed. She loses these bonuses when immobilized, helpless, or polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.