Madge Blossomheart

Arae of the Empyreal Guardians's page

33 posts. Alias of The Dragon.


Full Name

Arae Garven

Race

Human

Classes/Levels

Level 1| HP: 14/14+0 Temp | AC: 19, T: 17, FF: 14 | F +6, R +7, W +3[+2 vs evil, +2 vs Mind-affecting] CMB +2 | CMD 17 | Init +9 | Perception +5 | Sense Motive +5

Gender

Female

Languages

Common(Taldane), Celestial, Abyssal, Draconic & Hallit

Strength 12
Dexterity 20
Constitution 18
Intelligence 18
Wisdom 12
Charisma 20

About Arae of the Empyreal Guardians

Fluff

Core Questions:
1. What is your favorite word and why?
"Justice. It's such an easy word, helps you decide what to do, or absolves you if you've been up to something questionable. It has power, that word. After all, what worth has the life of the criminal? What worth has a mother's love if your son is a necromancer?"
There's a fierce, vaguely threathening grin on her face, and a far away look in her eyes, as if intensely focused on something not in the room.

2. What is your least favorite word and why?
"Safety. The world is allowed to kill you. There's no intristic reason why you and me aren't going to die. In fact, it's pretty much guaranteed that we will. To think yourself safe is to fall prey to an illusion that'll curtail your potential. Indeed, the reason we fail to stand up against injustice, and fail to make an impact on the shape of the world is that we're holding on to the illusion of safety. To truly become something, we must first realise that we are not safe, and that we never will be."

Some thought or feeling flashes across her face. She pauses. "That is not to say that I'd ask anyone but myself to reject the illusion. It's... probably not the path to a happyness, staring into the pit. But then again, I wouldn't tell anyone who seeks as I seek to turn back either, no matter who they are."

3. What is your biggest regret?
"That's it for the easy ones, huh? I guess I sometimes wonder how life would've been if I'd grown up in a village in a quiet place, working the earth, falling in lo..." She pauses, shaken. "Huh. I guess there is something... Years ago, I danced on a scene at the mid-summer festival. Savera was so incensed with me that I was showing off like that." She smiled at the memory. "There was a young man there, watching the show. I remember he had his sleeves rolled up." She blushes furiously. "And his eyes. He had kind eyes. I... I wish I'd spoken to him before I left."

4. As a child, what did you want to be when you grew up?
"I wanted to be a cultist. Not just any cultist, mind; I wanted to be the priest. Most of us children did. He had it all, or so it seemed back then. Power, admiration, the respect of the community. In our world, he was nobility, the spiritual and political leader of everyone who mattered."

5. If you had one wish, what would it be?
"I'd want to make life better for everyone. How to go about it in a single swoop is a quandery I'm not sure that I'm equipped to answer. Abolish war? War is instrumental in change, and change is neccesary for improvement. Strip evil from the hearts of mortalkind, perhaps?"
In the end it doesn't matter. No deity has the power to fulfill the sort of wish a question like that merits. Or perhaps they merely choose not to do so, out of respect for our freedom. The world would be the same for the difference."


Personality:
Inquisitive, arrogant (she'd call it self-aware), introspective & contemplative. Arae puts value in truth and hold herself to high standards. She's also disciplined, both as pertains to her mind and body. She can take a long time to reach a decision if she feels it needs pondering, but is nonetheless quick to take action when she reaches a decision.
On a good day, she's toiling towards making the world a better place. On bad days, she feels that the world is going to end in chaos anyway, so maybe she should just try to enjoy the ride? The bad days are part of the reason she tries to impose discipline on herself, and holds to her code.

Faith:
She holds Shelyn as her main deity, a practice she was introduced to by Savera, and to her, the godess embodies the value of life. She has been known to make homage to Iomedae from time to time, but is somewhat leery of the faith and its practitioners, as she finds her paladins and dogma rely overly on righteous fury as a source of moral judgement. She respects Korada and his following, and has read texts with great interest, but finds that while they have sublime thoughts on discipline in the face of the chaos of reality, they do not take action to steer the chaos.

History:
Arae was born into a close community of cultists. It wasn't exactly a happy childhood, there was pain and suffering, others' or her own, but mostly, it happened to those outside the community, who she were explained were inferior to the chosen ones, and thus treated as the natural order of things. Problems aside, she loved her parents, and they loved her. At the age of 11, she was granted the great honor of partaking in a ritual as a sacrifice as the guest of honor, so to speak. She was "saved" by Ser Aurius Layolar, a paladin of Iomedae who had been trying to root out the cultist chapter. He took her in, and raised her in his house in Absalom. Arae hated him with vehemence; she'd watched him kill her farther.
Aurius wasn't around much during the next few years. He hired a nanny, an aging Varisian bard called Savera, who ended up a surrogate mother figure for Arae. It was Savera's policy of always telling the truth that eventually brought Arae around to worship of the good deities. Aurius quitly approved of Arae's study of religion and philosophy, but was loathe to say so directly; She has yet to forgive him, managing to treat him only with cold politeness. She is aware that what he did was for the best, but is unable to change how she feels. She considers this her greatest personal failure.

Quite recently, Aurius has disappeared on a mission deep behind enemy lines in the worldwound. While there's little chance of ever seeing him again, Arae has some half-baked thoughts that she won't admit to, thoughts about going in there and getting him out, or recover his body. She knows it'd be like searching for a pin in a haystack, and she'd probably die a hundred times over, even if she knew where he was, but sometimes, she can't help but wonder. Even if she'd still be angry at him if she saw him again.


Physical Description:
Arae is of middling height. She has the pose of a fencer or dancer, a result of years of training as both, at the behest of Savera. She's ravenhaired and trim, but of no exceptional beauty. Her face is often arranged in a frown of deep or at least serious thought, but lights up when she smiles.

Spellbook:
All 0th level wizard spells.
1st: Mage Armor, Expeditious Retreat, Color Spray, Magic Weapon, Protection From Evil, Obscuring Mist, Grease

Statblock
Female Human Paladin 1//Warlord 1//Wizard(Exploiter Wizard) 1 [Champion 0]
LG Medium Humanoid (Human)
Init +11, Senses Perception +5

Daily Abilities:
Smite Evil 1/1/d
Arcane Reservoir 4/4

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Defense
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AC 18, Touch 17, FF 13, CMD 19
HP 14 (1d10+4Con), 0 Temp
Fort +6, Ref +7, Will +3 (+2 sacred bonus vs. spells and abilities from evil-aligned sources, +2 morale vs. mind-affecting spells and abilities.)
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Offense
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Speed 30ft in armor.
Melee
...Rapier +6 (1d6+5, 18-20/*2)
...Silver Dagger +6 (1d4+4, 19-20/*2)
...Cold Iron Dagger +6 (1d4+5, 19-20/*2)
...Two-Weapon Fighting +4/+4
Ranged
...Dagger +6 (1d4+4 or 5, 19-20/*2)
Maneuvers Known
...Encouraging Roar (Readied)
...Enduring Crane Strike (Readied)
...Swift Claws (Readied)
...Horizon Wind Lancet (Readied)
...Wyrmling's Fang (Readied)
...Blade of Breaking
Stances Known
...Silver Crane Waltz (Active)
Wizard Spells Prepared
0th (3, DC 14)
...Detect Magic
...Read Magic
...Light
1st (2, DC 14)
...Color Spray
...Mage Armor
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Statistics
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Str 12, Dex 20, Con 18, Int 18, Wis 12, Cha 20
Base Attack +1, CMB +2
Feats Wi) Scribe Scroll, Wa) Weapon Finesse, 1) Deadly Agility, 1) Two-Weapon Fighting 1) Extra Readied Maneuver
Traits Fate's Favored, Stolen Fury, Reactionary
Skills Acrobatics +9, Diplomacy +9, Heal +5, Knowledge(Arcana) +8, Knowledge(History) +8, Knowledge(Planes) +8, Knowledge(Religion) +8, Perception +5, Perform(Dance)+6, Sense Motive +5, Spellcraft +8
Other Gear Armored Kilt, Spellbook, Traveler's Outfit, Sun Rod, Scroll of Obscuring Mist, Scroll of Magic Weapon, Scroll of Expeditious Retreat, Scroll of Protection from Evil, Potion of Cure Light Wounds*2, Scroll of Mage Armor*2, 34GP
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Special Abilities
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Spoiler:
Dual Talent: Dex/Cha
Aura of Good
Detect Evil
Smite Evil 1/d
Martial Tradition: Empyreal Guardians
Warlord's Gambits
...Acrobatic Gambit
...Brave Gambit
Arcane Reservoir
Exploiter Exploits
...Arcane Barrier

Acrobatic Gambit (Ex) Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.

Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.
Arcane Barrier (Su) As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.
Arcane Reservoir (Su)An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Brave Gambit (Ex) 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.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Dual Talent (Ex) Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Exploiter Exploits At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits.
Martial Tradition: Empyreal Guardians Link
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Warlord's Gambits (Ex) At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward.

Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

At 4th level and every four levels thereafter, the warlord selects an additional gambit.