Sevroth

Arue Karinn's page

37 posts. Alias of adsapiens.


Full Name

Arue Karinn

Race

Human

Classes/Levels

Brawler 1 / Spiritualist 1

Gender

Female

Age

29

Alignment

Neutral Good

Deity

Pharasma

Location

Gate Pass

Languages

Common

Occupation

Mason

Strength 14
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 14
Charisma 7

About Arue Karinn

Concept:

Arue is a tormented woman that works on the large walls around Gate Pass. While still young she gained the consciousness of mistakes from her past lives, and became aware that her soul was involved with the path that led to the Ragesian Empire dominance and their influence over the free people.

While she was never truly talented in the magical arts, yet her natural connection to the spirits made her the right vessel for all kinds of mischievous, unrestful souls from the lands. This made her unquiet and troubled, but also worked as a compass for her morale: in her core, she seeks repentance and enlightment.

From humble origins, like her family, from a very young age she was pushed to work on the streets - many times not in the most proudful positions - and ended up employed in the local cathouse, her eyes getting used to the dark of the night, and there she was able to establish connections with men and women of different backgrounds - she was appreciated for her discretion, and a perfect liar to keep secrets.

Not being attractive at all, being physically ugly, bulky and somewhat masculine and at the same time socially awkward, it is needless to say she didn't have much success on her endeavors. Less than a decade after she was already working crunching rocks by the mountains to help on the maintenance of the walls. As time passed, she came to well know the geography of the place enough to not need detailed maps.

Arue was actually talented in two things: she was cunning, a fast talker, smart liar, and she knew how to defend herself - even if she never truly had any kind of martial training, anything on her hands would be useful as a weapon when needed, from broken bottles to table chairs. She would walk the walls in high stilettos, acting as a silent and wise messenger across the workers.

Such was her easeness to navigate the different circles and cross the long walls, that it became natural for her to be recruited to the Ragesian resistance movement; more than that, having her spiritualist talents, she feared the Scourge and had to hide and suppress her abilities to escape their claws.

With the news of the inquisitor armies marching towards Gate Pass, more than ever Arue seeks to find allies. She fears for her safety and those of her family and friends, and knows the clock is ticking... What kind of plans would the resistance have?

Attributes:

Arue is bulky but very nimble; she's stronger than she looks and wiser than most people would like her to be (she's only a good liar because she's so cunning!), but she's especially very agile: a natural consequence of her life and the need for being in constant movement.

What she isn't, definitely, is charismatic at all. She's ugly, somewhat scarred and not very feminine at all; she's unassuming, has an awkward sense of humor and an overall lack of social talent. However, the phantom that accompany her, most of the time confined to her consciousness, is that of Haesphesia: an old procuress who was killed when hiding fugitives in her place of business, and the sassy woman's influence slowly shades over Arue.

Role and Mechanics:

Arue is a melee damage dealer, focusing on the surprisingly efficient use of improvised weapons. She isn't very defensive, but she certainly packs a punch (or should I say, a kick with her stiletto boots?), being a sort of roguish brawler. I hope to invest more in the future in feats like improved feint and improved disarm and mix maneuvers in her combat style.

As a spiritualist, she's accompanied by a phantom - but although the phantom can be manifested to fight as well, it's likely not worth it and most of the time it stays confined to her conscience somewhat buffing her defenses and futurely boosting her effectiveness.

She's also capable of casting spells (emotional), and her list is more targeted into off-healing, protecting and buffing the party. I don't really plan on using her spells offensively - as she will likely be most of the time fighting in the skin of the action - but more like support overall.

Her skills selection is limited due to the low points from both classes of the gestalt, but I still tried to have her focus in bluffing and still being capable with important things like acrobatics and perception. She has the rare knowlegde in geography but once per day can roll any of the other knowledge skills with a small bonus, and I hope in RP terms I can use her profession (mason) too.

Character Sheet:

Arue Karinn
Female human brawler (hinyasi, snakebite striker) 1/spiritualist (seeker of enlightenment) 1/gestalt 1 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder Player Companion: Disciple's Doctrine 22, Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Occult Adventures 72)
NG Medium humanoid (human)
Init +3; Senses darkvision 60 ft.; Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +4; +2 vs. mind-affecting
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Offense
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Speed 30 ft.
Melee sledgehammer +5 (2d6+3) or
. . stiletto boots +6 (1d6+2) or
. . unarmed strike +4 (1d6+2)
Special Attacks improvised maneuver (), sneak attack +1d6
Spiritualist (Seeker of Enlightenment) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, protection from evil
. . 0 (at will)—detect magic, guidance, read magic, telekinetic projectile[OA]
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Statistics
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Str 14, Dex 17, Con 12, Int 10, Wis 14, Cha 7
Base Atk +1; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats Agile Maneuvers, Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Mimicry, Shikigami Style, Unarmed Combatant
Traits cunning liar (any city), surprise weapon
Skills Acrobatics +5, Bluff +7, Diplomacy -1, Intimidate -2 (+0 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (geography) +4, Perception +6 (+8 while benefit from concealment or full concealment due to darkness or dim light), Profession (mason) +6, Stealth +1 (+3 while benefit from concealment or full concealment due to darkness or dim light), Use Magic Device +2
Languages Common
SQ brawler's cunning, dimdweller, echoes of expertise, etheric tether, finesse weapon attack attribute, humble beginnings, martial training, phantom (Haesphesia, lust)
Other Gear lamellar (leather) armor[UC], sledgehammer[UE], stiletto boots, backpack, bedroll, belt pouch, censer[OA], flint and steel, incense (oa)[OA] (10), silk rope (50 ft.), sledge, stiletto boots, trail rations (5), waterskin, weapon cord[APG], 5 gp, 5 sp
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Tracked Resources
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Echoes of Expertise +1 (1/day) (Ex) - 0/1
Incense (OA) - 0/10
Trail rations - 0/5
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Echoes of Expertise +1 (1/day) (Ex) Bonus to phantom's focus skills when in consciousness. Activate to add to any knowledge check.
Etheric Tether (Su) Lose hp to prevent dam to phantom that would banish it to ethereal. Phantom must remain close when manifested or concentration required.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields.

This alters the brawler’s armor proficiencies.
Improvised Maneuver () As free action perform selected maneuver at -4 CMB after hitting with an improvised weapon.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Phantom (Confined to Consciousness) Phantom can manifest as a separate creature or provide bonuses while sharing your mind.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shikigami Mimicry (- custom / magic weapon -, Disarm) -2 atk to imp wpn gain blocking, brace, disarm, distracting, nonlethal, performance, or trip until next turn.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

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Haesphesia CR –
Phantom (Pathfinder RPG Occult Adventures)
NG Medium outsider (phantom)
Init +1; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 7 (1d10+2)
Fort +4, Ref +1, Will +2
DR 5/slashing
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Offense
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Speed 30 ft.
Melee unarmed strike +2 (1d3+1 nonlethal) or
. . 2 slams +2 (1d6+1)
Special Attacks alluring presence
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Statistics
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Str 12, Dex 12, Con 15, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 13
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Power Attack
Skills Bluff +5, Diplomacy +5, Use Magic Device +5
Languages Common
SQ ectoplasmic phase lurch, finesse weapon attack attribute
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Tracked Resources
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. . -none-
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Special Abilities
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Alluring Presence (Su) Use Diplomacy check to cause foe attacking master to attack you instead.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Ectoplasmic Phase Lurch (Su) Bypass solid obstacles (but not creatures) at half speed, must end turn in clear space.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.