Pontia Runario

"Baroness" Amara's page

184 posts. Alias of VikingIrishman.


Race

HP 21/21

Classes/Levels

Human Fighter 2, Init +1, AC/FF/T 18/17/11 | CMD 18 (+1 vs disarm and grapple) | F+4 R+1 W+2 | Perception +4 | Intimidate +8

About "Baroness" Amara

"Baroness" Amaranta Fortunata Cassano
Human Fighter (Two-Handed) 1
CN Medium Humanoid (human)
Init +1; Senses Perception +4

DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 21 (2d10+2)
Fort +4, Ref +1, Will +2
Special Defenses +1 CMD against disarm and grapple

OFFENSE
Speed 20 ft.
Melee pickaxe +8 (1d8+10/x4) or cold iron dagger +7 (1d4+7/19-20) or silver dagger +7 (1d4+6/19-20) or spiked gauntlet +7 (1d4+7/x2)
Ranged sling +3 (1d4+5)
Special Attacks +1 on attack and damage rolls against government officials of Kintargo

DESCRIPTION
Race human
Age 21
Skin light olive
Hair near black, short
Eyes dark brown
Height 5'8"
Weight 175 lb
Build muscular
Voice low, rough, clipped
Religion Calistrian

STATISTICS
Str 20, Dex 13, Con 13, Int 7, Wis 14, Cha 7
Base Atk +2; CMB +7; CMD 18
Feats Furious Focus, Intimidating Prowess, Power Attack, Weapon Focus (Pickaxe)
Traits Child of Kintargo, Lost Nobility
Skills Intimidate +8, Perception +4
Languages Common
Magic Gear
Other Gear pickaxe, cold iron dagger, silver dagger, spiked gauntlet, sling, masterwork breastplate, armored kilt, backpack, bedroll, belt pouch, flint and steel, gear maintenance kit, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, crowbar, portable ram, signet ring, soldier's uniform, noble's outfit, 54g

Amaranta Fortunata Cassano was born into luxury. The Cassano family, though not terribly important in Kintargo, was nobility. As their inherited money began to wane, the family sought to secure a marriage alliance with a less powerful but far more wealthy house. Amaranta was betrothed to Nicodemo Como at the age of four. Left mostly to her own devices, she grew up athletic, engaging in activities that would usually be considered "unladylike"; climbing, swimming, running, jumping. The physical exertion was euphoric for her. It was at age fourteen during one of these sessions that she encountered a young man and fell in love.

Ramón Gastone Tamàro was a commoner; a salt miner, no less. When her family learned of her newfound infatuation, they reminded her of her betrothal and expressed their disapproval of her base lover. Ever willful, she loudly decried her family and continued seeing Ramón. The family sent word to Nicodemo and the jealous suitor made it a point to personally visit Ramón and end the relationship. Ramón made all the standard arguments of Amaranta being her own woman and making her own choices and that the relationship would only end if Amaranta desired so. Nicodemo mocked Ramón's naivete and drew his rapier, stabbing Ramón through the heart and leaving him to bleed out on the dusty floor of the mine shaft.

Amaranta found Ramón's corpse shortly thereafter. When she questioned her parents about it, they expressed not only acceptance, but admiration for the speed and efficiency of Nicodemo's actions. Angry and heartbroken, Amaranta took Ramón's pickaxe, stole the Cassano family's ancestral armor with the intent to sell it, and left her family's manse seeking a new life elsewhere in Kintargo. She quickly discovered that a young woman in noble's finery walking the streets alone was likely to be harrassed by thugs and less savory characters, but a young woman in heavy armor carrying a pickaxe was likely to be left alone by everyone.

She eventually fell in with the Blue Flames, a criminal organization, and made a name for herself as an enforcer. Having never spent much time with her tutors and much of her time avoiding people, she was neither smart nor sociable, but she was capable of getting results. She stopped using her given name and began going by Amara. Many of the members of the Blue Flames jokingly referred to her as "The Baroness", a usually good natured ribbing about her noble origins. When Barzillai Thrune established martial law in Kintargo, Amara was determined to not let others be controlled the way her family tried to control her. The Aria Park protest was only days away and she knew where she would be when it happened.

10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1: Her first resort is intimidation to force whatever behavior is required, though she has little compunctions about physical violence should it come to that.
2: She is a follower, unless given orders that she really disagrees with. She's the person who gets the job done, not the person who makes the plans.
3: She rarely speaks first, preferring to let others do the talking unless she really disagrees with what is being said. She's self-conscious about her lack of education and she'd rather be seen as cold and distant than stupid.
4: She is deeply concerned with her phyical abilities. She has morning and evening exercise routines that she adheres to almost religiously.
5: Finding Ramón's corpse did serious damage to her. She has trouble sleeping, is generally untrusting of people, and is terrified of falling in love again.

Step 2: List at least two goals for the character.
1: Vengeance. Specifically against Nicodemo for killing her lover Ramón.
2: Liberation. She wants to free every person from the chains that bind them, literal and figurative alike.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves her but that she is not actually aware of yet.
1: (Known) Amara has never actually had to kill someone, though her reputation would suggest otherwise. She can usually browbeat people into doing what she wants and the rumors of her body count only help to accomplish that.
2: (Unknown) After her departure, the Como family demanded recompense for the slight. The Cassanos sold much of their real property in order to appease the Comos. They are now as penniless as Amara is.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1: (Ally) Iovita Rosario Agnusdei: Iovita is another enforcer for the Blue Flames. She is common in appearance, with red hair and sharp amber eyes. She wears plate mail and wields a halberd. She avoids eye contact.
2: (Ally) Odalis María Coiro: Odalis is a fence for the Blue Flames. She is the one who originated the "Baroness" nickname. She has short white hair and large brown eyes, and pointed ears. She wears blue robes and wields a quarterstaff and dagger. She has an animal companion, a gray rat named Mula.
3: (Enemy) Nicodemo Silvestre Como: Killed Amara's lover Ramón. May still hold a grudge against Amara for running off. Amara certainly still harbors a grudge against him. He is slender, with braided auburn hair and soft gray eyes. He wears scale mail and wields a rapier. He has an animal companion, a hawk named Elenel.

Step 5: Describe three memories, mannerisms, or quirks that your character has.
1: She is generally impatient. When forced to wait, there is generally foot tapping and knuckle cracking, accompanied by the occasional frustrated sigh.
2: She is celibate. Sex leads to love and love leads only to heartbreak.
3: She is a teetotaler and never uses drugs, even painkillers. Anything that could diminish her capabilities is something she will never willingly do.


Class Features:
Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” (1-Furious Focus, 2-x, 4-x, 6-x, 8-x, 10-x, 12-x, 14-x, 16-x, 18-x, 20-x)

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Shattering Strike (Ex)

At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. (currently +1)