Riftwarden

Blue Heron's page

160 posts. Alias of Ixos.


Full Name

Blue Heron

Race

Aasimar (Garuda Blooded), Human (Tian-Shu)

Classes/Levels

Warpriest (Sacred Fist) 6 l HP: 38/38 l AC: 19 [T: 19, FF: 16] l Fort: +7, Ref: +7, Will: +12 l Init: +3 l Per: +14 l l Fervor 8/8

Gender

Female

Size

Medium

Age

70

Alignment

LG

Deity

Irori

Languages

Common, Tien

Occupation

Travelling Hero

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 20
Charisma 14

About Blue Heron

Statistics:
Female Aasimar Warpriest (Sacred Fist) 6
LG Medium Outsider/Humanoid (Garuda Blooded, Tian-Shu)
Initiative +3; Senses Darkvision, Perception +14.

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DEFENSE
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AC 19, touch 19, flat-footed 16 (+3 Dex, +5 Wis, +1 Deflection)

HP: 38 (6d8)

Fort: +7, Ref: +7, Will: +12

Resistances: Acid 5, Cold 5, Electricity 5

Blessed Fortitude

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OFFENSE
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Speed 30 ft.

Unarmed Strikes Count as Magical

Unarmed Strike +10 (1d8+2)

Flurry of Blows +10/+10/+5 (1d8+2)

Fervor: 2d6; 8/8

Blessings: Knowledge and Law 5/5

Spell-like Abilities

Once per Day: See Invisibility

War Priest Spells (CL - 6; CC: +11):

2nd: Owl's Wisdom, Owl's Wisdom, Resist Energy, Weapon of Awe

1st: Comprehend Language, Comprehend Language, Divine Favor, Divine Favor, Divine Favor, Divine Favor

Orisons: Create Water, Detect Magic, Read Magic, Light, Mending
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STATISTICS
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Str 10, Dex 16, Con 10, Int 12, Wis 20, Cha 14

Base Atk +4; CMB +4; CMD 23 (+3 Dex, +4 BA, +5 Wis, +1 Def)

Traits Fate's Favored, Quain Martial Artist

Feats Arcane Strike, Channel Smite, Divine Protection, Guided Hand, Improved Unarmed Strike, Snake Style

Skills:

ACP -0

Acrobatics +9 (1 Ranks, 3 Dex, 3 TCS, 2 S)
Knowledge (Religion) +9 (5 Ranks, 3 TCS)
Perception +14 (6 Ranks, 5 Wis, 3 TCS)
Sense Motive +16 (6 Ranks, 5 Wis, 3 TCS, 2 SS)

Favored Class Bonus: +1 Bonus Combat Feat

Languages Common, Tien

Racial Modifiers: +2 Dex, +2 Wis

Stat Boost: +1 Wis
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RACIAL ABILITIES
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Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Alternate Skill Modifiers: Arcobatics, Fly

Alternate Spell-Like Ability: Plumekith gain See Invisibility as a spell-like ability.

Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Darkvision: Aasimars can see in the dark up to 60 feet.

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CLASS ABILITIES
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AC Bonus (Su): A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex): At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name. This ability replaces sacred weapon.

Unarmed Strike: At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. This ability replaces focus weapon.

Blessed Fortitude (Su): At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability. This ability replaces the bonus feat gained at 3rd level.

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil for details).

Blessings (Su): A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
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EQUIPMENT
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304.7 GP
+1 Amulet of Might Fists
Jiyūna Seishin
Small Tent (10)
Backpack (2)
Ceremonial Tea Set (25)
Ink (8)
2 Ink Pens (.2)
Journal (10)
Unbinding the Fetters (10)
3 Monk Outfits (15)
Bedroll (.1)
Donkey, "Iron Hoof" (Free!)
Saddle Bags (4)
20 Days of Feed (1)
20 Days of Trail Rations (10)

Appearance and Personality:

Height: 5' 9"
Weight: 135 lbs.
Eyes: Blue
Hair: Blue
Skin: Golden-tan

The woman known as Blue Heron is an exquisite, if cold, beauty. A lithe woman of almost inhuman grace, she moves through the world like a willow branch dancing in the wind or a heron stalking through the reeds. She keeps her long blue hair in a braid both from practicality and devotion to her god. Her most common garb consists of her prized mithral shirt and white, silk monk robes.

Blue Heron is a woman of contradictions. Her charisma is almost magnetic, but she strives for serenity and equanimity. She is a proud, passionate woman who channels these passions into her devotion. She has seen the cost of pride first hand and has sworn to follow the hero's code: benevolence, justice, individualism, loyalty, courage, truthfulness.

Backstory:

Twelve years of exile -- this is just the beginning of Blue Heron's penance. Twelve years are but a pittance when balanced against the price of her failure.

It had been her task to escort Auym Su Wen, the imperial princess to meet the celestial dragon. Auym Su Wen would then exchange her heart for the celestial pearl that would ensure Quain's prosperity for the next Zodiac Cycle. It was tragic, heartbreaking; but then, it had been the princess' choice. She had been so beautiful, so brave. Blue Heron had wept for the princess and she had wept for herself. She had been Auym Su Wen's protector and companion since the princess' birth. Blue Heron had thought this last duty would be the hardest.

She was mistaken.

Black Mountain -- now known as Burning Cloud Devil -- the self proclaimed King of Heroes, appeared in glory surrounded by a storm of epic proportions. He challenged the celestial dragon for the life of the princess. No longer would the King of Heroes permit this cycle of sacrifice.

The two titans met in battle. The storm coiled around Burning Cloud Devil as if he were a dragon himself. Lightning fell from the heavens like the footfalls of the gods dancing the world's end.

Blue Heron tried to get Auym Su Wen to leave that place. The princess refused. It would not be she who broke the dragon's bargain. The lightning could not touch Blue Heron. Her grace saw her dodge the strikes like a leaf gently floating in the midst of a hurricane. The princess was not so skilled.

She died in Blue Heron's arms.

Burning Cloud Devil failed to overcome the celestial dragon. He fled. He failed.

Blue Heron also fled in failure.

In penance for her failure, she swore a vow to bring justice and benevolence to the benighted kingdoms beyond the Crown of the World. She swore to be a hero to those who had none. She swore never to return to the her beloved Quain.

For twelve years, Blue Heron has rescued maidens from ogres, thrown down oni, and brought justice to wicked heroes. For twelve years, Blue Heron has shown perfect benevolence to the peasants she has met during her exile. For twelve years she has wandered these barbarian lands in exile.

Recently, she received a letter from a man she did not know -- a Dalviss Crenn. She does not know this man, but the need in his letter was clear. He needed a hero.

Unique Item:Jiyūna Seishin:

Jiyūna Seishin is a mystical scroll full of koans.

To receive the benefits of the scroll it must be carried on your person.

It provides the following benefits:

* Ki Pool is replenished after 4 hours of rest or meditation (instead of the usual 8).

* Once a week, when Blue Heron meditates for 4 hours on one of the 5 haiku presented in the scroll, she will get an extra ability until she meditates again and gains a new ability (replacing the previous one).

She can choose any of the following by reading the corresponding haiku on the scroll (but only one at a time).

1. A Thousand Leaves, A Thousand Eyes (works as All-Round Vision: You see in all directions at once. You cannot be flanked.)

The corresponding Haiku is:
Drink, these verdant eyes
The world spins as you stand still
Opening like bud

2. Move as the Wind (works as Evasion: You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if your character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.)

The corresponding Haiku is:

Flitting fireflies
Weave in, out, of the shadows
Too swift to contain

Currently Chosen

3. Bend like the Reed (works as Light Fortification: You have a 25% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armour.)

The corresponding Haiku is:
Fluid, your Grace breathes,
Swan in a river of Eels
Tempers their sharp sting

4. Warrior’s Will (works as Ferocity: With ferocity, you remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and lose 1 hit point each round. Even with ferocity you still die when your hit point total reaches a negative amount equal to your Constitution score.)

The corresponding Haiku is:
One foot in, one out
Light will feed the righteous heart
Singing with its blade

5. Stepping in the Void (works as Freeze: If you can hold yourself still (stationary on the same spot), you are considered indistinguishable from your surroundings. You can take 20 on your Stealth check to hide in plain sight.

The corresponding Haiku is:
Doorway will open
Weightless, the moment stands still
Only one can see