![]()
About Celentria Sha'LeirinStats:
Ceintrin Sha'Leirin Female ifrit swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125; Pathfinder RPG Advanced Race Guide 126) CG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +4 Defense
Offense
Normal Attack:
Normal Parry and Riposte
Spell-Like Abilities (CL 1st; concentration +4)
Statistics
Feats Combat Expertise, Fencing Grace, Power Attack, Skill Focus (Perform [dance]), Weapon Focus (rapier) Traits irrepressible, Steadfast Loyalty Languages Common, Elven, Halfling, Ignan, Osiriani Gear chain shirt, buckler, arrows (20), longbow, rapier, backpack, masterwork, bedroll, blanket, tindertwig (5), trail rations (5), waterskin, 60 gp, 9 sp
Special Abilities:
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 vision only). Deed: Derring-Do (+4 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die. Deed: Dodging Panache +3 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +3 to AC vs. attack. Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack. Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point. Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage. Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits. Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Steadfast Loyalty + 2 on saves vs. Charm, Compulsion and Fear effects.
Skills:
Skills Acrobatics +5 (1r, +3cs, +4dex, -3acp) Climb -2 (+1str, -3acp) Bluff +7 (1r, +3cs, +3cha) Craft (sculpture) +4 (1r, +3cs, +2int, -2no tools) Diplomacy +7 (1r, +3cs, +3cha) Disguise +3 (+3cha) Heal +0 Intimidate +7 (1r, +3cs, +3cha) Linguistics +3 (1r, +2 int) Perception +4 (1r, +3cs) Perform (dance) +10 (1r, +3cs, +3cha, +3 skill focus) Perform (sing) +4 (0r, 0cs, +3cha, +1 Sign of the Thrush) Profession (gambler) +4 (1r, +3cs) Ride +1 (+4 dex, -3acp) Sense Motive +4 (1r, +3cs) Background:
She stared at the docks from the window if her inn, just watching the city. She had now made this her home, living in various inns gambling... this is what adventurers were supposed to do, wasn't it? A long ways from Sothis, yet this is where I will not be known and can start anew. Thoughts of Sothis were unavoidable in contrast, once the luxury of her pampered life was all she knew. The thoughts brought regrets and memories that would need to be left in the past if she would move on with her life. But the memories are part of her, and so they came... She had some memories dating before Sothis, happy memories with horses and camel, billowing and colorful cloth. Father had lead them after the Tower, taking the near limitless gold resulting from her birth to make his tribe great. She had no memory of her sire, she would not think of him as a father, the wizard who had imprisoned her mother - stolen from the Plane of Fire. Father had said the Dawnflowers had prophesied her birth, and he slew her sire, freed her mother, and brought raised her as his own - all as they instructed. Soon after he settled in Sothis, leaving the caravans and wanderings behind, with a goal to raise her. He married Riena, who adopted and helped raise her, always treating her as equal to her brothers and sisters despite her unnatural birth. No one could say it wasn't a happy childhood. Father's wealth and skills allowed him to rise quickly through the government. She didn't realize his importance, but he strictly enforced the laws of Sothis, taking on the title Khopeshman of Sothis and providing her a life of privilege and order. Though she never doubted her father's love his duties were many, and she was left to nurses and tutors for much of her upbringing. Taught all the arts, like the other girls, sculpture was her favorite medium, though she had not excelled. It was the dance that called to her, if only she had realized why... The dance consumed her as a child, at first it was joyous and freed her to express herself, but eventually it became more than that as her tutors realized her potential. They began to drill her, mold her, demanding. She was taught that dance was not about emotion or joy, but perfection. She strove to please them, but they always wanted more. Eventually she learned why. On her eleventh birthday, her instructors took her to the Dawnflowers to present her. With the fire in her hair and eyes and her golden skin, she was the image of their Lady Sarenrae. They cherished her potential, and took over her training - and her happy childhood was over. While she appreciated the art of the dance, and the beauty of Saerrae's teachings, the harshly militant Cult of the Dawnflower drove her towards perfection in spite of her naturally free spirit. With her looks and natural skill, they thought it providence that she came to them, and that she would rise to greatness among them almost an avatar of the Dawnflower. She longed for the days when dancing brought her joy, she prayed to Sarenrae to forgive her lack of militance and wished to be free of the Dawnflowers. While she understood their worship and desires, she thought them too unforgiving and driven to destroy rather than redeem. She learned what they taught her, but they kept the last secrets of the Dervish Dance from her, until she truly committed. That was not to be. She remembered the day clearly. She had just turned twelve and was preparing for the Testing among the Dawnflowers. Some of Father's old companions, the ones who rescued her from her sire, visited and she was called to wait on them with Father and Riena. Halflings they were, and they doted upon her. One gave her a necklace, a gemstone shaped like a drop of flame on a golden chain. A trinket, really, but he let her know that it was her mother's and it instantly became a cherished possession. She wore it on the day of her Testing, proud to have a bit of her mother with her on this important day. The Dawnmistress noticed it however, and just before the Testing she tore it from her neck calling it the sign of a pagan idol. Then it happened... She felt a heat within her unlike anything she had known before. She spoke in a voice that was not her own, "Woe to those whose pride and vanity lead them to castigate rather than redeem, know that the flame will be quenched by innocent blood, know that and the dawn with be dark if the flame does not heal, know that the flower will wilt if peace is shunned, know that while justice must be swift it shall not be dealt with vanity and pride." The heat left her exhausted and the Dawnflowers looked at her with horror. Whispers of blasphemy sounded and the Dawnmistress rushed her from the room, throwing her mother's necklace out after her. She was never welcome among them again. From there she began to question the strict authority with which she was raised. Reina, a favorite of the Dawnflowers, grew a bit distant. Her father still showed warmth and love, and her brothers and sisters as well, but she began to feel separate from them. Over the years, as she grew to be a woman, she claimed her independence and Reina was quite willing to let her go her own way. She shunned her tutors and began hanging out in taverns outside of her sheltered neighborhood. Her father seemed to understand, and he allowed her to go, but only with a trusted guard Taichim. Taichim was like an elder brother, and she prevailed upon him to teach her to fight, to gamble, and to laugh again. She excelled with the rapier, finding some of the training she had done with the scimitar applied. She felt that there was a link between the two forms, part of the dance that she had learned with the Dawnflowers, but it eluded her for now. Contrary to the teachings of the Dawnflowers, she learned that joy and passion added to her swordplay. She infused her passion, her personality, her panache into her practice and began to excel. She spend more time with the soldiers than her family, dicing and playing cards. Reina thought it shameful, but Father was patient. To a point. The point came as she was proving her womanhood with a soldier she had met gambling. Taichim burst into the inn-room and beat the man badly, taking her back to Father. Reina was there as well, furious and self-rightous, and her Father was shamed. He told her she was her own woman now, and she had chosen to be such of her own will. As she was not a maiden and had rejected the traditions of the family, she should seek her own path or return to the family in full. It was done with love, and she knew she could always return for aid if needed, but the Khopeshman of Sothis had a reputation to maintain. When she was a scion of the Dawnflower, she had added to that reputation, he had been patient with her since then, but now it had gone too far. She chose to leave, and he gave her blessing. Armed and equipped she journeyed far from Sothis, seeking a place where the Khopeshman was unknown and she could be her own person. Gambling well enough to make a living, she could use her rapier well enough to keep most of the darker elements at bay. She would be an adventurer, a gambler, live life with the passion of the fire inside her. She rejected the strict teachings of the Cult of the Dawnflower, but still honored Sarenrae on the holy days... and there was something of the Dance that still tugged at her when she fought, lending grace to her rapier rather than the scimitar she rejected.
Raw Background:
CuMod=7 SolMod=2 TiMod=0 Culture Roll = 10 Civilized-Decadent Your character was born and raised in a Civilized but past its prime culture. Decay has begun to set in and people are jaded and hedonistic. The government has become self-perpetuating and careless of the people's needs. Historical example would be the latter centuries of the Roman Empire. You get a +2 to save vs any spell or effect that causes insanity Civilized folk feel more comfortable in the city than outdoors. Social Status = 86 Well-to-do Your family when growing up was Well-to-do. That is the upper end of the merchant class. You typically had household servants, private transportation, and traveled. Your parents (guardians) were not approving of your choice of the adventuring life You start will 150% of starting gold Raised by a guardian which was a relative other than your parents. You have 3-6 siblings and your were first born (+20% starting money). You had 4 younger siblings (Brother, Sister, Brother, Brother) You were born in Abadius (Jan) 14th at 14:08 (2:08 PM) which is the sign of the Thrush in a Wizard's laboratory. You turned everything inside the tower into precious metals, and the sky darkened and the stars went out for an hour. Guardian's Occupation: Adventurer, Magus (4th level). Noteworthy things about your guardian: Your guardian was originally of a barbarian culture Your guardian was a recruiter for a war god he worshiped (Fits with being raised by monks and priests) Childhood events: Age #2 Event #1: You learn Sculpting. Average at it. Leaves you humorless. Age 2 Event #2: Social Dancing. Leaves you emotionless. You are extremely gifted in the art of Social Dancing Skill Focus (Social Dancing)! Age 9: A kindly neighbor schools you in an additional language Add one extra language at start Age 11: Religious experience. Started out of curiosity. You hear stories about said religion and go to go to learn more about it. You end up joining the religion but just a temple-goer with no extreme devotion. However at one mass/religious day you make a prophetic statement about the religion. It is something that makes you unpopular with that religion. Age 12: Halflings come and stay over night, straining your hospitality. They spend all night talking of adventure but leave before dawn. Yet, they leave a necklace behind. Not very valuable, but you have kept it. Age 18: Learn to be a professional Gambler. Average at it however.
|