Mistress Kayltanya

Cerise Maven's page

228 posts. Alias of Doomed Hero.


Race

HP 10, AC 17, Fort +2, Ref +2, Will +5, Perc +8, Init +2

Age

22

Special Abilities

Aura of Chaos

Alignment

Chaotic Good

Deity

The Red Gods

Languages

Common

Occupation

Former soldier, drunk

Strength 18
Dexterity 14
Constitution 11
Intelligence 9
Wisdom 17
Charisma 6

About Cerise Maven

Female Human
Arsenal Chaplin Warpriest 1
Adept Practitioner (spheres of might)

Description and Personality:

Cerise is surprisingly slight beneath her armor. She is well muscled and lithe, but not the larger than life brute that those who face her in battle might describe.

She has pale skin and dark hair with a single blood red streak and green eyes. Her expression tends toward mocking or grim. She carries a lot of sadness behind her eyes, and she copes with dry, sometimes harsh humor.

She wears a priest's cassock in dull grey. Armor clinks beneath it. A length of chain can be seen around her left wrist, peeking out of her sleeve.

Scar Record:

Cheek, just below eye: Deep red cut from a sword.
Left forearm: Star shaped scar from an arrow.

Background:

Cerise was born for greatness. The signs in the heavens and the portents foretold her to be a great warleader. She was raised to be a champion of her people. Rituals were enacted over her as a babe, blessings to make her stronger, faster. She carried the flag of the Red Gods. She stoked the fires of glorious war in her people. She killed her first man on the battlefield at the age of nine. He underestimated her small form. She beat him to death with his own shield. She still dreams about it.

It took ten years of constant warfare for her to start to question. Once she started, it was a fast decline. She began to doubt, and then she began to chafe under the yoke of her handlers. She no longer believed in the glory, in the blood, in the righteousness of battle. She left without a note or a word, vanishing into the frontier and falling deep into a bottle.

She was supposed to be the greatest warrior of her generation, a saint of battle, born and bred. Now she was just a drunk with nothing left to live for or believe in.

Defenses:

HP: 10 (10, +0 con)

AC 17 (+5 scale mail, +2 dex, +2 shield)
Flat Footed: 15
Touch: 10

14 CMD 16 (10, +4 str)
...+10 vs Disarm (weapon chain)

+2 Fort (+2 class, +0 con)

+2 Ref (+0 class, +2 dex)

+5 Will (+2 class, +3 wis)

Offense:

Init: 2

Movement 30 (20 in armor)
Reach 5 (10 w/ flying talon)

BaB +0
CMB +0

+4 Unarmed Strike, 1d6+6, x2 crit

+5 Kyoketsu Shoge, 1d6+6, x2 crit, 10' reach, disarm, grapple, sacred weapon, weapon focus, weapon chain.
...20' range when thrown.

Feats, Traits, and Drawbacks:

Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Eyes and Ears of the City: +1 to Perception, it is always a class skill.
Highlander: +1 to Stealth, it is always a class skill
Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

[Adept Sphere Practitioner] (1st level feat)
Lancer Sphere: (Human Bonus)
Weapon Focus: Flying Talon (bonus, warpriest 1)
Improved Unarmed Strike (bonus, brute sphere)

Martial Tradition: Crushing Juggernaut
Weapons: Unarmed, Simple, Flying Talon
Armor: Light, Medium, shields

Combat Spheres:

Equipment
Duelist’s Grip Whenever you wield a melee weapon other than a natural attack in only one hand and make no attacks using any other hand or natural attack you possess, you apply 1 and 1/2 times your Strength bonus to damage rolls with it instead of just your Strength bonus.

Brute:
Shove: As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn.
You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement. When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

Follow-Through Whenever you hit a target with an attack action, you may make a bull rush or reposition maneuver against the target as a free action that does not provoke an attack of opportunity.
You may use your weapon to perform this maneuver, meaning your weapon’s enhancement bonus, as well as spells that increase attack bonuses or feats such as Weapon Focus, apply to the maneuver.

Lancer Sphere
Impale: When making a melee attack with an attack action that deals lethal damage, you can take a -2 penalty on the attack roll; if the attack is successful, your weapon impales the creature, forcing it into a square within your reach if it was not already. An impaled creature cannot move and is battered for as long as it remains impaled. An impaled creature who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + your CMB + spell level), or lose the spell. Weapons used to impale a creature cannot be used for attacks except for those against the impaled creature (you cannot impale more than a single creature with your unarmed strikes), ignoring armor, natural armor, and shield bonuses to AC. A creature can only be impaled by a single weapon; attempting to impale an already impaled creature automatically fails. Controlling an impaling weapon requires the same amount of hands as wielding the weapon does.

This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.).

You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity).

If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement.

You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check.

Talents with the (impale) tag can only be used against creatures who are impaled by this ability when you are controlling the impaling weapon.

Skills:

15 total ranks
2 war priest, +1 human, -1 int, +2 background*
4 total
max ranks 1

ACP** -4

+8 Perception (1 rank, +3 wis, +3 class, +1 trait)
+5 Stealth (1 rank, +3 class, +2 dex, +2 eq, +1 trait, -4 acp)
...+2 in hilly or rocky terrain (trait)

Warpriest Abilities:

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). Caine's Aura is Lawful and Good.

Blessings (Su) 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.

War Blessing
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Racial Abilities:

Favored Class Bonuses
1) 1/6 bonus combat feat

Bonus Feat
+2 int
+1 skill point per level

Spells and Consumables:

DC 10 + 1/2 Level + Wisdom
Spontaneous Cast: Cure spells

Orisons (3 per day, at will)
Guidance
Light
Mending

1st level (1 per day, +1 bonus)
Divine Favor
Divine Favor

-Consumables-

Equipment:

Armor: Scale mail
Shield:
Head:
Eyes:
Neck:
Cloak:
Waist:
Body: Old tunic, cassock
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet: sandals

Carried:

In pouches/on belt:

Heavy metal stein
Large flask
Masterwork Healer's kit
Skeleton Key
Lucky Coin (masterwork Gambling tool)

In Masterwork Backpack:

Bedroll

2 Waterskins
4 wineskins

Notes:

Theme Music: