About Cerise Maven
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.
Cheek, just below eye: Deep red cut from a sword.
Left forearm: Star shaped scar from an arrow.
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.
HP: 10 (10, +0 con)
AC 17 (+5 scale mail, +2 dex, +2 shield)
14 CMD 16 (10, +4 str)
+2 Fort (+2 class, +0 con)
+2 Ref (+0 class, +2 dex)
+5 Will (+2 class, +3 wis)
Movement 30 (20 in armor)
+4 Unarmed Strike, 1d6+6, x2 crit
+5 Kyoketsu Shoge, 1d6+6, x2 crit, 10' reach, disarm, grapple, sacred weapon, weapon focus, weapon chain.
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.
[Adept Sphere Practitioner] (1st level feat)
Martial Tradition: Crushing Juggernaut
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.
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.
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.
15 total ranks
2 war priest, +1 human, -1 int, +2 background*
max ranks 1
+8 Perception (1 rank, +3 wis, +3 class, +1 trait)
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.
Favored Class Bonuses
1) 1/6 bonus combat feat
Spells and Consumables:
DC 10 + 1/2 Level + Wisdom
Orisons (3 per day, at will)
1st level (1 per day, +1 bonus)
Armor: Scale mail
In pouches/on belt:
Heavy metal stein
In Masterwork Backpack: