Cerise, the Sparkle Princess's page

204 posts. Alias of Rednal.

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S. Prin. 6 | HP: 61/61 (R:5) | AC: 21, T: 15, FF: 18 | DR: 5/Good, SR: 27, Resist: Energy, Conditions, Effects | Fort: +13, Ref: +11, Will: +13 (+4 vs Cond/Eff) | M. Atk: +10(+12) | CMB: +9, CMD: 25 | Init: +3, Perception: +7



Strength 24
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 14
Charisma 22

About Cerise, the Sparkle Princess


Appearance - Avatar

Female human mythic sparkle princess 6
CG Medium humanoid (human)
Init +3; Senses Perception +7
. . Atrocities: 1/1 (Per-round)
. . Attacks of Opportunity: 7/7 (Per-round)
. . Best Friends +1: Constant (Other allies only)
. . Combat Stamina: 6/6
. . Sparkles: 9/18 (Per-day)
AC 21, touch 15, flat-footed 18 (+4 armor, +1 deflection, +3 Dex, +1 enhancement, +2 shield)
hp 61 (6d10+18); regeneration 5/special
Fort +13, Ref +11, Will +13; +4 Bonus vs Conditions/Effects, Get Saves
Defensive Abilities equip: balanced defense (+2), equip: unarmored training (+4); DR 5/good; Resist energy resistance, resistance to conditions and effects, SR 27
Speed 30 ft.
Melee unarmed strike +12 (1d4 + 10 x2, +2 Bleed) | PA: +10 (1d4+14 x2, +2 Bleed) | Mythic Strike: Always deals damage as if a critical hit (note: not actually a critical), Duelist: Blooded Strike: +2 Bleed Damage, If Foe Is Prone: x2 Str instead of x1.5
. sweep +13 trip | PA: +11 (as a move action, does not provoke)
. Other Bonuses: Expend 1 Sparkle to have BAB = Level (+2 to Attack Rolls)
Special Attacks muscular reflexes (7 AoO's/round), open hand: sweep
Str 24, Dex 16, Con 14, Int 14, Wis 14, Cha 22
Base Atk +4; CMB +9 (+11 trip); CMD 25 (27 vs. trip)
Feats Combat Stamina, Improved Unarmed Strike, Martial Presence, Power Attack, Simple Weapon Proficiency (unarmed strike), Weapon Focus (unarmed strike)
Traits bullied, mentored
Skills Diplomacy +15, Heal +11, Intimidate +7, Knowledge (local) +11, Knowledge (planes) +11, Perception +7, Perform (dance) +23, Spellcraft +12, Survival +14, Use Magic Device +12
Languages Common
SQ atrocities, atrocities: demonic slaughter, atrocities: killing spree, atrocities: maul, atrocities: savage ambush, best friends (+1), bonus combat feats, duelist sphere, duelist: blooded strike (+2 bleed), duelist: debilitating injuries (-2 atk), improved unarmed strike, mythic strike (unarmed strike), open hand sphere, open hand: axe kick (+12/+16), open hand: greater trip (+2), power attack, sparkles, special condition: sickened, special snowflake (2), special snowflake: i know what i'm doing, special snowflake: star of the show, special weakness: good, weapon focus
Other Gear scarf of the suggestive dance, sleeves of many garments[UE], entertainer's outfit, masterwork tool, 3,750 gp
Special Abilities
Atrocities (Ex) At 3rd level, a sparkle princess can use her sparkle power to commit “atrocities”. An atrocity is a modification to an attack roll and must be declared before the attack roll is made (unless otherwise stated). All atrocities cost 1 point of sparkle power to use. A sparkle princess may only use 1 atrocity on a given turn. A sparkle princess knows all atrocities a sparkle princess of her level has access to.
Atrocities: Demonic Slaughter (Ex) If the creature the sparkle princess strikes is an outsider with the evil subtype, this attack deals extra damage equal to her Charisma modifier and automatically bypasses any DR the evil outsider may possess.
Atrocities: Killing Spree (Ex) By spending an additional point of sparkle power as part of a full attack action, the sparkle princess may make one extra attack at her full base attack bonus. This may only be done once per round. This does not stack with haste, speed weapons or other abilities that grant an extra attack.
Atrocities: Maul (Ex) A sparkle princess may pay 1 sparkle point to count her BAB as being equal to her full character level on a single attack.
Atrocities: Savage Ambush (Ex) If the creature the sparkle princess is attacking is unaware of her presence and she pays 1 sparkle point, this attack deals extra damage equal to her Charisma modifier. This extra damage is precision damage and not multiplied on a critical hit.
Best Friends (+1) (Ex) Surviving in the twisted nightmarish hell that is Sugarland has taught you that it is harder to survive alone and a friend worth their sparkles is worth their weight in gumdrops.

A sparkle princess may form a bond with her companions. However, not everyone is suited to be their “friend” and there must be common ground. Allies who are more alike the sparkle princess gain greater benefits from this class feature. This class feature can provide multiple bonuses at the same time, provided the ally meets the requirements for more than one bonus (not just simply a bonus for sharing the same alignment for example). This affects all allies within 60 feet of the sparkle princess and by default only provides a +1 morale bonus on all saving throws (this does not affect the sparkle princess herself).

If the creature shares the following qualities they gain the following benefits:

. Alignment (Law vs Chaos axis): +1 morale bonus on attack and damage rolls against outsiders whose subtype is directly opposed by that of the sparkle princess’ alignment on the Law/Chaos axis. This does not function for neutral sparkle princesses.
. Alignment (Good vs Evil axis): +1 morale bonus on attack and damage rolls against outsiders whose subtype is directly opposed by that of the sparkle princess’ alignment on the Good/Evil axis. This does not function for neutral sparkle princesses.
. Race: +1 morale bonus on damage rolls against creatures who do not share a race with the sparkle princess.
. Religion: +1 morale bonus on damage rolls against creatures who worship a deity other than the one the sparkle princess princess does.

These bonuses are passive and are granted to her allies so long as they begin their turn within 60 feet of the sparkle princess. At 10th level and every 5 levels thereafter these morale bonuses improves by +1 to a maximum of +4 at 20th level.
Bonus Combat Feats (Ex) At 3rd level and at every 6 levels thereafter, a sparkle princess gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. A sparkle princess counts her effective fighter level for the purpose of qualifying for combat feats as being equal to her sparkle princess level.
DR 5/Good (Ex) You have DR 5 against all attacks except those from Good attacks.
Duelist Sphere (Ex) Training in the Duelist combat sphere teaches a practitioner techniques for prevailing in single combat, disarming a foe or taking control of their weapon while whittling away at them one knick at a time. You gain the Blooded Strike ability.
Duelist: Blooded Strike (+2 Bleed) (Ex) Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.
Duelist: Debilitating Injuries (-2 Atk) (Ex) Whenever you deal bleed damage to a creature, you may cause them to take a penalty on all weapon attack rolls equal to the amount of bonus bleed damage granted to you by blooded strike for as long as the bleed is in effect. Any healing or other ability that ends the bleed also ends this penalty.
Energy Resistance (Ex) You take 50% damage from all energy attacks.
Equip: Balanced Defense (+2) (Ex) While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.
Equip: Unarmored Training (+4) (Ex) Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Martial Presence (Totem of Enemies) (Ex) You can create a totem by spending 5 stamina points
Muscular Reflexes (7 AoO's/round) (Ex) You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Mythic Strike (Unarmed Strike) (Ex) Choose one of the base creature’s attacks (Unarmed Strike) and one special attack. The single physical attack inflicts damage as if it inflicted a critical hit—even if striking a foe normally immune to critical hit. If the single special attack, spell or spell-like ability deals damage it deals half again as much (+50%) damage as normal. If this single special attack does not deal damage, add a +2 bonuses to the DC of the attack, spell, or spell-like ability.
Open Hand Sphere (Ex) Masters of unarmed combat, Open Hand practitioners are known for their varied styles and unorthodox combat technique. Open Hand practitioners are unarmed fighters who deal additional damage with their unarmed strikes as described in the unarmed strike practitioner table. Associated Feat: Improved Unarmed Strike.
Open Hand: Axe Kick (+10/+14) (Ex) When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus (this talent does not apply to off-hand attacks or other attacks where a half Strength modifier is specified). On attacks targeting prone creatures, you instead deal 2x your Strength modifier on the damage roll for your unarmed strikes.
Open Hand: Greater Trip (+2) (Ex) You gain a +1 competence bonus to your trip combat maneuver checks, as well as to your CMD vs. that maneuver. This bonus increases by +1 for 4 points of base attack bonus you possess. This bonus does not stack with the bonus to this maneuver provided by the Improved or Greater Trip feats. Associated Feat: Improved Trip.
Open Hand: Sweep (Ex) You may attempt a trip combat maneuver with a -2 penalty as a move action, although you may not use a manufactured weapon to make this trip attempt. This does not provoke an attack of opportunity.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Regeneration 5/Special (Ex) You have Regeneration 5, but it does not work on damage from anything bypassing the Special Damage Reduction.
Resistance to Conditions and Effects (Ex) You have a +4 bonus to saving throws against conditions (Bleed, Dazzled, Paralyzed, etc.) and Effects (Ability Damage/Drain, etc.). If an effect does not normally allow a Saving Throw, you get one (DC 10 + 1/2 Creature's HD + Relevant Ability Score). You can make another saving throw at the start of each turn to throw off conditions and effects, allowing for self-recovery from things like Ability Drain.
Sparkles (18/day) (Ex) At 1st level, the sparkle princess learns to manipulate her own unique sparkle. Sparkle is a magical essence that can be found in the joy and uniqueness of all things. It is in the expression of happiness on a child’s face when he is opening a present, in the notes of every cheerful song, in the fizz of a soda, in the sweetness of candy, and in the excited tail-wagging of a playful puppy. A sparkle princess learns to harness this magical energy and weaponize it. She gains a pool of sparkle power equal to her sparkle princess level + twice her Charisma modifier. She may spend sparkle power to commit atrocities or power her reality warping special snowflake abilities.
Special Condition: Sickened (Ex) Choose a specific condition the base creature is not immune or resistant to (Examples: ability damaged, ability drained, blinded, blown away, checked, confused, etc.). Spells and effects that create this condition ignores all immunities, resistances, and SR the mythic creature possesses and it takes a –4 penalty on saves against spells and effects that cause or use the chosen condition.
Special Snowflake (2) (Ex) The power of belief is a horrific thing in the hands of a strung-out battle-hardened she-warrior from the lollipop forest from Hell. Starting at 2nd level, by manipulating her own unique sparkle, a sparkle princess can bend reality to her will/delusions. The power of a sparkle can warp reality and she uses this to destructive ends.
Special Snowflake: I Know What I'm Doing (Ex) A sparkle princess is not generally one to take advice, preferring instead her own prowess. A princess with this talent adds her Charisma modifier to any Heal, Knowledge, Survival, and Spellcraft checks, but cannot gain benefits from Aid Another checks on the aforementioned skills.
Special Snowflake: Star of the Show (Ex) A sparkle princess with this trait passively gains a bonus to all of her saves equal to her Charisma modifier.
Special Weakness: Good (Ex) Choose a single special attack type (examples: acid, chaos, cold, electricity, evil, fire, force, good, lawful, and sonic, etc.), if it’s an alignment type it must match the alignment chosen for the weapon. This special attack type ignores all immunities, resistances and SR the mythic creature possesses and it takes half again as much (+50%) damage as normal, regardless of whether a saving throw is allowed or if the save is a success or failure.
SR 27 (Ex) You have Spell Resistance equal to 20 + your CR (Level +1, given template).
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
There are people with phenomenal physical abilities. There are enchanters who can bend the world to their whim. And then there are the girls who seem just a little too good at murdering the things that go bump in the night.

Such is the case of Cerise, a young woman who makes her primary living as a dancer. She's quite talented at it - many regard her as the best they've ever seen - but it's really something of a sideshow to her main objective. Rather, an attractive young woman who's all by her lonesome self late at night after putting on a performance? Why, that's just ASKING for trouble... and she's all too eager for it to come to her.

Cerise possesses a fairly unusual type of power - as far as her friend Miyu has been able to determine, Cerise is able to believe in herself so strongly that it translates to tangible physical power. The obvious manifestation of this is her fighting style, which involves knocking enemies down before pummeling them as hard as she can... and she can pummel pretty hard, fueled by the 'sparkles' her belief creates.

Cerise is especially effective against evil outsiders, which bear the brunt of her dislike. In fact, she's been known to punch straight through their resistance to physical damage - by, apparently, believing really hard that she can.

(Incidentally, belief is also her weakness - Cerise has a bit of vulnerability to holy attacks. This may be because she doesn't think she needs protection from celestial beings and holy swords and whatnot.)

Less obviously, Cerise is extremely difficult to stop for too long. Her innate powers make her resistant to physical damage, energy damage, and even many ailments and conditions - not to mention incredible spell resistance, allowing her to shrug off many direct effects. Even when she's hurt, she can quickly heal from damage, and she can throw off most ailments and conditions before too long.

Put together, this means that she's more of a threat to things that go bump than they are to her - and that's just the way she likes it. While she's normally friendly and perky - her dancer's charm means she's very good at sweet-talking people into what she wants - Cerise is somewhat frighteningly excited about killing infernal outsiders. She gets noticeably more into it than she really should.

Socially, Cerise is good friends with Miyu and occasionally gets tips from her on how to lure out nasty things. In return for that - and tips on when she might be luring something too big for even her to handle - Cerise takes on odd jobs for support. She's worked with Regina several times.