Idol

Cerise, the Sparkle Princess's page

204 posts. Alias of Rednal.


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Female Human 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

Here's the draft of Izami.

Izami:

Izami
Female psychic human commoner 6
CG Medium humanoid (human, kami)
Init +7; Senses Perception +9 (+19 to spot)
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Defense
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AC 16, touch 16, flat-footed 15 (+4 deflection, +1 Dex, +1 enhancement)
hp 56 (6d8+18); fast healing (5)
Fort +6, Ref +7, Will +8; +8 resistance bonus vs. mind-affecting
Defensive Abilities informed prediction, mind blank; Immune fire (conscious), bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10
Weaknesses limited creation
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Offense
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Speed 30 ft., fly 60 ft. (perfect)
Melee iron-cutter +0 (1d8+1/18-20)
Spell-Like Abilities (CL 6th; concentration +12)
. . At will・detect thoughts (DC 18), mage hand
. . 3/day・detect magic, flame arrow, oppressive boredom[UM] (DC 18), remove fear
. . 2/day・hold portal
. . 1/day・animate rope, cause fear (DC 17), detect secret doors, dream, flaming sphere (DC 18), floating disk, hideous laughter (DC 17), mind blank, phantasmal killer (DC 20), produce flame, pyrotechnics (DC 18), pyrotechnics (DC 18), scare (DC 18), see invisibility, telepathic bond
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Statistics
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Str 10, Dex 12, Con 16, Int 10, Wis 10, Cha 22
Base Atk +3; CMB +3; CMD 18
Feats Cantrips, Extra Magic Talent, Improved Initiative, Iron Will
[b]Traits
reactionary, talented
Skills Bluff +22, Diplomacy +16, Disguise +10, Fly +5, Heal +7, Intimidate +16, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (religion) +5, Linguistics +5, Perception +9 (+19 to spot), Perform (oratory) +11, Perform (sing) +12, Sense Motive +20, Spellcraft +5, Stealth +6, Use Magic Device +11; Racial Modifiers +10 Bluff, +10 Diplomacy, +5 Intimidate, +10 Perception to spot, +15 Sense Motive
Languages Celestial, Common, Senzar; telepathy 100 ft.
SQ blood sphere: blood control (160 feet), blood: bleed (quicken), blood: coagulate (still), blood: eye bleed, blood: hemorrhage, blood: improved bleed, blood: improved range, blood: lingering control, casting, casting, deep phase (wraith haunt), destroy, haunt path, manifest, merge with ward, object ride (wraith haunt), path possession, permanent wraith, possession, psychic foci (claivoyance, empathy, pyrokinesis, telekinesis, telepathy), ranged possession (wraith haunt, 40 ft), repair, slick -3 (quicken), spell pool, spirit rider, ward, wraith form, wraith haunts (dc 19)
Other Gear iron-cutter[UC]
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Special Abilities
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Blood Sphere: Blood Control (160 feet) (Ex) As a standard action, you may establish a link to the blood of a target within close range. Unwilling targets are permitted a Fortitude save. Targets with less than half their maximum hit points or taking bleed damage take a -4 penalty on this save.
Blood: Bleed (quicken) (Ex) You may cause the target of your blood control to take bleed damage equal to your caster level for the duration of your blood control. This damage can be stopped prior to the end of your blood control by the coagulate ability, a DC 15 heal check, or
Blood: Coagulate (still) (Ex) You may end any bleed damage affecting the target of your blood control. For the duration of the blood control, the target reduces any bleed damage taken by 1 + 1 per 3 caster levels and any creature using an effect that would inflict bleed damage must pass a magic skill check or have the bleed damage negated. Creatures imposing bleed damage via non-magical abilities (such as the blooded strike ability of the Duelist sphere*) may substitute their base attack bonus for their magic skill bonus on this check.
Blood: Eye Bleed (Ex) When using the Bleed ability, you may increase the target’s blood pressure, rupturing vessel’s in the affected creature’s eyes for the duration of the bleed damage. The creature suffers a 20% miss chance against all creatures for the duration o
Blood: Hemorrhage (Ex) Your bleed (quicken) ability now deals 2 points of damage per caster level.
Blood: Improved Bleed (Ex) The heal DC to stop your bleed (quicken) ability now equals 15 + your caster level. Magic healing does not stop the bleed (quicken) ability unless the caster succeeds on a magic skill check.
Blood: Improved Range (Ex) Your blood control increases its range to medium. You may select this talent a second time, increasing the range to long.
Blood: Lingering Control (Ex) Your blood control continues for two rounds after you stop concentrating. Blood constructs created with Extract Blood Construct also remain for this additional time. The effects of the blood control still end if a creature makes a save to end it earl
Cantrips You can create a variety of small magical effects
Casting (CL 6, MSB +0, MSD 11, Concentration +6, DC 19) You can cast sphere effects.
Casting (Ex) A wraith may combine spheres and talents to create magical effects. A wraith is a Mid-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the ca
Conscious Immunity to Fire (Su) So long as a pyrokinetic is conscious, it is immune to fire.
Creation: Destroy 1d4+2 Damage an object for 1d4 +2 hit points
Creation: Repair 1d6+4 Repair a damaged object for 1d6 +4 hit points
Deep Phase (Wraith Haunt) (Ex) While in wraith form, the wraith may spend a spell point as a move action to attempt to pass through objects thicker than his own space. The wraith may move up to his speed through solid matter. If the wraith does not end his movement in a space he c
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing (5) (Ex) As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
Fly (60 feet, Perfect) You can fly!
Haunt Path (Ex) At 1st level, the wraith chooses a haunt path. Once selected, this choice cannot be changed. Path skills are always class skills for wraiths with that path.

At 1st level, each path grants the listed path sphere, or a talent from that sphere if it is
Immunity to Bleed You are immune to bleed.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Petrification You are immune to Petrification.
Immunity to Polymorph You are immune to Polymorph effects.
Informed Prediction (Su) Gain bonus to AC and saves vs. creatures that have been subject to detect thoughts{/s} within 24 hrs.
Limited Creation (Create banned) You lose access to either alter or create
Manifest (12 minutes/day) (Ex) At 3rd level, for a number of minutes per day equal to his class level plus his casting ability modifier, the unbodied may manifest his physical body. Activating this ability is a move action and ending it is a free action. If carrying a load greater
Merge with Ward (Su) Enter into adjacent ward to share senses but otherwise only able to emerge.
Object Ride (Wraith Haunt) (Ex) The wraith may spend a spell point to passively possess an object for up to 1 hour per level. Attended objects receive a Will save. The object can be no smaller than Tiny and no larger than Huge. At level 10, the minimum object size decreases to Dimi
Path Possession (Ex) The moroi’s possession ability is treated as blood control for the purpose of determining save penalties from being less than half hit points or suffering from a bleed effect.
Permanent Wraith (Ex) At 1st level, the unbodied is permanently locked in wraith form. If the unbodied ends his turn neither possessing a creature or object, nor manifested in his physical body, he takes 1 point of nonlethal damage. This increases to 2 points at 5th chara
Possession (Ex) At 2nd level, the wraith may to attempt to possess a creature within his natural reach as a standard action. This is a mind-affecting possession effect. The challenge rating of the creature determines the duration of the possession, per the Table: Po
Ranged Possession (Wraith Haunt, 40 ft) (Ex) The wraith may attempt to possess valid targets within close range (25 ft. + 5 ft. per 2 class levels).
Slick -3 (quicken) (Ex) You may choose to have creatures under the effects of your blood control and suffering from bleed damage take a penalty to CMD against bullrush, disarm, drag, reposition, overrun, and trip attempts equal to 2 + 1 per 5 caster levels. Starting and end
Spell Pool (12/day) (Ex) A wraith gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum 1). This pool replenishes once per
Spirit Rider (Ex) At 1st level, the unbodied gains the ability to passively possess willing targets. This functions as the possession ability. Additionally, the unbodied gains the object ride wraith haunt. The unbodied gains the full possession ability normally at 2nd
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Ward (Su) Some abilities only function when the kami is within 120 ft of its ward.
Wraith Form (Su) At 1st level, for a number of rounds per day equal to his class level plus his casting ability modifier, the wraith may gain the incorporeal subtype, with the following modifications:

> The wraith takes half damage from non-magic weapons.
> The wrai
Wraith Haunts (DC 19) (Ex) At 3rd level and every odd level thereafter, the wraith gains one haunt from the following list. Each haunt may only be selected once unless otherwise noted. If a haunt calls for a saving throw, the DC is 10 + half the wraith’s class level + castin
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Izami has had a long history in Asia, and probably would have remained there if she hadn't been taken back to America as a souvenir during World War II. She'd slept through the entire thing, and by the time she was woke up, the war was long over and she'd been transported to Fever where a few incidents ultimately resulted in her falling into the hands of Miyu, one of the town's investigators.

Izami was originally born as a human in Japan in the early 600's - but a few chance encounters led to her transforming into an oni, an evil spirit of vengeance. She travelled the country for several hundred years, but fell during a confrontation with the onmyodo specialist Abe no Seimei around 980 AD. Rather than destroying her, however, Seimei used his arts to look into her past and see the trail of events that had led to her corruption... and chose to redeem her, purging the evil that surrounded the core of her still-pure soul and transforming her into a kami, a type of guardian spirit. Vestiges of Izami's oni power remain, particularly in the form of clairvoyant, pyrokinetic, telekinetic, and telepathic powers, as well as her innate mastery of blood magic.

She usually resides within Iron-Cutter, a katana formed from the metal of the blade she was originally assigned to guard. Her possession has given it several special qualities, including incredible toughness and durability, the ability to cut most materials, and the ability to spring to her hand. Iron-Cutter is her refuge object and primary tie to the world, and if she's not manifesting physically, it hurts her to be away from it. Iron-Cutter is also a holy reliquary that can be used to worship her and get her attention, though most people don't bother too much. Despite its overall quality as a blade, Izami is actually quite bad at using weapons and can't wield Iron-Cutter as a master would. She has to possess a warrior's body to use it properly. She prefers to simply reside within it and use her various magics to help her current charge(s), though she'll let the blade itself be used by most people who ask nicely and deserve it. She refuses to let her ward/refuge be used by evil creatures.

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Female Human 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

Caste? I'unno. XD She's basically the guardian spirit of an object, though, with some powers lingering from her time as an oni.


Female Human 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

3 for Blackwing, actually. XD I believe it's currently in the lead by one vote.


Female Human 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

Wherever it wants to.

...

I mean, have you ever met a cat? XD


Female Human 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

More accurately, one character will be a spirit possessing a weapon, capable of (temporarily) forming an independent body. o wo


Female Human 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

I think the sword might be a bit big for a cat... XD


Female Human 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

So, I kind of ended up on a roll once I started actually building. XD Basic outline is a human who got turned into an oni, then got purified into a kami, and now protects a sword (their wraith refuge object) while occasionally chucking magic out to help people. ...She can also only normally manifest for about 12 minutes a day. So, uh, anyone willing to carry a sword around through the next mission? XD


Female Human 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

I think the first two would go pretty well. ^^ I'll cast my vote there.


Female Human 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

Right? XD Now I just need to ponder the build...


Female Human 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

On a not-at-all urgent note, I'm pondering my next character... and I might do a Wraith with the Blood sphere. I've got a niggling desire to make that one of the wiki's sample characters, but I also want to test it and see how it works in practice. XD


Female Human 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

Cerise didn't have cleaning magic, but she did have a lot of physical strength, and was quite willing to lug around heavy items as needed to help them get cleaned or shove them back into place.


Female Human 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

Works for me. XD


Female Human 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

About to disappear for a couple of days. o wo Post-Christmas family stuff. Very sleepy and only halfway through. I should be posting regularly again by the 29th.


Female Human 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

Cerise flexed her arms a bit as the bit about reassembling things was explained. "Just tell me where to move them." she said, clearly confident in both her strength and stamina for getting this job done.


Female Human 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

"So, at a guess... sacrifice of life to break a ward... how do we fix it? I, uh, might have to object if it involves more sacrifices. Especially of humans." Cerise observed. Just using blood was not an issue, though - not when she could just heal up.


Female Human 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

"Not gonna lie, I think repairing wardstones first would be good, in case something goes wrong." Cerise noted. "Follow the Boy Scouts' marching song and all that."


Female Human 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

"How many of them do you think we can get? I mean, if they're bad guys, I've heard of a few techniques to get them to talk quick..." Cerise noted.


Female Human 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

Cerise squinted at the screens. "Huh. Never seen that before. Are there any alternatives for analysis with a lower dollar cost?" she inquired, wondering if the machine could hear her. Or if it cared.


Female Human 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

*Hugs*


Female Human 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

I'll probably be making a new character. Haven't decided on what, and I may wait until I see the story choices.


Female Human 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

Cerise shrugged slightly and began moving towards the still-darkened area. If anything dangerous was there, it was her job to face it.


Female Human 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

"Light, please." Cerise said, not being blessed with such talents. Her sparkles quite literally sparkled, but not in a way that provided enough light to see by.


Female Human 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

Cerise thought for a moment, not entirely sure she bought Remington's explanation. On the other hand, it didn't seem like it really mattered, either, so why bother caring? "Mighta been Miyu." she suggested as talk turned to the Worried Friend. "She does roundabout stuff like that sometimes, though she'd probably deny it if anyone asks. Something about paradoxes summoning someone we shouldn't want to meet. Anyway, we need anything special to fix these words, or can you just, uh, use kingly voodoo?"


Female Human 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

"If it can be hit, it can be killed." Cerise said. "We found a couple of wands and other things if you wanna look over them and see if you can get some info out of it."


Female Human 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

Yeah, but this time it's for fun. o wo


Female Human 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

"You know, I'm not gonna lie, hiding an invisible corpse seems like it's easier than hiding a normal one." Cerise said, trying to cover her shock with a bit of humor. She did, however, keep a tight grip on the body. The only thing worse than a zombie plague was an invisible zombie plague.


Female Human 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

*Shakes his body a few more times*


Female Human 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

Rustle rustle rustle.

Well, she was already holding the body, so she might as well listen to Remington...


Female Human 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

"Huh. I wonder if it's natural." Cerise said, picking up the body, turning it upside-down, and shaking it a little to see if anything fell off. Maybe he had the One Ring on or something.


Female Human 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

"Still better than your parents." she said cheerfully. A moment later, sparkles glimmered around Cerise's foot as she raised it high, then brought it down in a heavy axe kick right on top of her target. She didn't always have the chance to knock people down, but when she did, she could hit them even harder.

Guy should be prone, giving him a -4 penalty to AC against my attack. Axe Kick gives me a damage bonus against prone foes.
Unarmed Strike + Maul, Axe Kick: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21 for Damage: 1d4 + 18 + 1d4 + 18 ⇒ (4) + 18 + (4) + 18 = 44 +4 Bleed


Female Human 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

A moment after she threw her punch, Cerise dropped down and spun around in a kick to try and knock her target down.

Leg Sweep vs CMD: 1d20 + 11 ⇒ (14) + 11 = 25

If successful, that'll change my action a bit, so... XD Response?


Female Human 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

Cerise was only a moment behind Aurora, sparkles glimmering brightly around her hands as she punched out at her enemy. "You're done hurting people!" she called as she felt the hum of battle surging through her.

Unarmed Strike + Maul: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for Damage: 1d4 + 14 + 1d4 + 14 ⇒ (4) + 14 + (1) + 14 = 33 +4 Bleed Damage


Female Human 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

I don't suppose anyone can Perception us to the right square? o wo Cerise is not so good at punching things she can't see. XD


Female Human 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

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Alas, not gonna be a repeat of the time I jumped off a ledge in Dark Souls 2 and punched an invisible enemy. Oh well. XD


Female Human 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

Cerise darted forward and over the car, fully intending to punch the guy if she could locate him. She wasn't so good with subtle outside of her dances - better to just move forward and pound people before they got any funny ideas.

Don't know if I can take any other actions. XD Totally trying to find this guy, though.


Female Human 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

"Or a fist! ....I do the fists." Cerise said, not wanting to be left out. Her whole reason for being here was getting into baddies' faces.


Female Human 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

Nope. o wo


Female Human 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

"Hurt like a [bleep], though." Cerise opined. "But yeah, I've walked off bullets before. Thing is, once you no longer have a hostage to threaten us with, there's nothing stopping us from going after you... and while I hate innocent people being hurt, accepting the use of hostages just means it happens more often." She wasn't gonna pull the pin on this grenade quite yet, but she had no intention of just meekly letting jerks like this take what they wanted by force.


Female Human 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

Had that knife just... changed safe? Oh, this was probably gonna be cool. Rather than spoiling the moment, however, Cerise moved forward to cover Nurai and those she was protecting - she couldn't heal others, so the best way to protect them was to be between them and danger.


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Female Human 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

I lied. I don't need a lake, but heck if I'm not chucking the sword at someone. XD


Female Human 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

Cerise was okay with getting hurt. She was less okay with others getting hurt. "My friends are pretty weird, and I'm not totally convinced death would stick with them around." she observed. "I mean, it never has for me. Hey, Remy! Hold this for me." Cerise added as she tossed the blade his way, remembering the weapons she'd seen him holding. He probably knew more about how to keep such a thing secure in a tussle than she did, which to her mind automatically made him a better person to hold onto it than her. She was much better with her fists anyway - and didn't want to be distracted in a tussle.


Female Human 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

Well, if he gets married and has a kid, there will be another princess.

And there's only room for one princess in this town. *Western gunfight music starts playing*


Female Human 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

Cerise looked at Remington, then shook the sword up and down a little. "Hey, do you tell your new partner how to do the King stuff?" she asked it, feeling a little silly but trying to get a response anyway. It WAS normal for princesses to talk to inanimate objects, right? If Disney, sum of all knowledge, was any guide at all...


Female Human 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

Right? XD You can expect to wield supreme executive power if a watery tart throws a sword at you.


Female Human 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

Look, I'm only chucking the sword at someone if I get to dive into a body of water first. o wo It's traditional.


Female Human 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

"So, uh, anybody know a good prince?" Cerise inquired. "On general principles, I feel like I shouldn't just dive in a lake and throw this at the first half-decent guy that passes."


Female Human 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

"That can probably be arranged." Cerise said with a grin as she wrapped up the knife-sword and slid it into one of her longer pockets. (She'd had to get the bloody pants special-ordered. 'Women care more about looks than pockets,' the fashion designers said. Ha. HAHAHAHAHA no.) "I prefer punching, myself, but I can probably vary it up a little..."


Female Human 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

Cerise has no interest in being some kind of local king. o wo Besides, she's already a princess.

Moving the rest of the debris aside, Cerise grunted a bit as she made to pick up the blade. She paused before trying to lift it, however, and instead poked it with one finger. "I ain't your partner, but I'd like to help you find the right person to wield you. Let me move you, okay?" she said, attempting to heft it up.


Female Human 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

While the others talked, Cerise moved towards the designated area - careful to move slowly and remain in the spirit's view the entire time so he wouldn't think she was trying to hide. "Any tips on finding the right sort?" she inquired as she began to move the debris aside.


Female Human 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

Yeah! What they said! ...Was what she would have said if it wouldn't have just made it a clamor of people talking. Instead, Cerise simply waited for a moment. "And while it's a nice sword, I prefer what I can do with my fists." she observed. "Frankly, it's just not right for me - not for any of us, I suspect."