Sun Priestess

Chezarina's page

50 posts. Alias of hallowsinder.


Classes/Levels

Init: +14 | Per: +18 60 ft. DV | AC 19 T 15 FF 14 | HP: 67/67| F +8 R +12 W +6 | Active Buffs: | Conditions:

Strength 14
Dexterity 20
Constitution 12
Intelligence 13
Wisdom 14
Charisma 12

About Chezarina

Backstory:
"In a city of Light, you should not be surprised how many shadows are cast."

Chezarina was born with a humbler name to a humbler family. One by one her elder brothers upheld their noble duty to fight the Dark. One by one, promises to return were never fulfilled. When Chezarina's turn to be exhorted by friends and family to serve she turned her back on them and left Forge for Light.

She turned the martial skills of her family instead to the task of hunting her fellow elen, finding them easier prey than monsters of the Dark. No matter how virtuous the elders, how bright the city, there are always those in the shadows. Those who need brought to justice, and for whom the noble leaders of the city will pay great sums of money for.

--

Once Chezarina had made the beginnings of a name for herself in Light, she crossed paths with Kiyiyah, the wailing wolf. An Oread born with gems in his body, a soul of music and tales, and a disrespect for his Elder's authority. Kiyayah preferred to learn his tales straight from the Court of Lies rather than his elders, and also by swearing allegiance to them, safeguard himself from the Court of Gems.

Kiyayah's lack of regard for authority followed him as he made his way across Light to spread and learn new tales, and before long he found himself branded a minor criminal. Yet, with his fae magic he eluded capture time and time again in more extravagant escapes, soon he had a bounty placed on him, and Chezarina attempted to take it.

Yet, she did not have luck in such regards either, no matter how many times she chased him, she could never capture him, and oft their encounters were more a dance than chase. Still, eventually, the wanderer Kiyayah felt the need to move on from Light, and when he did, Chezarina followed. On the roads and in the wilderness, she encountered a sinister plot of an unscrupulous sorcerer to harvest the gems in Kiyayah's body for some mystical end, and Chezarina decided to temporarily join forces with Kiyayah to put a stop to the sorcerer. As part of this venture, she made a bargain of her own with the Court of Lies, and received the power to call upon the strength of animals.

Parting ways with Kiyayah on positive terms, Chezarina was conflicted as she made her way back to Light, but found a nightmare when she returned. There she met Thuàng Nê Luu Sânh and was forced to work together merely to survive.

--

So that's just the basics of her origin, the "level 1-3" so to speak, being born to a traditionalist militant family from Forge, but not choosing to become a soldier but to instead become a bounty hunter in the big city.

For the next part, I had some questions about the Fey. I had an idea for a magic explanation. Basically-

"Has a rivalry/romantic relationship with a magical arts wielding oread criminal, never could quite catch him sort of thing. Then, one day he gets corrupted by the fey stuff going on, and the next time they meet, she gets into some weird magic bargain going on."

Now, that relies on fey magic not being some overwhelmingly vile force of corruption that destroys everything it touches, but still being strongly nature associated.

That, and her chases and encounters so on so forth, would be her level 4-6, and then we'd need to figure out 'how is she involved in the current adventure', that last 7-9.

Statblock:
Chezarina
Female Ranger 9
N Medium Elen? Humanoid?
Init +14; Senses Perception +18, Darkvision 60 ft.
XP: N/A
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DEFENSE
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AC 19, touch 15, flat-footed 14. . (10 Base +4 Armor +4 Dex)
hp 67 (9d10+9 10:6*8:+9)
Fort +8, Ref +12, Will +6
Resist Fire 5
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OFFENSE
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Spd 30 ft.
Melee
Mwk Dagger +12/7 (9 BaB +2 Strength +1 Enhancement) 1d4+2 (1d6 base, +2 Str) 19-20/P or S 10 ft.
+1 Composite Shortbow +15/10 (9 BaB +5 Dexterity +1 Enhancement) 1d6+3(1d6 base, +2 Str +1 Enhancement) x3/P 70 ft.

Spells CL 8 DC 12+Level
1st Cheetah's Sprint, Resist Energy, Longstrider
2nd Animal Aspect, Hunter's Eye
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STATISTICS
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Str 14, Dex 20, Con 12, Int 13, Wis 14, Cha 12
Base Atk +9; CMB +11; CMD 26
Feats Additional Traits, Precise Shot, Improved Initiative, Endurance, Point Blank Shot, Improved Precise Shot, Rapid Shot, Many Shot
Traits Survivor, Civilized, Magical Knack, Easy Way or Hard Way
Skills Climb +14, Intimidate +13, Knowledge(Local) +13, Knowledge (Nobility) +6, Perception +18, Profession (Bounty Hunter) +13, Sense Motive +14, Stealth +16, Survival +13[22]
Languages Common
Combat Gear Cloak of Resistance +1, Belt of Incredible Dexterity +2, +1 Studded Leather, +1 Adaptive Composite Shortbow (+2 Str), Masterwork Dagger, Gloves of Reconnaissance, Boots of the Cat, Hat of Disguise, Lens of Detection, Headband of Wisdom +2, 20 Arrows in a Quiver
Gear Masterwork Manacles with a Superior Lock and key, Fighter's Kit, Fishing Kit, 20 more arrows in pack
Coin: (22518.5 spent)
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SPECIAL ABILITIES
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Racial:
Stats+2 Dex, +2 Cha, -2 Wisdom
Darkvision 60 ft.
Fire Resistance 5 Fire Resist
Spell Like Ability (Sp) Burning hands 1/day Cha based.
Wildfire Heart +4 Racial bonus to Initiative.

Ranger:
Favored Enemy (Ex)
+4 on Bluff, Knowledge, Perception, Sense Motive, Survival Checks, Weapon Attack and Damage vs Humanoid. May make Knowledge checks untrained on Humanoids.
+2 on all those things vs Elementals of Sublimation
Track +1/2 level to Survival skill checks made to follow tracks.
Animal Empathy May use Diplomacy to improve attitude on Animals, using 1d20+Ranger Level+Cha Mod. -4 on Magical beasts with an intelligence of 1 or 2.
Combat Style (Archery) Precise Shot (2), Improved Precise Shot (6)
Favored Terrain (Ex)
When in Forge Terrain (Hills/Mountains/Mines/Underground) +2 initiative, Knowledge (geography), Perception, Stealth, and Survival checks. Can choose to leave no trail and be untrackable.
+4 to all those things in Urban environments, including the Templeroads
Animal Focus (Su) Hunter's bond swapped out for this.
Spells Spells!
Woodland Stride (Ex) May move through any sort of undergrowth at normal seed without taking damage or impairment, unless they are enchanted or magically manipulated to impede motion.
Swift Tracker (Ex) May move normal speed while using Survival to follow tracks, and only takes -1- when moving at up to twice normal speed.
Evasion (Ex) On successful Reflex Save vs attack that deals half damage on reflex save, instead takes no damage. Only in light, medium, or no armor and not helpless.

Traits:
Survivor (Regional) +1 to initiative and Sense Motive, Sense Motive is class skill
Civilized (Social) +1 to Knowledge (Local, Nobility), Knowledge Local becomes a class skill.
Magical Knack +2 CL to Ranger.
Easy Way or the Hard Way Whenever attacking a favored enemy, may choose to deal nonlethal damage for only a -2 penalty.

Feats:
Additional Traits 2 more traits!
Precise Shot Ignore -4 to shoot into melee.
Improved Initiative +4 Initiative.
Endurance +4 on Swim to resist nonlethal damage from exhaustion, Constitution checks to continue run, avoid nonlethal from a forced march, hold breath, avoid nonlethal damage from starvation or thirst, avoid nonlethal damage from hot or cold environments, Fortitude saves to avoid nonlethal damage from hot or cold environments and damage from suffocation. May sleep in light or medium armor without becoming fatigued.
Point Blank Shot +1 Hit and Damage within 30 ft.
Improved Precise Shot Ignore cover bonus to AC unless it's total cover and miss chance from anything less than total concealment.
Rapid Shot Make an extra attack at highest bonus during full attack with ranged weapon, all attacks take -2 when using.
Manyshot First attack with a bow when making a full attack fires two arrows, with only the first counting for precision and critical hit damage.