Seneka Volstadt

Ersica Centho's page

16 posts. Alias of rdknight.


Full Name

Ersica Centho

Race

Half Elf

Classes/Levels

Swashbuckler (Inspired Blade / Noble Fencer) 1

Gender

Female

Size

Medium

Age

24

Alignment

NG

Location

Korvosa, Varisia

Languages

Taldane, Elven, Varisian,

Occupation

Investigator for Hire

Strength 10
Dexterity 17
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Ersica Centho

Ersica Portrait

Statistics:
Female Half Elf Investigator (Empiricist) X / Swashbuckler (Inspired Blade/Noble Fencer) 1
NG Medium Humanoid (Half Elf)
Init +5; Senses Perception +6
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DEFENSE
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AC 18, touch 13, flat-footed 16 (+4 armor, +3 dex, +1 buckler)
hp 13
Fort +2, Ref +5, Will +2 (+4 vs Enchantments)
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OFFENSE
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Speed 30 ft.

Melee +4 (+5 Rapier)

Ranged +4
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STATISTICS
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Str 10, Dex 17, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
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TRAITS

Love Lost (Campaign):
Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one’s finger. Whoever murdered your loved one stole that ring— you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant’s shop. To your great frustration, you can’t yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.
Choose one of the following benefits.
All Alone: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Clever Wordplay (Social):
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Elven Reflexes (Race):
You’ve inherited a portion of your elven parent’s quick reflexes.
You gain a +2 trait bonus on initiative checks.

Bitter (Drawback):
You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.

FEATS

Fencing Grace:
Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Weapon Focus (Rapier):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

SKILLS (11 points; 6 class, 3 INT, 2 Background)

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Acrobatics* +7 = DEX 3+1+3
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Appraise +3 = INT 3+0+0
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Bluff +7 = INT 3+1+3 (INT to Bluff Trait)
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Climb* +4 = STR 0+1+3
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Craft (Drawing-Sketching) +3 = INT 3+0+0
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Diplomacy +3 = CHA -1+1+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise -1 = CHA -1+0+0
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Escape Artist* +7 = DEX 3+1+3
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Fly* +3 = DEX 3+0+0
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Handle Animal† -1 = CHA -1+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +0 = CHA -1+0+0+1
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K (Arcana)† +3 = INT 3+0+0
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K (Dungeoneering)† +3 = INT 3+0+0
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K (Engineering)† +3 = INT 3+0+0
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K (Geography)† +3 = INT 3+0+0
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K (History)† +3 = INT 3+0+0
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K (Local)† +7 = INT 3+1+3
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K (Nature)† +3 = INT 3+0+0
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K (Nobility)† +7 = INT 3+1+3 (+1 Background)
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K (Planes)† +3 = INT 3+0+0
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K (Religion)† +3 = INT 3+0+0
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Linguistics† +3 = INT 3+0+0
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Perception +6 = WIS 0+1+3+2 (+2 Half Elf)
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Perform -1 = CHA -1+0+0
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Profession† (Detective) +4 = WIS 0+1+3 (+1 Background)
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Ride +3 = DEX 3+0+0
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Sense Motive +4 = WIS 0+1+3
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +3 = INT 3+0+0
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Stealth* +3 = DEX 3+0+0
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Survival +0 = WIS 0+0+0
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Swim* +4 = STR 0+1+3
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Use Magic Device† -1 = CHA -1+0+0
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ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Bardic Knowledge: +1/2 Bard Level to All Knowledge Skills

Languages Taldane, Elven, Varisian, Halfling,

Special Abilities:

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SPECIAL ABILITIES
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HALF ELF

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Dual-Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Multitalented:
Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

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INVESTIGATOR (EMPIRICIST)
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{COMING SOON!}

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SWASHBUCKLER (INSPIRED BLADE/NOBLE FENCER):
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Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex):
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Social Panache (Ex):
At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.

Deeds:

Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Spells:

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Formulae
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1st

2nd

Gear/Possessions:

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GEAR/POSSESSIONS
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Rapier
Dagger x2
Light Mace (Alchemical Silver)
Leather Lamellar Armor
Buckler
Traveller's Outfit
Quality Boots
Candle x4
Journal
Grooming Kit
Investigator's Kit:
-alchemy crafting kit
-backpack
-bedroll
-belt pouch
-flint and steel
-ink
-inkpen
-iron pot
-mess kit
-soap
-torches (10)
-trail rations (5 days)
-waterskin.

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 15 GP 7 SP 4 CP

Background:

Ersica is a half elf adopted as an infant by her parents. Her father Delyan is an accountant employed by the Bank of Abadar in North Point. Yoana her mother owns her own bakery in Midland, the district where her family lives.

Ersica was a curious and bright child from an early age. The parents were comfortably middle class and could afford to indulge some of her interests. These included a couple of years at a fencing school. She first began learning “alchemy” helping her mother with baking in her shop. Her mother was a baker of great artistry. As she taught the young Ersica her craft, Yoana endlessly emphasized the mastery of fundamentals: exact proportions of ingredients, precision in timing and temperature. It was those things, Yoana said, that can make even the plain loaf of bread stand above the most delicious looking pastry or tart. “Baking is edible chymistry” Yoana asserted. This interest led Ersica to a period of serious alchemical study with a tutor in her teens.

In her teens Ersica also began to take an interest in her heritage. She studied Elven as a language and read on elven culture and society. For a while she tried to track down the identities of her birth parents. However her adoption was handled through the Bank Of Abadar, and the contract specified complete anonymity for her mother. She is aware that many of Korvosa’s native half elves are the products of liaisons between the elves of the Mierani Forest delegation in South Shore, and young women typically from aristocratic families. Ersica assigns a high probability for this to be her story as well. The fact that the adoption was handled by Abadar’s priests strongly suggests money on her mother’s side.

As a young adult Ersica pursued a career in crime fighting, joining Korvosa’s Guard. Her desire to do so was not so much about crusading against crime, but an interest in solving mysteries. She found her time with Korvosa’s police force frustrating and disappointing. Her suggestions for improving the effectiveness of investigations were not taken seriously by her superiors or peers. Ersica also found the integrity of members of the Guard to often be lacking. Bribery was common. Worse, The Cerulean Society especially and other criminal gangs as well were practically treated as partners by the Korvosan Guard, where their activities were viewed as business as usual. It was outrageous to Ersica.

Ersica stuck it out with the Korvosan Guard for almost three years before leaving. While it is true Ersica’s blunt zealousness and stubborn nature did not help her, most of the fault lay with the Korvosan Guard. Bigotry toward her as a half elf was the norm among its members. The idea that new methods or procedures could improve the Guard’s performance was scorned.

During her time with the Korvosan Guard, Ersica also learned of the Bank of Abadar’s, and her father’s, role in handling the Cerulean Society’s accounts. This has led to a rift between Ersica and her parents. She moved out of her family home and took up lodgings in Old Korvosa. Given her father's employment for the Bank of Abadar, he is the deity worshipped at her parents' home. Ersica was never devout, but she has now completely foresworn Abadar. She has not taken up venerating any other deity in his place.

Ersica has since gone into business for herself as a Detective and Investigator for hire. Business hasn’t been good, and she’s sometimes willing to take cases pro bono, especially if they are interesting ones or give her an opportunity to increase her profile. She is very anxious to show she is more effective at solving cases than the Korvosan Guard.

Unfortunately for Ersica, the investigation she with which she is now trying to outdo the Korvosan Guard is the murder of her own lover Pavlos. She had first crossed paths with Pavlos while still in the Guard. He was an artistic type involved with theater. He acted, wrote a little, built sets, whatever he could find. When there was nothing better to be had, Pavlo did street performances, juggling or comedy. Ersica thought he was something of a scoundrel as well, but he was good looking and handsome and seemed harmless.

They crossed paths again later, after Ersica had parted ways with the Guard, and she was freer to associate with whom she wanted than before. Ersica and Pavlos drifted into becoming a couple more or less. Ersica’s initial impression of Pavlos turned out to be correct. He wasn’t exactly an upright citizen, but hardly a real criminal and no danger to anyone but himself. Ersica was new to romantic relationships and probably tolerated more than she should have. She believed she could fix the problems though, and Pavlos would really be everything she was looking for.

Pavlos had a serious weakness for gambling, for which he also had no talent. While Ersica can’t eliminate the possibility Pavlos was stabbed in the course of a robbery, the conclusion of the Korvosan Guard, she doesn’t believe it. She saw his body when she was taken to identify him. He had been stabbed numerous times, well beyond what was needed to kill him. To Ersica the stabbing looked personal, designed to make Pavlos suffer, or to vent anger. She thinks he was killed because of gambling debts.

In the course of her own investigations Ersica found Pavlos’s ring for sale in a shop. She did manage to coax a name out of the shop owner by threatening to call the Guard to look into his inventory and its origins. From what she has been able to learn about that name, Gaedren Lamm, he doesn’t sound like a basic cutpurse. Her two main theories are that Pavlos owed money to Lamm, or agreed to do something for Lamm in return for the money he needed to pay off debts to someone else.

She hasn’t been able to find out much so far, but Ersica is hurt, angry, and stubborn. She will find Lamm eventually. On her better days Ersica hopes she can find the evidence she needs to have him arrested. On worse days she hopes she doesn’t find enough evidence and has no choice except to feed Lamm’s corpse to the river or drop it down into the sewer.

Appearance and Personality:

Height: 5'7" Weight: 135 Hair: Honey Blonde Eyes: Blue

Ersica doesn’t pass for a human all that readily. She is taller and more fined-boned in her build than is usual for a human woman. Her blonde hair and blue eyes stand out among Korvosa’s majority Chelaxian population, while her complexion is too pale to match that of Varisians. These cues aside, her ears favor her elven parentage, more elongated and pointed than usual for a half-elf. Only by very careful use of her hair can she hide them.

Eriscia’s clothes are of quality materials and worksmanship, but they’re also well used and a close look shows minor repairs in places. A clever observer would conclude she used to live comfortably, but money is now scarce and has been for a while. Erisica favors darker or subdued colors. Her wardrobe is somewhat conservative and middle of the road, not in the least fashion forward. Her choices show risk-aversion in styles and the priority of comfort over other considerations.

"Wait! Dry sense of 'humour', tinged with a whiff of disdain and superiority... Ersica must be nearby!" - An overused joke among Ersica's Korvosan Guard co-workers at her station.

Ersica is intelligent and clever, but her interpersonal skills are weak. She relies on logic and evidence to a degree that can leave her myopic about the importance of emotional persuasion or the role of feelings in impressions or decisions made by others. Because of this Ersica tends to be naïve about the politics of social maneuvering or group power dynamics.

While Ersica’s heart is in the right place, her frustrations can cause her to be stubborn and prickly, especially when her ideas or reasoning are questioned. She can appear aloof because she finds small talk difficult, especially with people she doesn’t know well. Likewise Ersica has a dry, sarcastic wit that not everyone appreciates.

Ersica has trouble making friends, but when she does she is extremely loyal to them.