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About Fiona nel MareFiona nel Mare
Basics:
Defense:
AC 20¹, Tch 13¹, FF 17 CMD 21¹ HP 60/60 [10+2+10+2+1+8+2+10+2+10+2+1] Fort +6, Ref +5², Will +3² ¹+2 trait bonus to AC against AoO ²+1 racial bonus Offense:
Speed: 30ft (20ft)
Stats:
Str: 16
Dex: 16 Con: 14 Int: 10 Wis: 12 Cha: 10 (Includes Human adjustment(s): Str+2)
Feats & Traits:
Feats: Power Attack, Additional Traits, Bodyguard, Combat Stamina
Traits:
Alternate Racial Traits:
Class Archetypes: Yojimbo
Skills:
Acrobatics: +0⁶ Appraiseᵇ: +0 Bluffᶜ (II): +5 Climbᶜ (I): +7⁶ Craftᵇᶜ: — Diplomacyᶜ (I): +4 Disable Device⁴: — Disguise⁴: -1 Esc. Art.: +0 Handle Animalᵇᶜ (I): +4 Heal: +1 Intimidateᶜ (II): +5 Know. Arcana: — Know. Dung.: — Know. Eng.ᵇ (II): +2 Know. Geo.ᵇ (I): +1 Know. Hist.ᵇ: — Know. Loc.³: +1 Know. Nat.ᶜ (I): +4 Know. Nob.ᵇ: — Know. Planes: — Know. Rel.: — Linguisticsᵇ (II): +2 Perceptionᶜ (V): +9 Professionᵇᶜ (Soldier) (IV): +8 Rideᶜ (V): +8 Sense Motiveᶜ (IV): +8 Sleight of Handᵇ⁴: — Spellcraft: — Stealth: +0 Survivalᶜ (I): +5⁷ Swimᶜ (I): +4 23/23 adventuring ranks (ACP: -3⁶ included)
Abilities:
Challenge (Ex; 2/day): As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Resolute Defense (Ex): At 1st level, whenever a yojimbo issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the yojimbo is adjacent to his ward, he can use resolve, greater resolve, and true resolve on his ward rather than targeting himself. Order (Ex; Order of the Dragon):
Challenge (+2): Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1. Resolve (Ex; 3/day): He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw. Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source. Armor Expertise (Ex; full plate): At 3rd level, a yojimbo selects one type of armor, such as chain shirt or scale mail. The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor. Armor Training I (Ex; full plate): [R]educes the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Banner (Ex; Fleet Standard): As long as the samurai’s banner is clearly visible, every ally within 60 feet gains a +2 morale bonus to CMD and a +1 morale bonus on attack rolls to creatures threatening an ally. At 10th level and every 5 levels thereafter, the bonus to CMD increases by +1. At 14th level, an ally benefiting from the banner is treated as one size category larger for the purposes of determining which creatures can affect him with combat maneuvers. When the samurai waves this standard, each ally within 60 feet can move up to 10 feet without provoking attacks of opportunities and ignoring difficult terrain as an immediate action. Combat Stamina (9 points): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost. Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess. Equipment:
Total Weight: 51 lbs. (light encumbrance [<=76lbs]) Horse Encumbrance: 343lbs (light encumbrance [<399lbs]) Stowed items are carried in saddlebags; weight not included in Fiona's encumbrance. Weapons and Armor:
Magic Items:
Consumables:
Various:
Cash: 12pp, 3gp, 6sp, 0cp
Purchase History:
item — price paid (sell value) backpack — 2gp bedroll — 1sp chalk x2 — 2cp parchment x5 — 1gp acid flask — 10gp fauchard — 14gp dagger — 2gp studded leather — 25gp club — FREE scabbard of vigor — loot bag (900gp)
fauchard, masterwork — 314gp horse, heavy — 200gp
tip for innkeeper, day 1: 1sp +1 agile breastplate — free (700gp)
SOLD (received):
Total spent: 274.42gp
Backstory:
Fiona nel Mare was born to Chelaxian nobility, a bastard whose mother tried to hide her secret — and ultimately failed. When the circumstances of her birth were discovered, Fiona's mother repudiated the child. In accordance with Chelish custom, Fiona was subjected to the ritual of Nira Vinu — she was whipped, branded, and sold as a slave, and her mother was restored to honor in the household. Nira Vinu mandated that if the resulting slave ever ceases to provide value, she must be sacrificed to Asmodeus or another family god, thereby finally bringing favor to the disgraced family.
Fiona was a sickly child, and after only a few days of slavery to her new masters, she fell ill and was no longer able to work. The Chelish aristocrat who'd purchased her turned her out and demanded his money back, and Fiona's family promptly scheduled the final Nira Vinu ritual. The night before she was to be sacrificed, Fiona was rescued by her true father, a Varisian citizen of mixed Avistani and Garundi ancestry. The two fled Egorian, overcoming many obstacles and finally escaping by a hairsbreadth. After their escape, they continued to travel widely. Though they never settled too long in any one place, a few of Fiona's early years were spent in the more rural parts of Lastwall, particularly at times when her father thought the risk of their discovery was particularly high elsewhere. Periodically, the two would return to Cheliax, well-disguised, to continue the fight against slavery and injustice. Although Fiona was still very young, she soon began to learn many of the skills her father and his associates had to teach. Eventually, Fiona began to chafe for a life of her own. One evening, her father informed her that the abolitionists with whom he worked required all of the group's youth to spend a minimum of two years traveling on their own before they would be permitted to become full members. Fiona had reached the traditional age for that step, and so she packed her meager possessions and left. She wandered Golarion on her own for some time, comforted by the frequent sendings her father dispatched to her as she searched for purpose. After a rowdy brawl left her with a broken arm and a few new friends, Fiona was recruited into an Andoran mercenary company, "Mirnogg's Hands", led by Mirnogg Raviran. Mirnogg was a well-traveled, experienced man who rarely led campaigns anymore, but still made a point of meeting every new recruit and teaching them the strict code of his company. Fiona served with the Hands for 8 years, gaining in skill and rank, until in early 4711, while traveling to the Hands' latest assignment, they were ambushed by orcs. The battle was fierce, and Fiona watched friends and comrades fall around her as she fought for her life. She could not have known that one of her fellow lieutenants had betrayed the entire company — but she suspected that someone had; the orcs could not otherwise have known the Hands' exact strength and position. The Hands exacted a heavy toll on the foe, but the mercenaries were vastly outnumbered and the battle was going poorly. Fiona found herself face to face with the orcs' leader, a massive brute with a dyed blue scar running across his chest, and glared into his eyes as she swore vengeance for her people. Raising her fauchard, she fought — but as blood and sweat and dirt mixed to obscure her vision, one of the orc leader's underlings advanced from the side and sliced viciously with his falchion, felling her with a roar of victory. As she lay face-down in the dust, listening to the battle with fading awareness as her life slipped away, Fiona suddenly became aware of two things: one, that she was not dead, and two, that a strange, sickly-sweet smell was assailing her nostrils. A moment later, she heard the sound of many orcish boots in flight, and many voices ringing in high-pitched laughter. Mustering her last remaining strength, she turned her head and tried to see what was happening. The field was a mess, and Fiona could not see much, but what she did see chilled her to the bone. As the remaining orcs fled in terror, they were replaced by a dozen or more fey creatures of all descriptions, carrying daggers and knucklebones in their hands. The groans of the dying had subsided somewhat, but Fiona heard gurgling cries now and again. She shuddered, and watched as the creatures moved among the fallen, stopping periodically when they found someone still alive. The flying ones would roll their knucklebones in the dust, and then there would be a chorus of laughter as the creatures either murdered the former survivor... or bandaged its wounds and carried it away. Oblivion came quickly as the blood loss from her wounds finally overcame her. When she awoke, Fiona was in a comfortable bed in a dark, cave-like place with no apparent exits. She could see nothing, but the same sickly-sweet smell permeated the air. Her armor and weapons had been cleaned and were nearby, her wounds had been tended, and she had been provided with food and water. And yet... she could not shake the feeling that she was a prisoner. Time lost all meaning; she would wake, eat, drink, practice with her weapons, scream at her captors, and sleep. Sometimes, she would find an exit from her room, and travel through dark tunnels for hours or days on end — only to once again awake in a comfortable bed, in a dark, cave-like place with no apparent exits. Fiona could not say how long this went on, but eventually, she began to notice that sometimes, she could see a little bit of the rooms she was in, and sometimes, she could hear whispers in a strange language. (In reality, Fiona was only held by the Fey for a few weeks; but all know of the fey's ability to skew timesense for those non-fey within their halls, and Fiona was no exception.) And then one day... Fiona awoke in the middle of a circle of mushrooms deep in the heart of the Fangwood, her gear stacked tidily nearby. She wandered out of the forest and, learning from a passerby that she was in Lastwall, and hearing of Lord Kalthun's call for warriors, she hoisted her pack and set off. Vengeance and the desire for understanding both gnawed at her, but she knew that alone she would be unable to accomplish either. Misc:
FCB: 3sp, 2hp
Header: Samurai 5 [ HP 60/60 (0 NL) | AC 20¹ Tch 13¹ FF 17 | Fort +6 Ref +5 Will +3 | CMD 21¹ | Init +3 | Perc +9, low-light vision, scent⁵ | Challenge: 2/2 | Resolve: 3/3 | Hero Points: 1/3 | Effects: none ]
Footnotes:
⁵Limited range and creature type; reference "Monster Stalker" trait. Progression Thoughts:
Probably either Drill Sergeant or dip Brawler 1... I think I must've been planning a Brawler dip, otherwise the Clever Combatant trait doesn't make much sense... |