Seoni

Francesca Brishen's page

53 posts. Alias of CathMonster.


Race

Female NG Human Fighter (Armor Master) 2 | HP: 22/22 | AC: 22 (T: 13, F: 18) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +2 | Perc: +1, SM: +1 | Speed 20'

Size

Medium

Age

18

Alignment

NG

Deity

Sarenrae

Location

Sandpoint, Varisia

Languages

Common,

Homepage URL

Francesca's Picture

Strength 16
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 12
Charisma 11

About Francesca Brishen

Statistics:
Female Human Fighter (Armor Master) 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +1
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DEFENSE
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AC 22, touch 13, flat-footed 18 (+6 armor, +2 dex, +3 shield)
hp 13
Fort +5, Ref +2, Will +1
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OFFENSE
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Speed 30 ft. / 20 ft. when armored.

Melee
Scimitar: +5 to hit, 1d6+3 damage
Dagger: +5 to hit, 1d4+3 damage

Ranged
Light Crossbow: +4 to hit, 1d8 damage
-20x bolts
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STATISTICS
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Str 16, Dex 14, Con 16, Int 14, Wis 12, Cha 11
Base Atk +2; CMB +5; CMD 17

Traits
Birthmark: +2 vs Charm & Compulsion Effects

Blade of Mercy: No -4 penalty to attack if doing nonlethal using slashing weapon. +1 to nonlethal damage using slashing weapon.

Worldly: 1/day, when performing untrained skill check, roll twice, take best result.

Feats
Combat Expertise: Take -1 attack roll and cmb, in exchange for +1 dodge bonus to AC, when making an attack/full-attack action.

Shield Focus: Increase AC granted by any shield by +1

Missile Shield: Once per round when you would normally be hit with a attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.

Improved Disarm: No AoO when making a Disarm manoeuver. +2 CMB to disarm. +2 CMD against disarms.

Languages Common, Varisian, Shoanti, Elven

Skills:

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SKILLS
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Skill points per level (6 points; 2 class, 2 INT, 1 race, 1 favored class)
ACP -5, -7 wearing shield.

Acrobatics* +2 = DEX 2+0+0
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Appraise +2 = INT 2+0+0
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Bluff +0 = CHA 0+0+0
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Climb* +7 = STR 3+1+3 Class
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Craft +2 = INT 2+0+0 Class
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Diplomacy +0 = CHA 0+0+0
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Disable Device*† +2 = DEX 2+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +0 = CHA 0+0+0 Class
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Heal +1 = WIS 1+0+0
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Intimidate +0 = CHA 0+0+0 Class
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K (Arcana)† +2 = INT 2+0+0
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K (Dungeoneering)† +7 = INT 2+2+3 Class
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K (Engineering)† +2 = INT 2+0+0 Class
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K (Geography)† +2 = INT 2+0+0
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K (History)† +4 = INT 2+2+0
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K (Local)† +4 = INT 2+2+0
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K (Nature)† +2 = INT 2+0+0
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K (Nobility)† +2 = INT 2+0+0
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K (Planes)† +2 = INT 2+0+0
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K (Religion)† +2 = INT 2+0+0
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Linguistics† +3 = INT 2+1+0
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Perception +1 = WIS 1+0+0
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Perform +0 = CHA 0+0+0
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Profession (Cook)† +5 = WIS 0+2+3 Class
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Ride +7 = DEX 2+2+3 Class
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +2 = INT 2+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +6 = WIS 1+2+3 Class
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Swim* +8 = STR 3+2+3 Class
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Use Magic Device† +0 = CHA 0+0+0
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* ACP applies to these skills
† trained only skill

Non-Standard Skill Bonuses
+2 Survival to prevent getting lost. (Compass)

Special Abilities:

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SPECIAL ABILITIES
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Hero Points: 2

Deflective Shield (Ex)
At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying.
This ability replaces bravery.

Good Domain (Sarenrae)
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:

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Spells
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Is a fighter. Derp. Only Good domain spells when becomes available.

1st (1/day)
Protection from Evil

Gear/Possessions:

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GEAR/POSSESSIONS
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Scimitar, with Starstone pommel (4 lb, Lights as a torch when impacted)
Heavy Wooden Shield (10 lb)
Chainmail (40 lb)
Light Crossbow (4 lb)
Dagger (1 lb)
20x Crossbow Bolts (1 lb/ 10x)
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Backpack (2 lb)
Bandolier
Bedroll (5 lb)
Soap (0.5 lb)
Compass (0.5 lb)
Small Steel Mirror (0.5 lb)
Waterskin (4 lb when filled)
Signal Whistle
50ft Silk Rope (5 lb)
Flint & Steel
Iron Pot (1 lb)
Earplugs
Ink
Inkpen
Journal Book, Fran's diary. (1 lb)
Books: (1 lb per)
-How to cook with Rocks (Varisian)
-All about Shark Biology (Varisian)
-The Sovyrian Stone: Myths & Facts (Elvish)
-Kyonin History: A Loose translation. (Elvish & Varisian)
-The Tribes Must Stand: Compilation of war stories. (Shoanti)
(These books give no bonuses, purely for rp value. estimated 5gp value per book)

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 86.5 lb.

Money 3 GP 6 SP 6 CP

Background:

(See Rojava's background beforehand)

The Brishen family. Rojava And Francesca born sisters to their parents together. Both born under the same stars, but seemingly destined for diverging paths. Both of them had been born with birthmarks, each a different one. Their parents felt so blessed by the gods. But only one was proud of it. And it wasn't Francesca.

Unlike her sister, Fran never really appreciated that having a mark that kept growing with age to the likeness of a deity, meant that she'd have a duty to a clergy. Unlike Rojava who explored more of it, Fran actively kept that aspect of herself a secret. Her family knew, but they respected her decision. Their parents weren't too fond of letting one of their daughters in the clergy of Sandpoint at is, losing both of them would have been too much, and thus, Francesca kept hers at bay, and remained with the family. Her sister was outspoken, vibrant and outgoing, Fran, in her worry of that mark damning her future, learned to keep to herself, the more introverted of the two. She became acquainted with reading, taking a fondness for it, allowing her imagination to soar, and her desire to recreate those epic stories she read about. Even at a young age, unlike most young girls, she was fighting with whatever she could find to pretend would be a sword, destroying the evil weasels, trouncing the menacing tree... She loved to fight the imaginary, but as she grew, she became more seriously involved in swordfighting, learning actual combat tactics, reading books on strategies and techniques. She didn't enjoy fighting so much as consider sword wielding to be an art. But, that turned out to be a marketable asset.

Their family were merchants by trade, and while her sister was off isolated at Sandpoint surrounded by devout people, she followed the family trade, bringing what she was good at, to the service of the family. Keeping the business safe.

They regularly made stops by Sandpoint to exchange and restock trade goods, an occasion that Fran never skipped on to catch up with Rojava, to hear what was new in her life, and be silly together.

But then on her last visit, just as the family was departing, they had heard news that not everything in Sandpoint was going too well of late. The wagon was in need of repairs, so her father told Fran to head back to Sandpoint and make sure Rojava was safe, to help where she could, and they would come back for her after the next trading round-trip, once the wagon was fixed.

Fran was eager to spend more time with her sister.

Appearance and Personality: