Habesuta Hatsue

Karina the Bold Strider's page

93 posts. Organized Play character for rpblue.


Full Name

Karina the Bold Strider

Race

Resources:
CLW: 46/50 | Lay on Hands 4/5 | Ki Pool: 2/7 | Serpentfire Ki: 0/3 | Smite Evil: 0/1

Classes/Levels

Keeper of the Serpentfire | HP 33/52 | AC 29* Touch 24* FF 29* | Fort +13 Reflex +10* Will +13 | CMD 32 | Initiative +3 | Perception +16 | Sense Motive +13 | Acrobatics +14 | Diplomacy +6 | Kn. Religion +3

Gender

Active Buffs:
Mage Armor | Chakra Gate - Fly (4/5 remaining) | Bull's Strength (+2 Str); Align Weapon; Smite Evil (+5 AC/Hit; +2 dmg);Prot from Evil (+0 AC/+2 Saves); Haste

Alignment

Lawful Good

Deity

Irori

Strength 16
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 20
Charisma 19

About Karina the Bold Strider

Karina the Bold Strider
PFS # 73433-5
Female Aasimar Paladin 2 / Serpentfire Adept Monk 4
LG Medium Outsider (Native)
Initiative +3;

Defense::

AC 19, touch 18, flat-footed 18 (+5 Wisdom,+1 Monk, +1 Dex, +1 Deflection, +1 Natural Armor)
HP 52 (2d10+4d8+12+4)
Fort +13 (7+4+2), Ref +9 (4+4+1), Will +13 (7+1+5)
Defensive Abilities

Offense::

Speed 40 ft.
Melee Unarmed +9/+4 (1d8+3)
Melee Karu’s Blessing (+1 Seven Branched Sword) +10/+10/+5 (1d10+5/x3)
Ranged Shuriken +7/+2 (1d2+3)

Statistics::

Str 16, Dex 12, Con 14, Int 8, Wis 20, Cha 19
Base Attack +6; CMB +9; CMD 20
Feats: Power Attack, Chakra Mandala, Linnorm Style
Bonus Feats: Improved Unarmed Strike, Chakra Initiate, Psychic Sensitivity
Skills (18 Ranks)
Acrobatics [6] +14; Knowledge(Religion) [1] +3; Perception [6] +16, Sense Motive [5] +13
Languages Common, Celestial
Traits [Combat] Reactionary - +2 to Initiative; [Faith] Wisdom in the Flesh - Acrobatics is now a Wisdom-based skill instead of Dexterity-based.
Racial Traits +2 to Diplomacy and Perception; Darkvision 60’; ACE Resist 5; Daylight/1 day
SQ Smite Evil; Detect Evil; Lay on Hands (1d6; 5/day); Divine Grace; AC Bonus; Unarmed Damage; Fast Movement; Evasion; Chakra Expertise; Ki Pool (7/day); Light Spirit; Still Mind
Combat Gear Karu’s Blessing (+1 Seven Branched Sword), Belt of Strength +2, Headband of Wisdom/Charisma +2, Ring of Protection +1, Amulet of Natural Armor +1
Other Gear Wand of Mage Armor (34 charges), Wand of Cure Light Wounds (50 charges), Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Holy Water (x5), Alkali Fluid (x2), Acid Flask (x2)

Special Abilities::

Monk Abilities:
Weapon and Armor Proficiency Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Unarmed Strike: 1d8
Fast Movement: +10 feet
Chakra Expertise (Ex) At 2nd level, the serpent-fire adept gains a bonus equal to 1/2 her monk level on Fortitude and Will saves attempted to maintain awakened chakras. At 8th level, when she has opened one or more chakras, she can maintain those chakras (without opening any new chakras) for 1 round without taking a swift action, expending ki, or attempting Fortitude or Will saves to maintain the chakras.
This increases to 2 rounds at 16th level. After maintaining her chakras with chakra expertise, the monk must open a new chakra or maintain her open chakras normally before she can use chakra expertise again.
Ki Pool (Su) At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Power (Su) At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Level 4: Light Spirit Ability (see below)
Still Mind (Ex) At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Light Spirit (Su) At 4th level when the serpent-fire adept has her sacral chakra open and chooses to benefit from its power, her fly speed is equal to either her base land speed or her bonus to her base speed from the monk fast movement class ability (whichever is higher). She maintains this fly speed for a number of rounds equal to her Wisdom bonus (minimum 1 round), even if she closes her chakras.

Paladin Abilities:
Detect Evil/Smite Evil: +5 (Cha) to hit and AC/+2 (Paladin) levels to damage, 1/day
Lay on Hands: 1d6 (1d6/2 levels); 5 (½ level + Cha)/day
Divine Grace: +4 (Cha) to Saves

Ki Pool: 7 points/day [½ Monk level + Wis]
Lay on Hands: 5 attempts/day; +1d6 healing [½ Paladin level + Cha]

Attacks:

[dice=Karu's Blessing] 1d20+10 [/dice]
[dice=Damage] 1d10+5 [/dice]

[dice=Karu's Blessing | Smite] 1d20+10+4 [/dice]
[dice=Damage] 1d10+5+2 [/dice]

[dice=Karu's Blessing | PA] 1d20+10-2 [/dice]
[dice=Damage] 1d10+5+6 [/dice]

[dice=Karu's Blessing | Smite/PA] 1d20+10+4-2 [/dice]
[dice=Damage] 1d10+5+6+2 [/dice]

---

[dice=Unarmed] 1d20+9 [/dice]
[dice=Damage] 1d8+3 [/dice]

[dice=Shuriken] 1d20+7 [/dice]
[dice=Damage] 1d2+3 [/dice]

Linnorm Style:
While using this style, you take a –2 penalty to your AC against melee attacks. After a creature makes a melee attack against you, you can choose to add your Wisdom bonus to the damage from your unarmed strikes against that creature, rather than your Strength bonus. If you can normally add your Dexterity bonus to the attack’s damage, you can instead replace it with your Wisdom bonus. This lasts until the beginning of the target creature’s next turn.

Chakras:

Awakening chakras or maintaining awakened chakras is a swift action that costs 1 ki point. On the first round, this opens the root chakra. Each round after the first, it opens the next chakra in the sequence, up to the crown chakra on the seventh round. Once the initiate has begun awakening his chakras, each round he must continue opening chakras or maintain his awakened chakras, or all of his chakras close and he must begin again from the root chakra. If he pauses in the progression, he can resume it at any time, provided he has spent 1 kipoint per round in the meanwhile to maintain his open chakras. Each round, when expending the ki for that round, the initiate can select the benefit from one chakra awakened up to that point. For example, if after 4 rounds the initiate has awakened three chakras, he can gain the ability of any of those three. To open a chakra, the initiate's character level (or total HD) must equal at least double the chakra's rank. For example, an initiate must be 14th level to open his crown chakra.
Manipulation of the serpent-fire involves considerable risk. Every round in which a character has one or more awakened chakras, he must succeed at Fortitude and Will saving throws, adding his Charisma modifier to each save, to resist the inherent dangers of the kundalini flow as it suffuses his body with spiritual fire. The save DCs are equal to 10 + the sum of the ranks of the awakened chakras. For example, awakening the root, sacral, and navel chakras would result in a DC of 16. Opening all seven chakras at once results in DC 38 saves. The save DC totals are listed after each chakra's rank and title. If the initiate fails the Fortitude save, he takes 1d6 points of damage per awakened chakra. If the initiate fails the Will save, he is overcome with visions related to the emotions and concepts associated with the awakened chakras, causing him to be dazed for 1 round and causing all of his chakras to close.
1. Root Chakra (DC 11): The root chakra is associated with instinct, security, survival, and potential for greater development. It energizes the desires of the flesh and distributes ki throughout the blood to circulate heat to the body. Kundalini energy is sometimes depicted as a serpent coiled around the root chakra, ready to ascend on a path from the body's lower, basic urges and instincts to the heights of a disciplined and enlightened mind.
By awakening his root chakra, the initiate opens himself to an inflow of serpent-fire energy. The bloom of occult power strengthens his aura, granting him DR/— equal to the number of chakras opened for 1 round. The initiate must be at least 2nd level before he can open this chakra.
2. Sacral Chakra (DC 13): The sacral chakra is closely associated with the generative power of the reproductive cycle, as well as pleasure, addiction, creativity, emotional needs, and relationships. When the sacral chakra is awakened, the adept recalls moments of sensual or creative ecstasy, when consciousness slips from the physical body into astral realms of weightless bliss. When opened, the sacral chakra gleams with sunlike radiance.
By awakening his sacral chakra, the initiate gains a fly speed equal to his base movement for 1 round with average maneuverability. The movement must begin and end on a solid surface. The initiate must be at least 4th level before he can open this chakra.
3. Navel Chakra (DC 16): The navel chakra is sometimes called the power chakra, for it is associated with fire, combustion, digestion, anger, joy, fear, anxiety, and laughter. Here the serpent-fire swirls and swells with heat and vital energy, the source of the so-called "fire in the belly" of common parlance.
Upon awakening his navel chakra, the initiate can channel the serpent-fire as a breath attack that deals 2d8 points of damage in a 30-foot cone. This radiant gout of orange-red liquid flame somewhat resembles fire, but bypasses all forms of energy resistance, protection, and immunity. The amount of damage increases by 1d8 for each open chakra beyond the 3rd, to a maximum of 6d8 if all of the chakras are awakened. The initiate must be at least 6th level before he can open this chakra.
4. Heart Chakra (DC 20): The heart chakra is the seat of higher feelings and emotions, an inner realm of compassion, tenderness, love, and rejection. When infused with the substance of a creature's aura, the energies of the heart chakra can take on powerful healing capabilities.
Once the heart chakra has been awakened, the initiate can channel his serpent-fire into a torrent of healing energy. He can use this ability on himself or touch any adjacent living creature with this fire to heal an amount of damage equal to 1d8 + double the number of chakras he has awakened. In addition, he can remove one of the following conditions from the creature healed: confused, nauseated, sickened, staggered, or stunned. This fire has no effect on constructs, undead, or other creatures that are not alive. The initiate must be at least 8th level before he can open this chakra.
5. Throat Chakra (DC 25): Speech and hearing are nothing more than vibrations, and the throat chakra thrums with the occult vibrations that govern existence. Here the urges and emotions of the lower chakras give way to more refined, cerebral vistas, making the throat chakra the bridge between feeling and thinking.
By awakening the throat chakra, the initiate can tap into the primordial mystical language underlying all things—the raw tongue of the multiverse that gives motion to atoms, keeps planets rotating in infinite space, and orders the coruscations of the stars.
When using this chakra, the initiate slips into a kind of trance. He can take actions as normal, but he constantly mutters incoherent, often disturbing utterances of a vastly primal nature. Each round, he can select one enemy within 30 feet. That foe must succeed at a Will save to resist becoming staggered for 1 round. The DC of this save is 10 + 1/2 the initiate's total Hit Dice + his Charisma modifier. This is a sonic mind-affecting effect. The initiate must be at least 10th level before he can open this chakra.
6. Brow Chakra (DC 31): Also called the intuitive chakra, this force center governs occult vision, both literal and metaphorical. Once the brow chakra has been opened, the initiate gains the benefits of true seeing for 1 round. Engaging this force center literally opens a shining third eye of psychic energy upon the initiate's forehead. The mystical eye is easily perceived by anyone looking at the initiate, and persists so long as he maintains the brow chakra. The initiate must be at least 12th level before he can open this chakra.
7. Crown Chakra (DC 38): Channeling serpent-fire through all seven chakras at the same time aligns the initiate's life energy to its utmost potential, bathing his aura in glimmering golden hues that illuminate his head like a gleaming halo. For the briefest of moments, he transcends mortality to become a being of temporary divinity. This alignment with the cosmic harmony of the multiverse grants him enormous sway over probability.
Once the crown chakra is opened, the initiate becomes fully in tune with the powers of the multiverse, allowing him to gain the benefit of any two distinct chakras each round. He gains this benefit even if he doesn't select the crown chakra. If he selects the crown chakra, every time he would roll a d20 during that turn (such as when attempting an attack roll, a saving throw, or a skill check), he can roll twice and take the higher result. The initiate must be at least 14th level before he can open this chakra.

Chakra Feats:

Chakra Initiate: You gain a pool that holds 3 points of serpentfire ki, which you can use only to open or maintain chakras. These serpent-fire ki points are replenished at the same time you replenish the points in your regular ki pool.
Chakra Mandala: If you fail the Fortitude saving throw to maintain your awakened chakras, you take only half the normal damage.
Chakra Adept: Your pool of serpent-fire ki increases to 4 points. When you maintain your chakras as a swift action without opening a new chakra, you can choose to attempt either the Fortitude save or the Will save instead of both.
In addition, after you stop spending ki to maintain your chakras, the kundalini energy lingers in your body. On the first round during which you spend no ki to maintain your chakras, your highest chakra closes and you can spend a swift action to use any one of the abilities of your remaining open chakras. On the next round after that, all of your chakras close, and you must spend 1 point of ki and a swift action to start again from your root chakra.

Chakra Master:Your pool of serpent-fire ki increases to 5 points. You can spend 3 ki points instead of 1 when you open or maintain a chakra to gain the benefits of two chakras instead of one in that round. If you are opening or maintaining your crown chakra, this stacks with the crown chakra's special power, allowing you to gain the benefits of three chakras in a round.

Fluff:
Karina, the Bold Strider, is a fledgling member of the Bold Striders, a dragon-slaying band from the Verduran Forest in Taldor. She has been trained by her father in his solitary monastery, deep within the forest. She has learned from many Bold Striders about various tactics to deal with foes, both reptilian and otherwise. She lacks the strength to follow in her father's footsteps and seeks to find her own power.

The resurgence of Aeteperaxx, after her father left to deal with a secret mission commissioned by the Ten, was a threat to the Verduran Forest and the highest ranking Bold Strider in the area was Karina. Following in her father’s footsteps, she found the lair of the dragon and slew him with her father’s nodachi, the same blade that plunged through the beast before it escaped several years before. As she struck, the dragon’s blood coated the woman and awoke her heritage as the keeper of the Serpentfire.

Bathed in a golden hue, Karina felt empowered by the blood of the reptile and quickly overcame the debilitating after-effects of the forcible opening of her chakra points. Realizing that this was the key to overcoming her father and making a name for herself, she returned to the monastery and awaited her father.

Upon Karu’s return, Karina told him of her exploits and the man nodded knowingly. ”You have taken on the mantle of your mother.” he says with pride in his eyes. ”She was the last Keeper of the Serpentfire and now it seems that you have found your path.”

With a renewed focus on the path in front of her, she volunteers for every mission possible at the Flaxseed Lodge in order to further build her strength, hoping to be able to unlock all the secrets of chakra manipulation.