About Konstiantina Mokei† † † † † † † † † † † † † † † † † † † † † † † † † Konstantina Mokei
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Background: Knowledge Nobility: +5, Knowledge Religion: +4 Traits Child of Oppara, Influence (Diplomacy)
Combat Gear longsword
Gold: 7 SPECIAL ABILITIES:
Aura of Good (Ex) You project a faint good aura.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Panache:
Panache and Deeds (Ex) At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds. This ability replaces the paladin’s spellcasting. More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. Dodging panache At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Menacing swordplay At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action. Opportune parry and riposte 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. Precise strike At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Swashbuckler initiative. At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.
Appearance:
Grave, dignified, and quietly confident, Konstiantina is a beautiful woman whose aasimar heritage manifests itself in her radiant golden hair. This she wears in twin thick braids that hang down her front, and even in the gloom it seems to glimmer and shine, betraying its near metallic nature. While at first glance she might appear distant, she soon reveals an encouraging warmth and delight in those whose principles and morals accord with her own; her humor is earthy, her laughter spontaneous and unselfconscious. Yet it takes but a moment for her merriment to fade and be replaced by her natural reserve, and unfortuantely in Oppara this happens more often than not, for there is little to see in that glorious city which gladdens her eyes. Background:
It is said that six generations back the Mokei family was visited by an angel, who not only helped Konstiantina's ancestor in a holy quest, but fell in love with her and for awhile became her partner. Together they rendered unto Taldor an invaluable service, in reward of which the Mokei family was granted the rights of a minor noble house in perpetuity.
Generations passed, and all that remained of that history became shrouded in legend; even the reputation of that once grand house became ruined, as sucessive generations indulged in the worst vices that Oppara had to offer, garnering an infamous reputation as reprobates, eminently corrupt, and interested only in wealth for wealth's sake. Konstiantina's birth thus came as a shock: her aasimar blood revealed itself in her golden hair which, while metallic and possessing an unearthly sheen, was still soft and supple to the touch. Beautiful and capable of wondrous feats, the family sought to leverage her birth to its advantage, bringing her forth in court and using her as a piece in their machinations. This lasted till she turned thirteen, at which point she refused to help her family in their games. A strong, natural sense of morality pervaded her, and she left her family's estate for a small house in a more modest quarter, and for five years refused to return to court or entertain visits from her family. Instead she sought an education, both on the streets and in the city's libraries, seeking to understand the pressures that grew within her, urging her to do something uncommon, to find a purpose, a cause. She felt destined for great deeds, but at a loss as to where to begin. This lasted until she willingly sacrificed herself for a young family that was being set upon by thugs; stabbed and left to die, she was visited by Iomedae, who had taken notice of the young aasimar, and offered to return her to life if she would follow in her faith. Konstiantina agreed, and awoke from a weeklong convalescence with the powers of a paladin. Since then, she has returned to court, assured now that change can only come from the top, and seeks to leverage what little family authority she has with the regard her divine blood affords her. Her impassioned pleas achieved little other than the patronage of Lady Lotheed, who took the earnest paladin under her guidance, seeing in the aasimar a possible asset to be used at some later point. |