About Mareena LuzieThe Code of Iomedae:
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them. When in doubt, I may force my enemies to surrender, but I am responsible for their lives. I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest. The Tenets:
Background:
Mareena's parents were two Chelaxian wanderers from a long lineage of merchants. They were part of a nomadic caravan which would cross Golarion through the years to sell spices (though there were rumors that some members were also selling things like opium and absinthe). Of advanced age, the couple never had any other children and had grown to be used to the will of the gods, until one day the woman appeared pregnant. The caravan was camping near a chapel dedicated to the Inheritor, and taking it as a sign, they decided to name their child with the word meaning Redemption on their dialect: 'Mareen'. When the baby was born a girl, they adapted the name to 'Mareena'. Healthy and pink cheeked, she became the very reason for her parents smile on waking and peace when sleeping. Even the caravan, despite having other children, felt inspired by the little "angel", and people would pass by to send blessings for the little miracle and leave small gifts. Their peace lasted only a few months. One of the merchants that recently joined the group revealed himself to be not exactly an old trader, but rather a demonic cultist in disguise. He led a strange ritual, joined by other cultists, and summoned a small demonic horde within the caravan, which started to mutilate or murder anyone they'd cross with. Their goal? The little miracle of Iomedae. The blood lineage of the old couple was a lot more special than they realize, and the birth of the child was considered an omen. After a night of pain and terror, the baby was finally captured and taken into the center of the ritual. In her veins, the blood of angels and demons, coveted and hidden through generations of pure human mating. Yet, the creatures of the Abyss knew what they were dealing with, and immediately started to try to corrupt her, using their evil arcane arts to force her demonic influence to take over her young body. Little horns, tail, fangs seems to grow and shrink over the moments that passed, and they seemed to feast on the screams of the tortured mother. Until something, or someone, interrupted the ritual. A clash of light and dark erupted, claiming the lives of humans and demons together. After hours, the wagons were taken by the devious smoke of fire that was badly put down, and only the cries of the baby could be heard. She was barely clinging to her life, her demonic tiefling features now much more prominent than before. Her life as a human would never be anymore; she was condemned to forever be seen as a pitborn, a spawn of the abyss cocooned in the small, frail body. Mareena was found by Chelaxian monks and taken to their nearby monastery. The lands hosted old ruins, which the local people claimed to be the birthplace of Iomedae herself. Tieflings weren't so uncommon there, but still target of prejudice - but the girl wasn't truly mistreated. Instead, was raised with delicacy within the faith in the Lady of Valor - and while her teenage years were spent as a servant and cleaning maid to the inquisitors of the church, she was still allowed to train and apply to be ordained. A living symbol of redemption, the young apprentice Paladin carried the marks of her past throughout her skin. Many of the order would plain reject to even talk to her given her origin; yet, not even the coldest of hearts could deny that she was truly a force for good, a righteous innocent heart driven purely by hope and faith. When the Armasse - the festival of Kenabres - was announced, the leaders of the order finally decided to give her a chance. She was to take her final tests at the end of it and, if approved with flying colors, she would finally be recognized as a member and confered holy orders.
Appearance and Behavior:
Appearance 17 Mareena is young, with very fair skin and long red hair. She would be considered pretty, yet she carries demonic signs through her body, like horns and fangs on her mouth, and even her small, hopeful eyes have pale red iris. She isn't intimidating either, however, as her overall behavior and features are actually those of a delicate lady. The sum of both parts make her a conundrum. While she isn't tall, her rigorous training gave her a very strong build - it's fairly obvious that underneath all the metal armor there's a muscular and mighty holy warrior. Even if such armor holds her movements, she's still fairly nimble, and her health is considerably good. A naive idealist of sorts, Mareena is driven by the pure desire of doing good. She honors her parents with songs and prayers before sleeping, yet never sworn revenge or fed into hatred towards their assailants. The young tiefling wholeheartedly believe in offering second chances and guiding people towards good - but, as the tenets of her faith say, if engaged in combat she will become fiercely lethal.
Role and Mechanics:
Mareena is planned as a Paladin and Guardian. While she's still capable of respectable damage in melee, her actual focus will be on that of a defender. She carries sword and shield, uses heavy armory, and adopts a combat stance dedicated to survive and make her companions survive. Out of combat, the idea is to make her serve as a face for the group. She can grow to become a leader, eventually, and I feel that journey is what makes her more pleasant to play. I'd like to invest in the "redeeming" theme and benefit from the opportunities this AP offers to act on it.
Character Sheet:
Mareena Luzie Female advanced demon-spawn tiefling paladin (oath of the mendevian crusade) 1/barbarian* (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Bestiary 264, 288) LG Medium outsider (native) Init +5; Senses darkvision 60 ft.; Perception +9 -------------------- Defense -------------------- AC 24, touch 15, flat-footed 19 (+3 armor, +5 Dex, +4 natural, +2 shield) hp 17 (1d10+7) Fort +8, Ref +5, Will +6; +1 trait bonus vs. Spells and Spell-Like Abilities of Evil Outsiders Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +8 (1d4+7/19-20) or . . heavy shield bash +8 (1d4+7) or . . mwk cold iron longsword +9 (1d8+7/19-20) or . . unarmed strike +8 (1d3+7 nonlethal) or . . bite +8 (1d6+10) Ranged longbow +6 (1d8/×3) Special Attacks smite evil 1/day (+7 attack and AC, +1 damage) Paladin Spell-Like Abilities (CL 1st; concentration +8) . . At will—detect evil -------------------- Statistics -------------------- Str 24, Dex 20, Con 22, Int 20, Wis 19, Cha 24 Base Atk +1; CMB +8; CMD 23 (21 vs. dirty trick) Feats Armor Of The Pit[ARG], Blessed, Combat Expertise, Deadly Aim, Persuasive, Power Attack Traits aldori caution, crusader road acolyte (echo wood), exposed to awfulness, seeker Skills Acrobatics +6, Bluff +7 (+9 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Craft (armor) +11, Diplomacy +19 (+21 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disguise +7 (+9 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Fly +6, Handle Animal +11 (+13 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Heal +8, Intimidate +9 (+11 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Knowledge (planes) +6, Knowledge (religion) +9, Perception +9, Sense Motive +8, Spellcraft +9, Use Magic Device +8 (+10 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders); Racial Modifiers +4 Fly Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Infernal, Orc SQ finesse weapon attack attribute, naive, prehensile tail[ARG] Other Gear studded leather, heavy steel shield, arrows (100), dagger (2), longbow, mwk cold iron longsword, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], masterwork armorsmithing tools, masterwork backpack[APG], mess kit[UE], pot, soap, trail rations (5), waterskin, weapon cord[APG] (10), wooden holy symbol of Iomedae, wrist sheath, spring loaded (2), 25 gp, 6 sp -------------------- Tracked Resources -------------------- Arrows - 0/100 Dagger - 0/2 Detect Evil (At will) (Sp) - 0/0 Exposed to Awfulness (1/day) - 0/1 Smite Evil (1/day) (Su) - 0/1 Trail rations - 0/5 -------------------- Special Abilities -------------------- Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Naive -2 to AC vs. improvised weapons. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Smite Evil (1/day) (Su) +7 to hit, +1 to damage, +7 deflection bonus to AC when used. -------------------- Background Paladin 3d4 x 10 gp Diplomat The diplomat is a noble that specializes in negotiation. Alignment: Any Skills: Choose 1 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill. Bluff, Diplomacy, Intimidate, Knowledge (nobility), Linguistics, Perception, Profession, Sense Motive Bonus Feat: Persuasive Starting Money: 4d4 x 10 gp -------------------------------------------------- Beauty 17 (+5 Diplomacy) If you have a beauty stat of 16 or higher a number of times per day equal to 1/4 HD you can attempt to charm someone who might be sexually attracted to your character as a move action. The willsave DC for this is equal to 10+1/2 HD+Beauty modifier. The charm is equal to Charm Person spell that lasts for 1 rd/HD. Conversely if you have a beauty stat of 5 or lower you can attempt to frighten someone. A number of times per day equal to 1/4 HD you can attempt to scare someone as a move action. The willsave DC for this equal to 10+1/2 HD+Intimidate modifier from beauty. This ability is equal to the Fear Spell and lasts for 1 rd/HD.
|