Wildcard Female Aiuvarin Centaur |♥️ 203 /203 DR 4 vs Slashing, 10 Fire| AC 35 (36-38 w bonuses)| Speed 40' | Scout (Init +24 with Battlefield Surveyor, + 26 with Oracular Warning) |Fighter DC 32 | Alchemist DC 25
Size
Large
Age
21
Special Abilities
Mount, Robust, Tailwind, Surprise Attack,
Alignment
AC 35, AC 36 (With Warding Statuette hit), AC 37 (With Dueling Parry), AC 38 (With Dueling Parry and Warding Statuette hit), 31 Unarmoured
Marine is a tall (by human standards), lean and refined-looking centaur with short blonde hair and wide yellow eyes. She carries around a large Aldori Dueling Sword which pulses with Astral energy. She armours herself with gleaming steel Half Plate armour, which she chooses to eschew the helmet in favour of leaving her blue cavalier hat on. When not adventuring, she wears fine clothing in the form of a blue cape-like cloak with white accents and a matching blue cavalier hat with a white feather. Underneath the cape is a black vest, with a white shirt and tie under the vest. She leaves her horse half bare, due to the difficulty in finding tailors to fit that half of her. Her horse half is that of a yellow coated horse.
See Marine in all of her (unarmoured) glory
Backstory:
After the events of the Extinction Curse, the Circus of Wayward Wonders travelled all over Golarion, picking up perfomers of all ancestries and all walks of life. Some performers ended up finding the love of their life at the circus and had children. One such couple, an Aiuvarin Fireworks Technician named Saul Kern and a Centaur Acrobat named Swiftness gave birth to Marine and her three sisters. The improbability that a Aiuvarin-Centaur union could result in children drove many to believe that their children may not live long, especially since centaurs are an infamously short lived race. This impending mortality drove Marine to live a fulfilling life with the (supposedly) short amount of time she has on the Material Plane.
Growing up in the Circus of Wayward Wonders was an interesting experience. Everyone knew each other and rubbed off each other in some shape or form. Besides her immediate family, Marine’s favourite two people in the Circus was her childhood friend, Fredo the kind Halfling Animal Tamer and the canterkerous yet well-meaning Aldori Duelist, the self-proclaimed Sir Alfred Canningsworth. Many years of her childhood were spent learning animal handling and the study of natural phenomena from Fredo and swordplay from Sir Alfred Canningsworth.
The Circus of Wayward Wonders travelled all over Golarion, stopping off at Absalom, Vyre, Nex, Geb and Kintargo, among other places. Marine loved travelling and seeing the new sites in different cities. Of all these places, Vyre and Kintargo were her favourites due to the sheer variety of things to do. As time passed, however, even the carnival atmosphere of a circus became routine for her. Saying goodbye to their parents, Marine and her sisters packed their bags and set off to become adventurers.
Abilities:
Reactive Strike ↺L1: Fighter TriggerA creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Surprise AttackL2: Rogue You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
BraveryL3: Fighter When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the Frightened condition, reduce its value by 1.
Sneak AttackL4: Rogue When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
Fighter Weapon Mastery(Sword)L5: Fighter You gain access to the critical specialization effects of all Swords for which you have master proficiency.
Sword The target is made off-balance by your attack, becoming Off-Guard until the start of your next turn.
Battlefield SurveyorL7: Fighter You gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.
Weapon SpecializationL7: Fighter You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Battle HardenedL9: Fighter When you roll a success on a Fortitude save, you get a critical success instead.
Combat FlexibilityL9: Fighter When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don’t already have. You can use that feat until your next daily preparations. You must meet all of the feat’s other prerequisites.
Armor ExpertiseL11: Fighter Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
Fighter ExpertiseL11: Fighter Your proficiency rank for your fighter class DC increases to expert. Weapon Legend (Sword)L13: Fighter Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.
Feats:
Acrobatic PerformerFree: Background You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. You can roll an Acrobatics check instead of a Performance check when using the Perform action. If you are trained in both Acrobatics and Performance, you gain a +1 circumstances bonus on Acrobatics checks made to Perform.
Shield Block ↺ Free: Fighter TriggerWhile you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Snagging Strike ◆L1: Fighter Requirements You have one hand free, and your target is within reach of that hand. You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
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Dueling Parry ◆ L2: Fighter You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements. Rogue DedicationL2: Free Archetype You gain a skill feat (Cat Fall) and the rogue’s surprise attack class feature (page 167). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice (Thievery + Society); if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Cat FallL2: Rogue Dedication Skill Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Trick Magic Item ◆ L2: Skill Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.
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Adopted Ancestry (Halfling)L3: General You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.
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Sneak AttackerL4: Fighter You gain the sneak attack class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels.
MobilityL4: Free Archetype You move without leaving an opening. When you Stride and move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Lore (Vyre)L4: Skill Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
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Cultural AdaptabilityL5: Ancestry During your adventures, you've honed your ability to adapt to the culture of the predominant ancestry around you. You gain the Adopted Ancestry general feat (for Human), and you also gain one 1st-level ancestry feat from the ancestry you chose for the Adopted Ancestry feat.
Unconventional WeaponryL5: Cultural Adaptability (Human) You’ve familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of proficiency, you treat it as a simple weapon. If you are trained in all martial weapons, you can instead choose an uncommon advanced weapon that has an ancestry’s trait or is common in another culture. You gain access to that weapon and have familiarity with that weapon. For the purpose of proficiency, you treat it as a martial weapon (Aldori Dueling Sword).
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ContortionistL6: Fighter You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn.
Quick SqueezeL6: Free - Contortionist You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed.
Acrobat DedicationL6: Free Archetype You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.
Quiet AlliesL6: Skill You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
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Ancestral Paragon 7: General Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. Halfling Luck L7: Ancestral Paragon Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.
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Dueling Riposite ↺ L8: Fighter Trigger A creature within your reach critically fails a Strike against you
Requirements You are benefiting from Dueling Parry. You elegantly counterattack against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
Skill MasteryL8: Free Archetype Increase your proficiency rank in one of your skills from expert to master (Stealth) and in another of your skills from trained to expert (Thievery). You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites. (Foil Senses)
Foil SensesL8: Skill Mastery Skill You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.
Kip Up ◇L8: Skill You stand up. This movement doesn’t trigger reactions.
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Slam Down ◆◆(Flourish)L9: Fighter Combat Flexibility You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Quick Alchemy ◆ L9: Alchemist Manipulate, requires a free hand and alchemist tools worn or held.
You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
Alchemist Dedication (Multitalented) L9: Ancestry You put your alchemical interest into practice. You become trained in alchemical bombs, the alchemist class DC, and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice.
You gain the Quick Alchemy benefits, creating up to 4 versatile vials during your daily preparations. Add the formulas for four additional common alchemical items to your formula book, in addition to those you gain from Alchemical Crafting.
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Tactical Reflexes L10: Fighter You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make a Reactive Strike.
Advanced Alchemy L10: Free Archetype You gain the advanced alchemy benefits, and you can create 4 alchemical consumables during your daily preparations.
Advanced Alchemy benefitsL10: Free Archetype You gain the Alchemical Crafting feat if you don’t already have it. In addition, you gain advanced alchemy, which allows you to create a certain number of infused alchemical consumables each day during your daily preparations without the normal cost or time expenditure, as described on the Alchemist page.
Additional Lore (Kintargo)L10: Skill Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
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Incredible Scout L11: General When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
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Dueling Dance L12: Fighter You are wielding a single one-handed melee weapon and hold nothing else in your hands. Using a free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry. Basic Concoction L12: FA You gain a 1st- or 2nd-level alchemist feat. Revivifying MutagenL12: Free - Basic Concoction You metabolize a mutagen to heal yourself. You regain 1d6 Hit Points for every 2 item levels of the required mutagen (minimum 1d6 HP), but the mutagen's duration immediately ends. Operatic Adventurer L12: Skill Your training has focused you for the opera, and it certainly shows. You become master in Performance, and at 15th level your skill in Performance increases to Legendary. You also become expert in Theater Lore or become master in Theater Lore if you were already expert. When you’re on a stage, in an arena, or otherwise at the focus of a crowd there to see you perform, your eagerness to begin grants a +3 circumstance bonus to initiative rolls if you roll Acrobatics, Intimidation, or Performance for initiative.
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Incredible LuckL13: Ancestry Even other halflings consider you to be particularly lucky. You can use Halfling Luck once per hour, rather than once per day. If you have Guiding Luck, you can still use Halfling Luck when you fail a Perception check or attack roll only once per day (though you can use it within the same hour that you used Halfling Luck), and if you have Shared Luck, you can still use Halfling Luck on an ally instead of yourself only once per day.
+2 ResilientAim-aiding Raiment Half Plate - Worn
+2 Greater Striking Astral Brilliant Aldori Dueling Sword – Worn
Padded Armour – Worn under Half Plate
Gauntlets – not Worn, Stowed.
Greater Charlatan’s Gloves – Worn (gloves) (Invested)
Tiny silver hooks decorate these fine silk gloves. They grant a +2 item bonus to Thievery and allow you to cast Telekinetic Hand as an innate occult spell.
Charm of Fire Res (Greater) – Worn (Invested)
This charm, normally hung from the belt or worn around the neck, grants you resistance 10 against one type of energy damage (Fire).
Cloak of Illusions - Worn (cloak) (Invested) The cloak allows you to cast Figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.
Activate—Draw Hood ◆◆ (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of Invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. Persona Mask (Greater) – Worn (mask) (Invested)
Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +2 item bonus to Performance checks while acting, orating, performing comedy, or singing.
Activate—Sacrifice Role [reaction] (concentrate, fortune) ; Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result
Primeval Mistletoe – Worn (Invested)
This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature checks while you wear it.
Activate—Anoint [two-actions] (manipulate); Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a weapon made primarily of wood to cast runic weapon on it, or onto a creature to cast runic body on it.
Activate—Bind [two-actions] (manipulate); Frequency once per day; Effect You touch the sprig, then a tree to cast one with plants upon yourself, turning into a vine on the touched tree.
Sash of Prowess – Worn (mask) (Invested)
This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the monastery in which you trained but can also sport religious symbology, such as the open hand of Irori. You gain a +2 item bonus to Acrobatics and Athletics skill checks.
Activate—Effortless Mastery [free-action] (concentrate); Frequency once per day; Requirements You succeed at an Acrobatics or Athletics skill check; Effect You critically succeed instead.
Tactician’s Helm – Worn (headwear) (Invested)
Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician’s helm, imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to Warfare Lore checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with a Reactive Strike. A tactician’s helm can hold up to 2 charges, and its charges reset to 0 when you invest it.
Activate [one-action] (concentrate); Cost 1 charge from the helm; Frequency once per hour; Effect You choose one of the following effects.
• Charge! Stride twice.
• Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until the end of this turn.
• Protect! If you're wielding a shield, Stride to a space adjacent to an ally, then Raise your Shield.
• Re-Arm! Interact up to three times. Each of these actions must be used to do something listed under Interact.
Warding Statuette – Affixed to Dueling Sword
This small figurine is carved from soapstone in the shape of a deity or Guardian (Calistria), facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.
• Armor You gain resistance 1 against ranged weapon attacks.
• Weapon When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn.
Activate Cast a Spell; Effect You cast shield.
Activate Cast a Spell; Frequency once per day; Effect You cast spiritual weapon.
11th level item: +2 Resilient Half Plate
10th level item: +2 Striking Aldori Dueling Sword
9th rank items: Armbands of Athleticism and Greater Charlatan’s Gloves
8th rank item: Astral Rune
7th rank items: Cloak of Illusions and Warding Statuette
Character creation: 500 gp
-225 for aim aiding
- 160 for Wand of Tailwind
- 30 for alchemical formulas
- 0.1 for air bladder
-3 for Alchemist’s toolkit
- 58 for bracelets of dashing
- 1.5 for adventurer’s kit
- 2 for fine clothing
- 0.4 for Desert Clothing
- 0.4 for Winter Clothing
- 0.1 SP for Ordinary Clothing
- 0.5 for crowbar
- 1 for formula book
- 3.3 for thieves tools and picks
- 1 for writing set
- 12 for scroll of 2nd rank Scroll of Humanoid Form
Remaining: 1.7 gp
Chapter 1: Gain of 3174.25 GP. Remaining 82.45 GP
Abandoned Theater: + 2,856.88, - 2000 for Brilliant rune, 856.88 remaining
-140 gp for Rainment rune,
-300 art, +575gp from art festival, -60 from Hydra Mutagen formula
931.88 total
Exploration: Marine’s default exploration mode is Scout.
Encounter: Marine will almost always ask the casters in the party if they have an AOE they want to throw out first. If they do, she Delays.
When it’s time to enter the stage, she Strides up to the biggest threat (or the one that is Frightened), Snagging Strikes them, and then uses her Dueling Parry. On subsequent turns she will always start with Snagging Strike and end with Dueling Parry. She will try to get as many (INSERT PRESS ACTION: Sleek Reposition, Exacting Strike, Shatter Defences) in as possible.
Marine will take the first available opportunity to react, either with her Reactive Strike or Dueling Riposte.
Notes and Templates:
Intimidating Strike ◆◆ [smaller]L9: Fighter Combat Flexibility Your blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit. Slam Down ◆◆(Flourish)L9: Fighter Combat Flexibility You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them. Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you’re wielding a two-handed melee weapon, you can ignore Trip’s requirement that you have a hand free. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
by setting up a Snagging Strike .
[dice=+2 Astral Aldori Dueling Sword]1d20 + 28[/dice]
[dice=Slashing, Sneak Attack, Spirit, Brilliant]3d8+9+1d6+1d6+1d4[/dice] That's 18 Slashing, 1 Precision, 1 Spirit and 4 Fire. If it had hit, Orange would be off-guard until the start of my turn.
[dice=Brilliant vs Fiends and Undead]1d4+1d4[/dice] That's X Spirit vs Fiends and Y Vitality vs Undead.
Dueling Parry
[spoiler =Reactive Strike]
[dice=+2 Astral Aldori Dueling Sword]1d20 + 28[/dice]
[dice= Slashing, Sneak Attack, Spirit, Brilliant]3d8+9+1d6+1d6+1d4[/dice] That's 18 Slashing, 1 Precision, 1 Spirit and 4 Fire. If it had hit, Orange would be off-guard until the start of my turn.
[dice=Brilliant vs Fiends and Undead]1d4+1d4[/dice] That's X Spirit vs Fiends and Y Vitality vs Undead.
[spoiler =Dueling Riposte]
[dice=+2 Astral Aldori Dueling Sword]1d20 + 28[/dice]
[dice= Slashing, Sneak Attack, Spirit, Brilliant]3d8+9+1d6+1d6+1d4[/dice] That's 18 Slashing, 1 Precision, 1 Spirit and 4 Fire. If it had hit, Orange would be off-guard until the start of my turn.
[dice=Brilliant vs Fiends and Undead]1d4+1d4[/dice] That's X Spirit vs Fiends and Y Vitality vs Undead.
[/spoiler]