Luersa

Marla May's page

59 posts. Alias of Zayne Iwatani.


Classes/Levels

| Spell Points 7/7

Gender

Harbinger 4/Armorist 4 | HP 42/42 | AC 16, Touch 12, FF 14 | CMB +8 | CMD 20 | Fort +6, Ref +3, Will +4 | Init +2 | Perception +0

About Marla May

Marla May
Female Harbinger 4/Armorist 4
LN Medium humanoid (human)
Init +2; Perception +0
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 42 (4d10+8) Rolls: 5, 1, 3
Fort +6, Ref +3, Will +4
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Offense
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Speed 40 ft. (30ft. in heavy armor)
Melee +1 Greatsword +11 (2d6+7 19-20 x2)
Accursed Will +1 att
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Statistics
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Str 18 (+2 Racial)
Dex 14
Con 14
Int 17 (+1 Level 4)
Wis 10
Cha 10
Base Atk +4; CMB +8; CMD 20
Traits: Child of the Temple, Bruising Intellect, Dominator
Drawback: Cruelty
Casting Drawback: Verbal Casting, Focused Casting, Blast Shape (Energy Blade)
Feats Malevolence(1), Grasp of Darkness (Human), Weapon Focus (Greatsword) (Armorist 2), Improved Energy Blade (3), Heavy Armor Proficiency (Armorist 4)
Languages Common, , ,
Harbinger SQ: Accursed will (attack rolls), dark claim, ill tidings, maneuvers, Dark Focus (1 discipline), Grim News (1/encounter), Massacre (1/encounter)
Armorist SQ: Bound equipment, casting, spell pool, summon equipment, Arsenal trick (Weapon Focus), Armor training, bound equipment (+1), Arsenal trick (Heavy Armor)
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Skills:

(4 Class + 3 Int + 1 Human + 1 FC) x4 = 36
ACP = 0

--Class--
(4)Acrobatics (Dex) +9
()Autohypnosis (Wis)
()Bluff (Cha)
(1)Climb (Str) +8 (+10)
()Diplomacy (Cha)
()Fly (Dex)
(4)Heal (Wis) +7 (+9)
(4)Intimidate (Int) +10 (+12)
(4)Knowledge (Arcana) (Int) +10
(4)Knowledge (Local) (Int) +10
(4)Knowledge (Religion) (Int) +11
()Linguistics (Int)
()Ride (Dex)
()Sense Motive (Wis)
(4)Spellcraft (Int) +10
(4)Stealth (Dex) +9
(1)Swim (Str) +8
(2)Survival (Wis) +5 (+7)

--Background-- 2x4 = 8
()Craft () (Int)
(4)Knowledge (Engineering) (Int) +10
()Knowledge (Martial) (Int)
(4)Knowledge (Nobility) (Int) +11
()Profession (Wis)

--Modifiers--
Intelligence to Intimidate
+2 trait bonus on all attempts to demoralize an opponent in combat
+1 trait bonus on Knowledge (nobility)
+1 trait bonus on Knowledge (religion)
+2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather
+2 circumstance bonus on Heal
+2 circumstance bonus on Climb


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Gear:

--Equipped--
+1 Greatsword (Bound Weapon)
MW Mithril Chainshirt 1100

--MW Backpack 50--
Fighter's Kit 9
Climber's Kit 80
Healer's Kit 50
MW Survival Kit 50
Grappling Hook 1
Silk Rope 200ft' 40
MW Manacles 50
Wooden Holy Symbol of Balseria 1
Holy Symbol Tattoo (On back) 100
Small Tent 10

1469gp


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Racial Abilities, Traits, and Feats:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

--Traits--

Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Unorthodox Method: You trade one of your class’s available disciplines for a different discipline of your choice. You gain the new discipline’s skill as a class skill.

Drawback: Cruelty Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

--Feats--
Malevolence(1): Creatures Claimed by you become cursed and take a –2 penalty on combat maneuver checks and skill checks for as long as they are Claimed.

Grasp of Darkness (Human): When you use your dark claim class feature to Claim a creature, you recover two expended maneuvers rather than one, and can Claim two additional opponents within close range. You do not recover additional maneuvers for Claiming these opponents beyond the one granted by this feat.

Weapon Focus (Armorist 2): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Improved Energy Blade (3): You may activate the Energy Blade talent as a swift action when making a melee or ranged weapon or natural weapon attack, but not a touch attack. The next successful attack deals your destructive blast damage in addition to its normal damage.

Heavy Armor Proficiency (Armorist 4): You no longer take a penalty for wearing armor you are not proficient in.


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Harbinger Special Abilities:

Weapon and Armor Proficiency

A harbinger is proficient with all simple weapons, martial melee weapons, light armor, and shields (except tower shields).

Maneuvers

Maneuvers: A harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Eternal Guardian, Scarlet Throne, Shattered Mirror, and Veiled Moon.

Once the harbinger knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by harbingers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A harbinger’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The harbinger learns additional maneuvers at higher levels, as indicated on Table: Harbinger. A harbinger must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the harbinger can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the harbinger need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A harbinger’s initiation modifier is Intelligence.

Maneuvers Readied

A harbinger can ready three of her five maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A harbinger must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow, or otherwise communing with her negative side for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The harbinger does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in communion with her darker urges, she can change her readied maneuvers.

A harbinger begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

In order for the harbinger to recover maneuvers, she must tap into her sorcerous malice by activating her dark claim class feature; the harbinger recovers a single expended maneuver whenever she Claims a creature, and she recovers a number of expended maneuvers equal to her harbinger initiation modifier (minimum 2) whenever a creature she has Claimed is reduced to 0 or less hit points. Alternately, the harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.

Stances Known

A harbinger begins her career with knowledge of one stance from any discipline open to harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the harbinger does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a harbinger cannot learn a new stance at higher levels in place of one she already knows.

Dark Claim (35ft for 2 rds) (Su)

Starting at 1st level, a harbinger gains the ability to reach out with her sorcerous malice, marking foes as her own. As a swift action, the harbinger may Claim an opponent that she can see (including with special senses such as blindsense or tremorsense) within close range (25 feet + 5 feet per 2 harbinger levels) for a number of rounds equal to 1/2 her class level (minimum 1 round). A harbinger can have a maximum number of creatures Claimed equal to her harbinger initiation modifier (minimum 1), and may not Claim a creature she has already Claimed until or unless the Claim expires. Claimed creatures using the Withdraw action to leave a square threatened by the harbinger provoke attacks of opportunity from her.

In addition, the harbinger automatically knows the position of creatures she has Claimed. Any opponent the harbinger cannot see still has total concealment (50% miss chance) against her, and the harbinger still suffers the normal miss chance when attacking creatures that have concealment. The harbinger is still denied her Dexterity bonus to her AC against attacks from Claimed creatures she cannot see.

Accursed Will (Ex) (+1)

A harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence. Starting at 1st level, the harbinger gains an insight bonus on attack rolls equal to 1/2 her harbinger initiation modifier (minimum +1). At 10th level, she gains an insight bonus on damage rolls equal to her harbinger initiation modifier.

Ill Tidings (Ex)

Like unwanted news, the harbinger travels swiftly. At 1st level, a harbinger gains a +10-foot competence bonus to her movement speeds. At 10th level, this bonus increases by +10 feet. Apply this bonus before modifying the harbinger’s movement speeds because of any load carried or armor worn.

Dark Focus (+1 Cursed Razor) (Ex)

Though all Harbingers tap into violence and sorrow, they inevitably specialize in a method of combat that calls to them deep within themselves. At 2nd level, a harbinger selects one discipline she has access to from her harbinger levels to be her dark focus. She gains a +1 bonus on attack and damage rolls when initiating strikes and counters from her dark focus discipline. The bonus to attack and damage rolls increases by +1 at 5th level and every four levels thereafter. In addition, she gains a +1 bonus to the save DCs of maneuvers from her dark focus discipline.

At 6th level, the harbinger gains either Advanced Study or Discipline Focus in her dark focus discipline as a bonus feat, even if she does not meet the prerequisites. In the case of Advanced Study, both maneuvers selected must be from her dark focus discipline.

At 10th level, the harbinger selects a second discipline as her dark focus in addition to her original dark focus discipline. She does not gain an additional bonus feat, although the other bonuses from her dark focus class feature apply to the second discipline as well.

At 14th level, the harbinger’s dedication bears violent fruit. She may expend a readied maneuver to spontaneously initiate any maneuver she knows from her dark focus disciplines that is one or more levels lower than the expended maneuver, regardless of whether or not she has the dark focus maneuver readied. The initiation action of the spontaneously initiated maneuver is unchanged.

At 20th level, the harbinger treats all maneuvers from her dark focus disciplines as being readied at the beginning of each encounter, in addition to her normal pool of readied maneuvers.

Grim News (Su)

Like a ghost or a rumor, the harbinger moves with supernatural acumen. Starting at 3rd level, a harbinger can move up to her speed as a swift action once per encounter. She can use this ability twice per encounter at 9th level, and three times per encounter at 15th level.

At 9th level and again at 15th level, the harbinger selects one of the following abilities. One made, her choice is permanent and cannot be changed.

• Dark Wings: The harbinger gains a fly speed equal to her base land speed, with good maneuverability. This flight is supernatural in nature; though the harbinger may develop wings or another form of evident propulsion, she flies through supernatural acumen alone.

• Omenwalk: The harbinger gains the ability to teleport up to her speed as a move action. The harbinger does not need line of effect or line of sight to her destination, although she still provokes attacks of opportunity for leaving a threatened square when using this ability.

• Spider’s Boon: The harbinger gains a climb speed equal to her base land speed. In addition, she develops a sticky grip that aids her in battle, granting her a +4 racial bonus on grapple checks and to her CMD.

• Water Dweller: The harbinger gains a swim speed equal to her base land speed. In addition, the harbinger no longer needs to breathe and becomes immune to inhaled poisons.

Massacre (Ex)

The scent of blood in the air and the gentle throb of fading life force impels the Harbinger to further heights of violence. Starting at 4th level, a harbinger can initiate one of her readied strikes against an adjacent creature as an immediate action when she reduces an opponent to 0 or fewer hit points. She can only initiate strikes with an initiation action of one standard action with this ability. The harbinger can use this ability once per encounter at 4th level, twice per encounter at 10th level, and three times per encounter at 16th level.


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Maneuvers:

Mystic Initiator Level: (5 Harbinger) 5th

Maneuvers Known 7:
--Level 1 -- (5) DC 15 (DC 16 for Cursed Razor Maneuvers)
Stutter Strike - Melee Strike [curse] - Your melee attack curses the target and causes them to take a –4 penalty on language-based skill checks, and suffer a 25% failure chance on spells with verbal components.

Luck Shifting - Boost - Gain a +1 luck bonus to your AC for each cursed opponent within medium range (maximum +5).

Ghost Hunting Blow - Boost - Momentarily grants the disciple’s attacks the ghost touch property.

Terrifying Blow - Melee or Ranged Strike - Your attack may frighten the target. Deals +1d6 damage against a cursed opponent.

Scything Strike - Melee Strike - Make a melee attack on two adjacent enemies as a single attack.

--Level 2 -- (2) DC 16 (DC 17 for Cursed Razor Maneuvers)
Word of Retribution - Counter - Make a Spellcraft check when damaged by a cursed opponent to deal equal damage to that opponent.

Relentless Warden’s Strike - Melee Strike - You teleport up to 60' to a creature that is cursed or afraid, then make a melee attack that deals +2d6 damage.

Maneuvers Readied 4:
Relentless Warden’s Strike, Word of Retribution, Terrifying Blow, Scything Strike

Stances Known 2:
Aura of Misfortune - Stance - Opponents within close range take a –2 penalty on saving throws.

Aura of Shared Misery - Stance - While you maintain this stance, whenever a creature within 20 feet of you becomes cursed as a result of another effect, you may select a different creature within 20 feet. That creature becomes cursed for a number of rounds equal to your initiation modifier. In addition, cursed creatures within 20 feet of you take additional points of damage equal to 1/4 your initiator level (minimum 1) per damage die whenever they take damage from an attack or effect.


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Armorist Special Abilities:

Weapon and Armor Proficiency

An armorist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Casting:

An armorist may combine spheres and talents to create magical effects. An armorist is considered a Low-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool (5 points/day):

An armorist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents:

An armorist gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Armorist. This does not stack with caster levels gained from other sources.

Summon Equipment (Su) (+1 for 4 min.):

An armorist may spend a spell point as a move action to conjure a weapon or shield into her hands, which stays for 1 minute per level before disappearing.

The armorist must be proficient with the weapon or type of shield to summon it, and in the case of exotic weapons, she must have studied a pre-existing version of the weapon for at least 1 week. This weapon or shield is masterwork quality, and while antimagic barriers may prevent the armorist from summoning these items, the items themselves are not considered magical creations and so may not be dispelled. Ranged weapons come with 50 pieces of basic ammunition.

At 5th level, the armorist may conjure any type of armor she is proficient with, either on her own body as a move action or on a touched willing target’s body as a standard action. This causes any armor the target is wearing to disappear in favor of the new armor until the duration is over and the old armor returns. Dismissing summoned equipment is a free action.

Summoned equipment gains a +1 enhancement bonus for every 3 armorist levels the creator possesses, to a maximum of +6 at 18th level. These bonuses may be traded for special qualities according to Table: Bound Equipment. A piece of summoned equipment cannot have higher than a +5 enhancement bonus; enhancement bonuses beyond this amount must be traded for special qualities.

Bound Equipment (Su) (+1 weapon):

An armorist gains a bond with a specific weapon or shield that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 10th level, 15th level, and 20th level and may select a suit of armor beginning at 5th level or a staff beginning at 10th level.

Bound equipment is masterwork quality, and gains a cumulative +1 enhancement bonus for every odd armorist level possessed beyond 1st, increasing to +10 at 20th level. A piece of bound equipment’s enhancement bonus cannot exceed +1 per 3 levels (minimum: +1, maximum: +5); all enhancement bonus beyond this must be traded for special qualities.

An armorist may give her bound weapon special enhancement properties from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound staves use the rules presented in on the Magic Items page, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the staff is created.

Beginning at 10th level, the armorist may also place weapon enhancements on her staffs and staff enhancements on her weapons.

Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place.

The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day.

A bound double-weapon must divide its enhancement bonuses and weapon qualities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternately, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.

Arsenal Trick:

At second level and every even-numbered level thereafter the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.

Weapon Focus:

You gain the Weapon Focus feat.

Heavy Armor:

You gain the Heavy Armor Proficiency feat.

Armor Training (Ex):

Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor.


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Spheres and Talents (2 + 2 bonus +1 free):

Destruction Sphere:

Destructive Blast (2d6):

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

Energy Blade (blast shape):

As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. Any creature damaged by the attack is also struck by the destructive blast.

Crafted Blast:

When making a destructive blast unaltered by a (blast type) talent, you may change the damage of the destructive blast to be either bludgeoning, piercing, or slashing, and may change all rolled 1’s and 2’s to 3’s.

Life Sphere:

Invigorate (4 temp):

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure (1d8+4):

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore:

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:


  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.

If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Greater Restore:

When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.


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Personality and description:


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Backstory:
In the beginning, I knew only light and happiness. My parents were kind and loving people. They cared for me, fed me, clothed me, and played with me. They took care of me when I was sick and comforted me when I was sad. And yes, they scolded me when I was bad. But that was okay because I knew, deep down, they still loved me and I still loved them. Every week we would join the congregation to pray and give thanks to our goddess Balseria. I could not fully comprehend who she was at the time but I imagined her to be the most amazing, kindest, and most beautiful women in the world. I very much wanted to be like her when I grew up. Together we offered what we could and prayed for her protection. I thought those happy days in the sun would continue forever. But evil lurks in the darkness. And it stole something very precious from me.
First, it was my father. I didn't know it at the time but the signs were all there. One day he walked into our house, eyes red with hate. His every word was filled with anger and spite. He unleashed a torrent of hatred upon my mother. He even moved and swayed in some kind of demonic dance, to a disturbing tune neither I nor my mother could hear. And then he would rain blow after blow against my poor mother, sometimes to the point bleeding or unconsciousness. My father...had been possessed by a demon. Everyday the demon assumed control and beat my mother. Until the day she became so weak, a demon possessed her too. When my demon father was through with my demon mother, she would then turn on me and beat me as he had her.

For days this went on. I knew not what to do. I hid beneath my bed sometimes and prayed to the tiny figure of Balseria at my little mach-shift alter. I prayed for strength in case the demons came for me next, to possess me away and force me to do their bidding. To weaken another and repeat the cycle with some other family. That thought gave me strength. The strength to face the demons head on with Balseria's holy light. I challenged them one day, trying to banish them from my home. But they turned on me. They both attacked me and Balseria could not help me. It was the most painful thing I'd ever experienced. I realized my error too late. MY parents weren't possessed. They were gone, dead, replaced with demons that looked exactly like them. There was no way my flimsy holy symbol could banish real demons.

When I awoke. Things were different. The demons, they were acting nice. Too nice. They knew I was on to them. They tried to fool me. Make me think they were my parents once more. The act was good. They were kind and gentle people again. They treated my wounds. They fed me again. They consoled me again. They even played with me again. But we never went to the temple after that. They couldn't step foot there. I knew the truth. They were lying in wait. Fooling me so that when they attacked again I would be unprepared. I had to strike before them. Before they took me.

So one night as they slept, I grabbed a kitchen knife and sneaked into their room. I crawled up on their bed, prayed the knife would pierce demon hide, and struck. I went for my demon father first for he seemed strongest. I stabbed and stabbed and stabbed the knife into his chest, demon blood gushing from his wounds. I must have struck true because his retaliation was feeble and weak. He stopped soon after. My courage must have surprised my demon mother for she fell from the bed screaming. The death of her superior must have fractured her mind weakened her. I easily leapt from the bed and brought the blade down on her throat. She gained some semblance of her strength back and through me away. She ran out of the room but did not make it far. The wound on her throat was too grievous. She fell and crawled to the back door only to find she had not the strength to reach the handle. I finished the job there.

I had done it. I had killed the demons and saved the town. But my elation was short lived. I realized that my parents were long gone. Taken away a long time ago by the demons I had slayed. I was alone. So I cried. And I fled to the last place I felt safe. The temple of Balseria. As I had hoped, they took me. And once again I knew light and happiness.

I devoted myself to Balseria completely. I prayed day and night. I studied the tomes. I practiced with the sword and shield. I cleaned the temple. Eventually my devotion was recognized and I was sent away to a far off temple when I was still very young. I continued my duties there. I cleaned. I grew crops. I prayed. And I fought. I am proud to say I was one of the strongest too. I also learned of the temple's secret. It held a mighty artifact of Balseria's and was guarded by her chosen disciple's. Women that personified the goddess's virtues and were blessed by her radiance. When I learned of this secret I knew my purpose. I had defeated two powerful demons when I was but a child. I must be next in line to be a guardian.

But...no. I wasn't. A few years after arriving here, three girls with platinum hair and the mark of the goddess arrived. I was told they were chosen to be the next guardians by the goddess herself as foretold by there appearance. They were ones given the honor of protecting the goddess's sacred treasure. This...was wrong. It had to be. I had worshiped her since I was child. My faith was the strongest. I was stronger then them by far. I should have been chosen. I voiced my thoughts many times but the guardians refused me every time. They said I did not understand the tenets, did not understand what it meant to be a true believer was, that if I looked inside myself with eyes unclouded by hate I would see the truth. B@$%&$*%. All of it. But I waited patiently. My time would come. The guardians would see I was the better choice. That I was the chosen one.

That patience payed off. One day, cultists came to steal the artifact. Several broke off to stale the acolytes like myself while the strongest went straight for the guardians and the artifact. I slew all who stood before me and ran for the inner temple. But I was too late. Two of the guardians were dead and one remaining did not have long left. I could tell by her wounds. I vowed vengeance on the murderous scum and chased after them. I lost the trail but have been hunting for them ever since. But when I find them and bring the last one to justice, surely they will see me in a new light and know I was the right choice.