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About Sanchia EmengarStatistics:
Female Aasimar Paladin 1 / Bloodrager (Steelblood / Primalist) 1
LG Medium Native Outsider (Aasimar) Init +2
Melee +4
Ranged +3 ------------------------------
Exposed to Awfulness:
Armor Expert:
FEATS Weapon Focus (Polearms): Skills (7 points; 4 class, 1 Skilled, 2 Background)
SKILL Total + Ability Mod. + Ranks + Misc. Acrobatics* +6 = DEX 2+1+3
*ACP applies to these skills
Languages Taldane, Celestial Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ AASIMAR (Angelkin) Darkvision: Aasimars can see in the dark up to 60 feet.
PALADIN (Chosen One): Weapon and Armor Proficiency:
Aura of Good (Ex):
Detect Evil (Sp):
Bondless:
Divine Emissary (Ex):
Religious Mentor (Ex):
Delayed Grace (Su):
BLOODRAGER (Steelblood) Destined Bloodline Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus. Bonus Spells: shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th) Celestial Totem, Lesser (Su):
Weapon and Armor Proficiency: A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager’s armor proficiency. Indomitable Stance (Ex): At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement. Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior. The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level. At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform. Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. [spoiler=Spells]
Create Water
1st (4+1/day) Cure Light Wounds
2nd Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carried: MWK Agile Breastplate (Modified Grey Maiden Plate) Halberd (Cold Iron) Falchion Dagger Dagger (Alchemical Silver) Light Mace Backpack Waterproof Bag x2 Plain Silver Ring Belt Pouch Whetstone Flint & Steel Rope, Hemp 50' Waterskin Tinder Twig (2) Antiplague (2) Bedroll Extra Set Clothes Grooming Kit Soap Mirror Inkpen Journal Mess Kit Iron Pot Torches (8) Oil Flasks (3) Carrying Capacity
Money 0 GP 0 SP 0 CP
Background:
Compared to many former Grey Maidens, Keifa was fairly lucky. Her parents, who ran a dry goods business and shop, were modestly well off and able to shield her from notice and conscription for a while. But Queen Ileosa’s experiment in militarism required a constant supply of women and girl’s for its expansion, and Keifa was taken at the age of 17. By that time it was later in Ileosa’s rein, and Kovosa was becoming increasing restive under her rule. While Keafa’s indoctrination and training was certainly harsh and cruel, it did not compare to that of the early Grey Maidens. There simply wasn’t time for Keifa and the rest of the late inductees to be wholly processed before they were needed on the streets. Korvosa was edging toward revolt. With the Sable Company disbanded and the Korvosan Guard increasingly unreliable, Queen Ileosa leaned more and more on the Grey Maidens and the Order of the Nail to maintain her rule. Keifa was never really trained to be a member of the coterie of fanatical bodyguards the Queen kept at her castle. She was trained with polearms for fighting in the streets and crowd suppression. When the city rose against Queen Ileosa, Keifa’s cohort was brought out of training, armed and armored, and deployed against the city’s citizens. She and her company fought against the people of Kovosa, who were led by former Sable Company marines, the Korvosan Guard, and various adventurers who had take up the cause. Between their opponent’s vastly greater numbers and leaders greater experience, there was never any doubt about the outcome. One day, as they were about to be overrun, one of her company’s members, a well-liked girl named Valetta broke away to flee. Their captain cut her down immediately as an example to the rest of them. But it broke the group’s will to fight instead. All of the Grey Maidens including Keifa turned against the captain, mobbing her and hacking her to death. The remaining Grey Maidens fled. Keifa and a couple of the other women managed to keep most of the group together well enough to fight their way out of the city, but by the time they were clear of the city and safe, less than a dozen of Keifa’s company remained. With no possessions and no place to go, the little group turned to subsistence banditry for a few months. They heard about larger groups of Grey Maidens who left Korvosa to set themselves up as mercenary companies, or who traveled to Cheliax to place themselves in the service of he crown there, but Keifa’s group made no move to find them. Those other Grey Maidens were the hardened veterans, unlike Keifa’s own companions. After word reached them several months later that the situation in Korvosa had settled down and life there was returning to normal, they decided after much argument to go back and start over in their old home. They found that
Keifa headed east by caravan toward Nirmathis. She didn’t want to hide who she was, but she also wanted to find a place less prejudicial of her past. Also with the caravan was Halidan, a traveling priest of Kurgess. As Keifa and he got to know each other they drew closer. Her conversations with him helped her gain a new perspective on her past. A newfound devotion to Kurgess gave her the words she previously lacked to express her feelings about what had happened to her. Halidan continued on eastward, leaving Nirmathis behind, but Keifa stayed. She decided to spread the name of Kurgess and his ethos there, believing it could help others as she had been helped. Keifa also hoped that in her wanderings she might find a place to settle where she would be accepted for both who she had been and who she has become since. Keifa has taken up the occupation of peddler, selling a variety of wares from her wagon. She plans her travels to be anywhere a holiday festival or other celebration is being held. She isn’t a preacher but through competition in games and contests, especially physical ones, she demonstrates the virtues upheld by Kurgess. She also puts on puppet shows telling stories whose stories do the same. Should anyone be curious enough to ask she is always more than willing to discuss her redemption story, less concerned with making new converts than in revealing a path to character building. Keifa always kept her armor, but given the wild and rural nature of her adopted land, she had it refashioned into a lighter suit that is more practical than full plate. The breastplate and helmet remain unaltered and obviously those of a Grey Maiden. Appearance and Personality:
Height: 5'10" Weight: 160 Hair: Auburn Brown Eyes: Hazel Brown |