Milani

Sanchia Emengar's page

30 posts. Alias of rdknight.


Full Name

Sanchia Emengar

Classes/Levels

Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Languages

Taldane, Celestial

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 15

About Sanchia Emengar

Statistics:
Female Aasimar Paladin 1 / Bloodrager (Steelblood / Primalist) 1
LG Medium Native Outsider (Aasimar)

Init +2
Senses Perception +7, Sense Motive +3
Hero Points:
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
hp 13
Fort +4, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.

Melee +4
Dagger: 1d4 | 19-20/x2
Light Mace: 1d6 | x2

Ranged +3

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STATISTICS
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Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 16
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TRAITS

Exposed to Awfulness:
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

FEATS

Weapon Focus (Polearms):

Skills (7 points; 4 class, 1 Skilled, 2 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +6 = DEX 2+1+3
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Appraise +1 = INT 1+0+0
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Bluff +2 = CHA 2+0+0
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Climb* +3 = STR 3+0+0
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Craft +0 = INT 0+0+0
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Diplomacy +6 = CHA 2+1+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +2 = WIS 0+0+0+2 (+2 Race)
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +2 = INT 1+1+0
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K (Local)† +1 = INT 1+0+0
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K (Nature)† +1 = INT 0+0+0
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K (Nobility)† +5 = INT 1+1+1 (+1 Background)
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K (Planes)† +3 = INT 1+0+0+2 (+2 Race)
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +1 = INT 1+0+0
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Perception +4 = WIS 0+1+3
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Perform +0 = CHA 2+0+0
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Profession† +0 = WIS 0+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +4 = WIS 0+1+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +0 = WIS 0+0+0
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Swim* +7 = STR 3+1+3
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Use Magic Device† +2 = CHA 2+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Celestial

Special Abilities:

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SPECIAL ABILITIES
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AASIMAR (Angelkin)

Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

PALADIN (Chosen One):

Weapon and Armor Proficiency:
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Bondless:
A chosen one does not gain the divine bond class feature.

Divine Emissary (Ex):
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.

Religious Mentor (Ex):
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.

Delayed Grace (Su):
A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the Barbarian, Rogue, Sorcerer column on Table 7–1 on page 169 of the Pathfinder RPG Core Rulebook to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on. This ability alters divine grace and smite evil.

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):
While raging, the barbarian benefits from increased magical healing. Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.

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]
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Spells
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0th (at will)

Create Water
Daze
Guidance

1st (4+1/day)

Cure Light Wounds
Longstrider
Protection From Evil

2nd

Gear/Possessions:

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GEAR/POSSESSIONS
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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
Light Medium Heavy
Current Load Carried

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
Korvosa was slowly mending former Grey Maidens were not included in the healing. Korvosans neither forgot nor forgave. Keifa learned her parents had both died in the Blood Veil plague. Untended, their store was a looted empty shell. Even her companions who still had family found putting their pasts behind them to be slow and difficult. A couple were murdered by the vengeful. A few more drifted away from the city over time. Maybe two or three disappeared into obscurity and new lives. Keifa wasn’t prepared to lie about her past, and asking for forgiveness, even though she had been unwillingly drafted into the Grey Maidens, was not enough. Eventually she left the city, looking for a new place to start over.

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