Sunlord Thalachos

Saresha's page

85 posts. Alias of lexibean.


Full Name

Saresh Westwind

Race

Ifrit

Classes/Levels

Paladin / 1

Gender

F

Size

Med

Alignment

LG

Deity

Torag

Location

Katapesh

Languages

Aquan, Auran, Common, Ignan, Terran

Strength 17
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 8
Charisma 19

About Saresha

Saresha
Ifrit Paladin (Shining Knight) 1
LG Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception -1
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
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Offense
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Speed 20 ft.
Melee Greatsword +5 (2d6+4/19-20/x2)
Special Attacks smite evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Shining Knight) Spells Prepared (CL 0):
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Statistics
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Str 17, Dex 14, Con 14, Int 17, Wis 8, Cha 19
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (Greatsword)
Traits Indomitable Faith, Rich Parents
Skills Acrobatics -4 (-8 jump), Climb -3, Diplomacy +8, Escape Artist -4, Fly -4, Handle Animal +8, Knowledge (nobility) +7, Knowledge (religion) +7, Ride +0, Sense Motive +3, Stealth -4, Swim -3
Languages Aquan, Auran, Common, Ignan, Terran
SQ aura of good, fire in the blood, forge-hardened, variant channeling (forge variant channeling [±1 sacred])
Other Gear Banded mail, Greatsword, 450 GP
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Forge Variant Channeling (±1 Sacred) AC bonus to metal armor/enhanced damage vs metal constructs
Forge-Hardened +2 to saves to resist fatigue and exhaustion.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC

Backstory:
Saresha was not born in Katapesh. Instead, the little red baby was found on the doorstep of the church of Torag in Almas. No doubt her parents (or someone) thought that the child was demon touched as a result of the reddish skin and little nubbin horns that sprouted from the mop of blond hair on her head.

The priests of Torag (mostly humans, in Andoran) however, recognized her blood for what it was - not demonic, but flame-touched. They named the child Saresha, and tried to raise her in the ways of the temple of Torag.

Saresha was not what you'd call 'tempermentally suited' to life in a church. Naturally hot-tempered, impulsive, and full of the fire in her blood, she often clashed with the clerics and visitors to their temple. However, her resistance to fire, and a natural interest in forging and creating as the priests did, made her a somewhat exciting but still welcome addition to the temple.

As she grew, her devotion to Torag became personal, and she studied with the students to become a Paladin. Though she still struggled with the sometimes impulsive nature of her heritage, Saresha has a naturally good heart, and a keen desire to follow the teachings of her God.

Saresha has also read stories of the Pathfinders since she was a little kid. Andoran, while a good home for her, is a bit boring for her tastes. She's always wanted to explore, to get out into the world, and blaze great trails, but home and hearth have always seemed tantamount to the people around her, and so she has held down those desires.
After her training was complete, the head of the clerics approached her. It was time, she said, for Saresha to face that last demon of hers that she had never faced before; and that was her heritage and origins. They gave her her horse, named Daystar, and the money she would need to journey on from Almas and out into the world she had studied in the Pathfinder logs under her covers at night.

Saresha prayed for guidance. Where to begin? Her parents were never found. Nobody had even a guess as to where she'd come from, and to be honest, Saresha had no interest in them anyway. But she did remember those stories of the Pathfinders ...

First stop was definitely Absalom, where she made her membership with the fabled guild of explorers. Now she's been assigned to explore Kelmarane - and she's set off eagerly. Maybe its coincidence or maybe its what the priests back home wanted for her ... but the land of fire and desert seems like a good start to a campaign for finding herself as much as it is for fighting evil.

Personality:
Saresha is a bit of a hot-head (har har). She always tries to do whats right, and finds that people who are only interested in their own ends are the people who make her angriest of all. She loves a strong drink, a nice warm hearth, and a good book. Shen she puts her mindto doing something, she will do it, and has certainly been instilled with Torag's values of hard work and the forge. Her specialty is jewelry, and she carries her equipment for making it with her.

She is a bit nervous about beginning her adventures, but there is only so much reading that she can do before she simply has to go experience things for herself. She's very keen to impress the Pathfinders and move up in the ranks. For the most part, Saresha is an enthusiastic, easily excitable person, though woe betide you if you incurr her wrath. She's here to find out who she is - and that's as much to do with what she does as it is to do with where she came from.

Appearance:
Saresha is pretty - she is tall and has a full enough figure though it is usually mostly obscured by the banding of her metal armor. She is a bit odd-looking though, to be considered a traditional beauty. She has reddish colored skin, and from her forehead sprout a pair of little blunt horns. Her hair is a wild, golden thing, an untameable mass of blond that looks far more like fire than it does hair. She usually has to have it back to stuff it under her helmet, but when its out the only effort she makes to keep it out of her face is a loose braid. Her eyes are a similar, unnatural gold. Saresha is usually wearing her armor, though she takes the helmet off in company. She is almost always riding when travelling, as well. Her horse is a huge palomino charger with a braided mane and tail.

Daystar:
Daystar
Advanced Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Advanced Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Advanced Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +4 (+8 to jump with a running start, +12 jump), Fly +2, Perception +8, Stealth +0, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.