Succubus

Seraph_'s page

1,362 posts. Alias of Corerue.


Full Name

Seraph 'The Ogre Slayer' of House Starsky, General of Greenheart

Race

Loot and Event Sheet:

Classes/Levels

Init +0; Senses DarkV 60 ft; Perception +6

Mods:
Melee (L) +1 bastard sword[/i] [dice]1d20+7 [/dice] ([dice]2d8+4 [/dice]/19-20) Ranged mwk composite longbow [dice]1d20+5 [/dice] [dice]1d8+2 [/dice]

Gender

hp 55/55 | AC 21, [23] touch 14 [16], flat-footed 15 [17] [SoF 3 mins] (+6 armor, +4 Dex, +1 Trait) | F +11 R +11, W +10 | Resist cold 5, electricity 5, fire 5 | CMB +5; CMD 16

Size

Medium - 6'1"

Age

66

Special Abilities

Able to wield Large weapons without penalty (Save for weapon proficiencies..

Alignment

Lawful Good

Deity

Arashea

Location

Brevoy

Languages

Common, Infernal and Draconic

Occupation

Currently General. Formerly Pathfinder Retriever and Bodyguard

Homepage URL

Seraph

Strength 14
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 8
Charisma 20

About Seraph_

Seraph_Starsky
Female demon-spawn tiefling oracle 3/paladin 2 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 21, touch 15, flat-footed 17 (+6 armor, +4 Dex, +1 trait)
hp 55 (5 HD; 3d8+2d10+12)
Fort +11, Ref +11, Will +10
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee (L) +1 bastard sword +7 (2d8+4/19-20)
Ranged mwk composite longbow +5 (1d8+2/×3)
Special Attacks powerful build, smite evil 1/day (+5 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +7)
. . At will—detect evil
Oracle Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—ant haul[APG] (DC 16), cure light wounds, divine favor, identify, shield of faith
. . 0 (at will)—create water, enhanced diplomacy, mending, purify food and drink (DC 15), spark[APG] (DC 15)
. . Mystery Lore
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Statistics
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Str 14, Dex 10, Con 14, Int 12, Wis 8, Cha 20
Base Atk +4; CMB +6; CMD 16
Feats Exotic Weapon Proficiency (bastard sword), Power Attack, Reward Of Life[UM]
Traits defender of the society, pioneer
Skills Acrobatics -2 (-6 to jump), Craft (armor) +7, Diplomacy +12, Handle Animal +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +9, Perception +6, Profession (soldier) +3, Ride +2, Sense Motive +3, Spellcraft +5, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Infernal
SQ lay on hands 6/day (1d6), oracle's curse (legalistic), prehensile tail[ARG], revelations (lore keeper, sidestep secret), vow to self
Combat Gear potion of cure light wounds (2), thistle arrows (14); Other Gear +1 kikko armor[UC], +1 bastard sword, arrows (20), mwk composite longbow (+2 Str), ring of sustenance, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Word of Abandon)[UE], masterwork armorsmithing tools, pot, silk rope (50 ft.), soap (2), soldier's uniform[UE], trail rations, trail rations (5), waterskin, waterskin, wooden holy symbol of Arshea, Empyeral Lord, light horse (combat trained), bit and bridle, blacksmith anvil, dandy brush, mess kit, military saddle, saddlebags, torch, 278 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Lay on Hands (1d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Reward of Life (5 HP) With each use of lay on hands, gain hit points equal to your Charisma
Smite Evil (1/day) (Su) +5 to hit, +2 to damage, +5 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
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Personality Updated 08/25/2014:

Diligent Showing care and conscientiousness in her duties to others or personal goals.

Honest She is always honorable in principles, intentions, and actions; upright and fair; expressing her genuine opinion in matters important or not.

Warm Despite a harsh life Seraph is a helpful individual and is always willing to help others

Altruism but asexual Updated 2/22/17 Seraph is always practicing Arshea's teachings and seeks to spread that ideal in the form of pleasure and happiness. But the thought of sexual pleasure is not the reason she does this. In fact she avoids such physical interaction.

Courageous With her special abilities she finds it easy to throw herself at danger to protect those weaker than herself.

Haunted Updated 09/25/2017 Conflicted The dreams she has no longer bother her as much since the creation of her covenant with Asta. Instead they lend to her growing strength and are a reminder of the dark road she has traveled. She is however experiencing immense frustration as of late. Which is manifesting in intense bouts of anger. Which is sated through physical activities, which lead to her injuring herself more often then not...

Appearance - Updated 08/25/2014:

Tall and muscular with a symmetrical blending of masculine and feminine traits. She is well muscled from many days of training but somehow retains her curves making her a very comely individual who is very devout in her worship of Arshea. Carrying their symbol openly on her person. She is mostly human save for the horns, a small, crescent-shaped scar on the back of her neck which gleams silver under the moon and her prehensile tail. Other then that she has flame red hair, emerald eyes that shine in the dark and lightly tanned skin. She wears a helm that fits around her horns making them appear to be almost a decoration instead of actual horns.

She carries a battered blade almost as tall as her and wields it with ease in her inhumanly powerful hands. Along with her bow and club she is the perfect representation of a traveling paladin. She has an unsual choker around her neck that appears to be pinned permanently in place despite how tight it looks it doesn't affect her breathing...

background:

She was born in Brevoy to a middle class family that shunned her at birth. However they weren't unkind and took her to the local orphanage where she grew up. Her life was difficult but for the most part people tended to leave her alone, as she had always been larger and stronger than most boys her age. Coupled with being plagued by the need to harm others and break things which only added to her loneliness.

It all changed the day she met her friend and teacher Talmer'a an Aasimar scholar who, like her, had been orphaned at a young age. She adopted her and through her teachings Seraph was able to curb her destructive tendencies some, they weren't gone but she learned to not indulge them blindly. Talmer'a was a devout priest to Arshea and she taught Seraph the tenets of her faith throughout growing up. With a new focus she worked to become a model citizen, eventually joining a monastic order dedicated to Arshea. Curbing her destructive tendencies through acts of kindness and promoting of beautiful things.

While serving the paladin order she met several pathfinders who traversed the Temples of Arshea and eventually joined the local lodge in Brevoy. She quickly became a retriever and bodyguard, aiding in finding artifacts or escorting important sages. Her faith often left her at odds with many in the order and some of her assignments were just a means of sending her away.

She obtained her weapon during her last assignment when an ogre had kidnapped several women and young girls from a remote Thorpe. With few resources they beseeched her for aid and she plunged into the beast den with the help of an venerable militiamen. It was there she felt the fear of death as those it had captured had been raped by the beastly ogre. She knew that if they did nothing then those it had taken would surely die or give birth to more monsters. So they attempted to take it head on and lost. It killed her horse brutally and throttled her and her venerable companion. After she was bludgeoned to the floor and her companions broken, the ogre had it's way with her as well.

Broken, bleeding and battered far worse then ever before Seraph couldn't help but succumb to her dark tendencies. Which returned with a vengeance, after years of suppressing them, she let her humanity slip. She'd do anything to survive, including making a temporary covenant with the near dead militiamen. 'Save these people' with his simple words burning in her heart she rose up and grabbed the largest weapon she could. Just as she lifted the massive blade out of the debris in the cave the ogre returned. This time it found a demon, one intent on destroying it.

She blacked out with rage and regain control long after she had beaten the ogres skull into bloody bits. The survivors, aside from the militiamen, looked at her in fear. Her blood covered fists and monstrous form summoning up a new terror in their hearts.

The return to the village was much harder. Save for the beasts weapon and a night of rest at the militiamen's home. Seraph found little support and an even quiter departure. However that fateful encounter she found she had been touched by the divine, believing to be favored by Arshea, and slowly became more intune with worldly knowledge. With sharper intuition in combat she continues her dangerous work with the Pathfinders and now venturs into the Greenbelt south of Brevoy because of rumors of an artifact surfacing in the River Kingdoms...

River Freedoms:

The closest thing the River Kingdoms have to a unified set of laws is the code of justice known as the Six River Freedoms. They are normally ranked in ascending order of importance. Thus free speech is not considered as important as freedom from slavery, for example.[1] [2]

Say What You Will, I Live Free
This is the freedom of speech (and not to be confused with freedom from the consequences of your words). Criticism of government is common in the kingdoms, and lords of the kingdoms who are lenient with loose tongues are likely to live longer.

Bards take special advantage of this freedom, and spells like silence are viewed in a harsh negative light.

Oathbreakers Die
Making an oath is a huge deal for the people of the River Kingdom (where trust is hard to come by, and earned in blood), and this freedom grants the people of the kingdoms leave to persecute anyone person that breaks an oath. Riverfolk who take on oaths usually keep them, or die trying.

This freedom can have some constricting side effects on traders and businessmen, who are loath to make strict commitments or promises.

Walk Any Road, Float Any River
This freedom prevents the river kingdoms from blocking travel over land and water, including charging tolls for passage.

The fate of the town of Heibarr is sometimes used as a salutary tale of what can happen if the third freedom is disrupted. [3]

Courts Are For Kings
One of the most basic freedoms of the River Kingdoms, this one holds that all laws within the river kingdom are flexible, and that rulers of a kingdom may do as they wish. Visitors to a river kingdom -- be they king or commoner -- are bound by the (often arbitrary) laws of that kingdom. Consequently rulers of the different kingdoms infrequently visit each other, and instead rely on liasons and intermediaries. The exception to this is the annual Outlaw Council.

Slavery is an Abomination
Escaped slaves are an important fact of life in the River Kingdom. A slave that escapes to the River Kingdoms is considered truly free. By some estimates, more than a third of all people living in the River Kingdoms are either escaped slaves or children of escaped slaves. Thousands of slaves make their way to the River Kingdoms annually and fiercely defend their newfound freedoms.

Hellknights of the Order of the Chain are unable to hold office in the River Kingdoms, and Andoran Eagle Knights are held in special regard by its people.

You Have What You Hold
This freedom draws the moral distinction between stealing and robbery. In the River Kingdoms, it is more preferable to face your robber, to be allowed the opportunity to resist (and perhaps to repossess!). It is acceptable (and perhaps worthy of praise) to take what you want by force.

loot and event tracking sheet

Oaths defined

What the Beldame told us:

There is a Mad hermit in the Narlmarches to the west. South of here the Island of Candlemere is infested with will-o-wisps, and to the west of that is a village of lizardfolk.

As for the mad hermit he is a crazy one, hears voice in his head and kills unwary travelers. He has a brother Bokken up north.

The lizardfolk are known to attack anyone who enters their territory[i] and eat the bodies of any they slay. It seems [i]they worship spirits of lizardfolk heroes. Both are best avoided."

Julius
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bit and bridle, blacksmith anvil[APG], dandy brush, mess kit[UE], military saddle, saddlebags, torch (10)
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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 fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim 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.

WIP:
Seraph was there, in full battle dress with Julius beside her. Her breasts were binded, her horns were gleaming and her armor shined in the noon day sun. As Grigori starts his tirade she stares out at the crowd.

[Dice=Perception]1d20+6[/dice]

She says a prayer to Arshea before stepping forward. "Let my words be heard clearly lady of Abandon."

"Thank you, but we decline. Please feel free to go without us Grigori, we have a more important duties to attend to. Does anyone wish to join him? No?" She waits a moment before sweeping in front of him, literally blocking him as she looks to the crowd. "Last night we lost a child, a father's son, a mother's not. Snatched away by the greedy hands of a race that we had hoped to make peace with. "

She pulls forth a document and unfurls it to the section she found applied to the situation. "Mite treaty, section dealing in 'PEACE', I will recite the passages that matter most to this conflict between our two nations.
Consequently, both signatories agree to
#2 - not molest individuals found away from the opposite nation
#5 - accept deliberation from the Stolen Lands Group in case of rising conflict, to prevent war and improve chances of lasting peace."
She then offers the treaty to the people in the crowd to read, not Grigori initially. She does not part with it however before then showing Grigori.

Her point made she speaks again. "The Mites broke their oath with us by molesting those en route to our city, then asked us to make a choice that was unwholesome and completely unaccetable. Then failed to uphold fair deliberation before dealing out a death sentence to a family of unarmed travalers. To which i asked. Were thet the first? Or a string of unknown people taken for something so minor. Because the mites sent no word of this to our borders, we met no messenger. So clearly they had no regard for violating our agreement. So i ask you, should we have stood by and watched as two of the family were devoured?" She gives it a moment to sink in before drawing her blade and slamming it point down into the makeshift stage. ""

[Dice=Diplomacy +enhanced Diplomacy +how to self]1d20+12+2+4[/dice]