About The Crimson Countess
The Crimson Countess, Statblock:
Jasmine Valerie Bloodhawk, The Crimson Countess
Female Advanced Human Zealot 10 // Rajah 10 // Antipaladin (Insinuator) 2/ Incantor 7/ Oracle 1
LE Medium humanoid (human)
Init +19; Senses Perception +17 (+22 with wine to tears active)
AC 35, touch 26, flat-footed 27 (+8 armor, +8 dex (cha), +5 shield, +2 deflection, +1 natural armor, +1 trait)
In Stance of the Thunderbrand
AC 39, touch 30
hp 209 (10d10+90+1d10+9)
Fort +18, Ref +17, Will +20, +2 vs death, roll twice and take the better against mind-affecting
Defensive Abilities Defiance, Indomitable, Living Bastion, Martyrdom (4hp/point, or 1 ability/2 points), Nature’s Whispers, Selfish Healing 12/day (6d6+22, with 1 essense invested 7d6+24), Tempered Body (50% fortification), Unbreakable Fortress, Uncanny Dodge, Unholy Resilience
Speed 40 ft., 30 ft. in armor
Space 5ft.; Reach 10 ft. (15ft. In Stance of the Thunderbrand)
Melee Checkmate (+2 adamantine Longsword) +21/+16 (1d8+8/19-20), or mwk cold iron spiked gauntlet +20/+15 (1d4+6), or mwk silver warhammer +20/+15 (1d8+6/x3)
Ranged cold iron chakram +14 (1d8+6), or Sun’s Gleam +19 (1d6+8) (force or non-lethal)
Special Attacks Echoes of Steel, Royal Mandate, Shift (swift action, teleport up to 15ft. 11/day), Smite Impudence 1/day (2 temp, +8 atk, +1dmg), Vassalage, Zeal +3
Antipaladin Spell-Like Abilities (CL 2nd, concentration +13)
At will - detect balance (as detect evil, but detects neutral alignment)
Oracle Spells Known (CL 1st; concentration +12)
1st (5/day) - cure light wounds (DC 19), endure elements, fallback strategy
0 (at will) - detect magic, guidance, purify food and drink, read magic
Zealot Maneuvers Known (IL 10th) (Ready 6)
5th - Noblesse Oblige, Stand Your Ground
4th - Golden Swipe, Shatter Spell
3rd - Intruder’s End, Life Burst Strike
2nd - Warning Roar, Witness to Glory
1st - Oaken Shield, Pride Movement
Usually Prepared: Golden Swipe, Life Burst Strike, Noblesse Oblige, Shatter Spell, Stand Your Ground, Witness to Glory
Rajah Maneuvers Known (IL 10th) (Ready 6)
5th - Roar of Battle, Sanguine Perfection
4th - Bilious Strike (DC 22), Circle of Razor Feathers (DC 22)
3rd - Disrupt Essence (DC 23 + Essence), Scarlet Eye’s Perception
2nd - Sanguine Barrier, Warning Roar
1st - Hunting Party, Stanching Strike
Usually Prepared: Bilious Strike (DC 22), Circle of Razor Feathers (DC 22), Disrupt Essence (DC 23 + Essence), Roar of Battle, Sanguine Perfection, Warning Roar
Martial Stances Known (IL 10th)
5th - Stance of Sunlight Shields, Stance of the Thunderbrand
3rd - Black Seraph Battle Stance, Golden Commander’s Stance
1st - Black Seraph’s Glare, Iron Pikeman’s Attitude, Spoils of War, The Caged Sun
Caster Level 9; MSB 7; MSD 18; Concentration +28
Tradition Emotional Casting, Galvanized, Magical Signs, Mental Focus; CAM 8
Spell Points 20
War - CL 9th; DC 22; Duration Concentration, or 9 minutes with a spell point; Range Personal attached aura 70ft.; Talents Blood Totem, Giving Totem, Steadfast Totem, Totemic Presence; Drawbacks Personal Conflict
- Totem - Blood Totem (-2 enemy damage, they take 2 damage), Giving Totem (+9 healing),, Totem of War (+3 weapon damage)
Warp - CL 10th; DC 23; Duration Instantaneous; Range Close (95ft), or Long (835ft.) with Spell Point or 100 miles per level (1,000 miles) with 2 spell points (teleportation style mishap %); Talents Distant Teleport, Group Teleport, Isoport, Mass Teleport, Ranged Teleport, Swap Target, True Teleport, Quick Teleport, Unseeing Teleport, Unwilling Teleport; Drawbacks none
- Teleport - Teleport Self or target (up to +5 targets with a spell point, or unlimited targets with 2 spell points) in close range as Std action (or move action with spell point), when targeting multiple targets, you may swap their places, can target an unwilling target with a spell point, will save negates (+4 bonus if new location is unsafe), no line of sight needed
Str 22, Dex 12, Con 12, Int 20, Wis 14, Cha 26
Base Atk +10; CMB +19; CMD 37 (41 in Stance of the Thunderbrand)
Feats Combat Reflexes (Cha based), Defensive Expertise, Essense of Recovery, Extra Conviction (x2), Fey Foundling, Harrying Partners, Improved Initiative, My Master’s Vitality, Noble Scion (War), Ouflank, Persistent Focus (Living Bastion), Planar Infusion (Positive Energy), Psionic Meditation, Radiant Dawn Style, Radiant Sunlight, Self Empowerment, Shield Focus, Skill Focus (Diplomacy), Skill Focus (Sense Motive), Sunset, Toughness
Skills Autohypnosis +17 (10 ranks), Bluff +30 (10 ranks), Climb +14 (1 rank), Diplomacy +41 (10 ranks), Disguise +19 (1 rank), Handle Animal +17 (1 rank), Intimidate +31 (10 ranks), Knowledge (arcana) +11 (1 ranks), Knowledge (dungeoneering) +11 (1 rank), Knowledge (engineering) +20 (10 ranks), Knowledge (geography) +11 (1 ranks), Knowledge (history) +20 (10 ranks), Knowledge (local) +11 (1 rank), Knowledge (martial) +11 (1 rank), Knowledge (nature) +11 (1 rank), Knowledge (nobility) +15 (3 ranks), Knowledge (planes) +11 (1 rank), Knowledge (psionics) +11 (1 rank), Knowledge (religion) +11 (1 rank), Linguistics +11, Perception +17 (10 ranks), Perform (dance) +28 (10 ranks) (+32 to jump), Perform (oratory) +28 (10 ranks), Profession (soldier) +17 (10 ranks), Ride +7 (1 rank), Sense Motive +37 (10 ranks), Spellcraft +11 (1 rank), Stealth +7 (1 rank), Swim +12 (1 rank), Use Magic Device +23 (10 ranks), all Int and Wis based skills +5 with tears to wine active
Traits Agile Dancer, Defender of the Society, Extremely Fashionable, Magical Knack (Incantor)
Languages Common, Celestial, Draconic, Dwarven, Elven, Infernal, Undercommon
SQ Burning Contemplation, Collective (11 members), Commitment, Compartmentalized Aid, Convictions (Improved Path of Dedication, Impulsive Reactions, Path of Dedication, Tempered Body ), The Crossroads (Crown of the Sky Sovereign), Empowered Titles, Essence (20), Heraldrys (A Smile to Remember, Allure, Ambrosia, The Emperor’s New Clothes), House of Servants, Invocation, Mission (Protection), Mystery (Nature), Oracle’s Curse (Powerless Prophecy), Power Points (70/day), Revelation (Nature’s Whispers), Royal Mandate, Telepathy, Unshakable Will, Veilweaving (5 veils, 2 binds), Warp Mastery, Warrior of the Court (Diplomacy, Sense Motive, 2/day immediate action change the result of the die to an 11)
Combat Gear acid (4), air crystals, alchemical grease, alchemist’s fire (4), elixir of the thundering voice (5), gravely tonic (5), holy water (2), scroll of fly (3), scroll of glitterdust (3), scroll of inspired recovery (CL 10), scroll of see invisibility (3), smelling salts, spiritbane spike, wand of comprehend languages (50), wand of cure light wounds (50), wand of infernal healing (50), wand of lesser restoration (50) wand of protection from chaos (50), unholy water (2); Other Gear comfort fusing glamered nimble celestial plate (+3 attunement capacity), mithral heavy shield (attuned +2), Checkmate (adamantine longsword w/ heightened to level 9, CL 20 continual flame, attuned +2), mwk cold iron spiked gauntlet, mwk silver warhammer, cold iron chakrams (4), bracers of the merciful knight, circlet of persuasion, Coronet of the Grandmaster, corset of delicate moves, cracked pale green prism Ioun stone (attacks), handy haversack, traveler’s anytool, armor truss, board game (chess set, 100gp), book of war prayers, Calistria’s kindness (90), chalk (10), chalkboard, charcoal (4 sticks), chronicler’s kit, cleric’s kit, climber’s kit, compass, efficient tent, explorer’s outfit, gear maintenance kit, grooming kit, heritage book, holy symbol (gold), holy text (Liber Tactica), imperial conquest set, jewelry (various, 500gp), journal (3), map maker’s kit, mirror, noble’s outfit (3), pathfinder’s kit, perfume (exotic, 10), pocket watch, pomander (noble’s), ring of minor inner fortitude, scrivener's kit, shaving kit, signet ring, tome of epics, 1,530gp
Favored Class Bonuses Zealot 1PP/Level, Rajah 1/6th akashic feat/level, Incantor +1/6th magic talent/level
Automatic Bonus Progression armor/shield attunement (Shield) +2, deflection +2, mental prowess +2 (Charisma), Physical Prowess +2 (Strength), resistance +3, toughening +1, weapon attunement +2
Coronet of the Grandmaster:
Aura strong conjuration, CL 20th
Slot Headband;Price -;Weight 3 lbs.
This deep red gold coronet is decorated with white opals forming a checkered pattern. The leaves are shaped like chess pieces made of ruby with the queen centered above the forehead.
The coronet grants its wearer Harrying Partners and Outflank feats. All of the wearer’s allies are treated as if they had the same teamwork feats as the wearer for the purpose of determining whether the wearer receives a bonus from his teamwork feats.
Twice per day the coronet can be used to cast extended shared training.
The wearer of the coronet can mentally visualize a chessboard enabling her to know the precise location of all members of her collective within 100ft. and all enemies of which they are aware. The wearer can select a member of the collective and concentrate as a move action to see through that target’s eyes, gaining any of the target’s enhanced visual sensory abilities such as darkvision or low-light vision and using the target’s Perception checks. Anyone holding the wielder’s hands while using this ability similarly can see through the eyes of the target. If the members of the collective can communicate via telepathy, the wielder can attempt to use Aid Another to assist the target. These effects are active as long as the wielder maintains concentration as a move action.
On command the coronet can summon and create a table that can expand to support up to 8 players sitting comfortably, or be small enough for just one. While the table exists, the wearer of the coronet can focus on the table and speaking aloud the name any type of strategy based board, card, or dice game that they know the rules of, they can cause the table to alter its form to suit the game and conjure all of the relevant pieces to play in their starting positions. These pieces are physically real and can be made of any common wood, stone, metal, or mineral, and they may be moved conventionally or verbally commanded and move autonomously, but regardless of material each piece is very fragile and destroyed by any amount of damage or by moving more than 10 feet away from the box at any time. Destroyed pieces reform when a new game is declared.
Different games require differing amounts of time to play and have various rules, but most games require at least 5 times 1d4 per player minutes to complete and can be shortened down to an opposed skill or ability check appropriate to the declared game. If the game declared requires more players than are present, the coronet plays on its own in place of the missing players. It never cheats and has a +8 bonus to Charisma, Intelligence or Wisdom related checks. If the coronet or its wearer perceives cheating, the game ends with no winner, and the cheater is treated as intentionally losing.
The most recent victor of any completed game played using the coronet gains a +2 insight bonus on saving attack rolls, ability checks, and skill checks. If the winning player won by pure luck (1d20 with no modifier), they receive no bonus. This bonus lasts until another player wins a game conjured by the coronet, at which point the bonuses granted to the previous winner immediately cease. The game looks down on those who would simply let themselves lose or cheat and intentionally losing a game or cheating results in the winner receiving no bonus and the loser taking a -2 penalty on saving throws, ability checks, and skill checks for 24 hours.
Advanced Human 41pt race:
Standard Racial Traits
Ability Score Racial Traits: Advanced humans gain +4 Str, +2 Dex, +4 Int, +2 Wis, and +4 Cha.
Type: Advanced humans are humanoids with the human subtype.
Size: Advanced humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Advanced humans have a base speed of 40 feet.
Languages: Advanced humans begin play speaking Common. Noble humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Advanced humans select one extra feat at 1st level.
Focused Study: At 1st, 8th, and 16th level, an advanced human gains Skill Focus in a skill of her choice as a bonus feat.
Silver Tongued: Advanced humans have a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Bonus Feat Advanced humans receive Toughness as a bonus feat.
Skilled: Advanced humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Quick Reactions Advanced humans receive Improved Initiative as a bonus feat.
Jasmine has vibrant red hair that she wears in a variety of styles depending upon the occasion. She has emerald green eyes, fair skin with light freckling, especially across her nose. She favors her crimson full plate armor anytime she is even slightly expecting trouble. When not in her armor she favors expensive, fashionable, and alluring gowns and other noblewoman’s garb. Even outside her armor she favors crimson and other shades of red, with emerald jewelry accents.
Artwork by Beatrice Pelagatti
10 Minute Background:
1-Write 5 background and concept elements that you feel are important to your image of the character.
Raised as a noble at the Citadel of Strategic Militancy, a temple to the Red Knight.
Turned toward enforcing law to the point of tyranny when she gained power.
A taste of power has instilled a desire for more power.
Fallen from her own pride and hubris.
Starting to think about her own mortality as she has entered middle age, and is working to find a solution.
2-List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
3-List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
4-Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
5-Describe three memories, mannerisms, or quirks that your character has.
The Crimson Countess, Backstory:
Jasmine was born in Baldur's Gate on Faerun. When she was an infant she was stolen by a bagman (fey creature). The bagman was absconding with the child, but was noticed by a gerbie (different fey creature). The gerbie walked up and the bagman was overcome by the gerbie’s aura of friendship. The gerbie returned the child to the nearest humans. Who happened to be priests from the Citadel of Strategic Militancy. There Jasmine was adopted by Lady Kaitlin Tindall Bloodhawk, First Lady Knight of the Red Standard, high priestess of The Red Knight.
Raised at the Citadel of Strategic Militancy, Jasmine began at a very young age learning to think tactically. She grew up playing games of strategy, learning to use arms and armor, and generally about being a soldier. Her personal strengths were in strategies of cooperation and defense. Her only real morale compass instilled was one primarily of Law. The clerics of the Red Knight vary between Good, Neutral, and Evil. Generally Jasmine believed in the strength of order.
As a young adult she set out to learn her own place in the world. Jasmine first took mercenary work and some work as an adventurer, but eventually her travels brought her to the Border Kingdoms. There she saw opportunity to bring order to this fairly chaotic land of changing rulers. Jasmine had little trouble in gathering supporters and warriors to help her with her ambition, due to her personal magnetism and tactical mind.
During her conquests, Jasmine became a much harder and more ambitious person. Once she had a taste of power, she wanted more. She was successful in establishing a small queendom, but she ruled it ruthlessly. Driven to enforcer order, even at the cost of freedoms. She became quite well known as a tyrant, and ever ambitious to expand her holdings.
Shortly before a great battle, she was approached by a glimmerskin named Utyami. This creature of overpowering life offered her more personal power for the cost of joining with her and experiencing the battle first hand. This extra infusion of positive energy made her feel unbeatable and led to her making some reckless mistakes. Her army was crushed due to her reckless ambition, while she over reached. While she was indeed personally laying waste to her enemies, all that she had worked on was lost.
In despair she tried to push out and lash out at Utyami, unable to accept the defeat was her fault. Utyami in response to being forced out and attacked, planeshifted Jasmine.
Jasmine found herself in a magnificent city unlike any she had ever heard of. She found herself alone for the first time in quite a long time. Eventually she found her way to one of the many organizations of the city. The extra infusions of life energy from her time stolen by fey and infused by a being of positive energy, made her particularly attractive to some of the Scarlet Sovereignty. She has found that her skills, beauty and vivacious energy has enabled her to rise quite well as a mortal working with them. Her ambitions now are to continue to gain power and influence, and possibly even immortality.