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About Victoria A. FerroVictoria Ferro The Ivory Assassin "What if being 'good' meant being a bit more harsh? What if 'good' had its own assassin hidden in the shadows, ready for the final order to take evil out? Would you be afraid then?" Description:
Though petite, the woman before you is quite toned. She is mysterious, though she is wearing what appears to be white robes with a dark hood. What little you can tell of her torso reveals studded leather. What little of her face you can see shows you an expression that reads in a body language you don't understand. Her hair is black as midnight and her skin only lightly tanned. She's slightly smaller than even the average commoner, but she almost has an aura of strength about her. Personality:
Victoria is, in short, a sort of loner. While she has no trouble speaking up for her convictions, she would rather rain anguish down on evil silently. She is a loner by choice and not by nature. She would most likely find it difficult to grow close to or love anyone, as most people she grows to love tend to die, but her brotherly love for every person would make her seem friendly to anyone who got past her exterior. She shades her eyes with a hood and hides her nose and mouth with a face-mask often, only making allies when it benefits her cause. She'll do anything in the name of the greater good as long as it doesn't violate her five tenets.
History:
Victoria was born in a monastery of Erastil in the mountains to two clerics taking their stay there. Deciding to stay and help the monks and to give their daughter a safe place to grow up, her parents became a part of the monastery themselves. Victoria was a happy go lucky baby and she learned the basic monk ways of life well. By the time she was a child, her moral character had been developed incredibly.
Opting out of the general monk training exercises, Victoria loved learning to shoot bows. While she eventually learned her way around close combat, her passion was in long range shooting. Despite all of this, it was in her late childhood that the first great tragedy occurred. In the night, an unknown group of assailants attacked the monastery, killing all of Victoria’s family and friends. Escaping with nothing but her father’s bow, which was too large and stout for her to appropriately fire, she hid in the mountains for days. She barely had the ability to hunt and foraging was difficult. She had to rely on her ability to hide to survive long enough to find civilization. Not long after finding civilization, her faith stood strong once again. She was easily convinced to join a holy group, fighting in the name of their goddess, Sarenrae. During her time with this group, she learned the ways of the holy warrior and perfected her archery skills. She made friends with the group as they raised her into adulthood. That’s when the second tragedy occurred. During a battle with a cult of evil-doers, her group was overwhelmed for seemingly no reason, only as if luck had not been on their side. Only because of her skill at stealth did she escape alive, leaving all faith that a deity is looking after her behind. She now adventures hoping to eradicate evil wherever it is found, only by her own terms and according to her own code. She hopes to quash all inequality and oppression, no matter the offender. Paladin Code:
Victoria, above all, values equality and absolute truth for all. While most paladins follow a deity, Victoria is devout to her cause; annihilating tyranny and rooting out corruption. She values the lives of others above her own and will protect the innocent at all costs. She is especially careful of the law of the land, unlike many paladins, since the offenders of her cause are usually found in churches and government. The existence of evil does not cause Victoria to hate, the occurrence of evil awakens her hunting spirit. She sums up her personal code with the following tenets:
Tenet I: The Tenet of Resilience
Tenet II: The Tenet of Equality
Tenet III: The Tenet of Respect
Tenet IV: The Tenet of Empathy
Tenet V: The Tenet of Compassion
Favored Class: Paladin (+1 cold resistance)
Equipment:
Studded Leather (20 lbs, 50 gp) Pickpocket’s Clothes (3 lbs, 5gp) Backpack (2 lbs, 2 gp) Longsword (4 lb, 15 gp) Composite Longbow +1 Strength (4 lbs, 200 gp) 40 Arrows (6 lbs, 2 gp) 20 Blunt Arrows (3 lbs, 2 gp) 3 Thistle Arrows (.45 lbs, 3 gp) 1 Smoke Arrow (.15 lbs, 10 gp) Buckler (5 lbs, 5 gp) Hammock (3 lbs, 1 sp) Spring-Loaded Wrist Sheath (1 lb, 5 gp) Punching Dagger (1 lb, 2 gp) Total Weight: 52.6 lbs (Light Load)
PP: 0
Combat Statistics:
AC: 18 (10 + 4 dex + 3 armor + 1 shield) (Touch: 14, Flat-Footed: 14) Initiative: +6 HP: 11 (Cold Resistance 1) BAB: +1 CMB: +3 CMD: 17 (19 against trips) Attack Options: Longsword +3 melee (1d8+2; 19-20/x2) or Punching Dagger +3 melee (1d4+2; x3) or Longbow +5 ranged (+1 within 30 ft) (1d8+1, x3)(+1 within 30 ft) Saving Throws: Fortitude: +3 (+2 against cold) Reflex: +4 Will: +3 Skills:
Knowledge (Religion): +4 = 1 + 0 + 3 Sense Motive: +5 = 1 + 1 + 3 Stealth: +8 = 1 + 4 + 4 - 1 (+1 in hilly/rocky areas) Special Abilities:
Aura of Good: The power of a paladin's aura of good is equal to her paladin level. Detect Evil: 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. Smite Evil: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. Traits:
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Highlander: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. Outlander (Exiled): You gain a +2 trait bonus on Initiative checks. Feats:
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Status:
HP: 11/11 Conditions: None Additional Effects: None Currently Equipped:
Weapons Back: Composite Longbow (+1 Str) Quiver: 16 Arrows, 3 Thistle Arrows, 1 Smoke Arrow Waist: Longsword Backpack: 24 Arrows, 20 Blunt Arrows Head
Torso
Limbs
Stat Block:
Victoria A. Ferro Female Human (Chelaxian) Paladin 1 LG Medium Humanoid (Human) Init +6; Senses Perception +1 -------------------- Defense -------------------- AC 18 touch 14, flat-footed 14 (+4 Dex, +1 shield, +3 Armor) hp 11 (1d10+1) Fort +3 (+2 vs cold), Ref +4, Will +3 Cold Resistance 1 -------------------- Offense -------------------- Speed 30 ft. Composite Longbow (+1 Str) +5 (1d8+1/x3)(+1 to attack and damage within 30 ft) Longsword +3 (1d8+2/19-20/x3) Punching Dagger +3 (1d4+2/x3) Smite Evil (1/day) -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 16 Base Atk +1; CMB +3; CMD 17 (19 vs trips) Feats Point-Blank Shot, Precise Shot Traits Highlander, Outsider (Exiled) Skills Knowledge (Religion) +4, Sense Motive +5, Stealth +8 (+1 in hilly or rocky environments) Languages Common SQ Aura of Good -------------------- Special Abilities -------------------- Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Defensive Strategist: You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle. Highlander You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas. Outlander (Exiled) You gain a +2 trait bonus on Initiative checks. Bonus Feat Humans select one extra feat at 1st level. Heart of the Snows Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. Aura of Good The power of a paladin's aura of good is equal to her paladin level. Detect Evil 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. Smite Evil (1/day) A paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. -------------------- Combat Gear -------------------- Composite Longbow (+1 Str), Longsword, 40 Arrows, 20 Blunt Arrows, 3 Thistle Arrows, 1 Smoke Arrow, Buckler, Studded Leather, Spring Loaded Wrist Sheath, Punching Dagger. -------------------- Other Gear -------------------- Pickpocket’s Clothes, Backpack, Hammock, 2gp, 9 sp. "Why, oh Lord, why do angels fall first?" |