Post by highgarden on Jan 29, 2015 17:10:02 GMT
Saraquiel Olrich
Played by: highgarden
Character Sheet: www.myth-weavers.com/sheetview.php?sheetid=1108653
Other Characters: None.
Race: Aasimar (LA 1 bought off)
Classes: Crusader (5)
Effective Character Level: 5
Gender: Female
Age: Twenty four.
Alignment: Lawful Good.
Deity: Siamorphe
Height/Weight: Five feet and six inches. Weighs around a hundred and fifty pounds.
Personality: Goal (Power), Motivation (Stability), Virtues (Magnanimous and Courageous), Vices (Prejudiced and Wrathful)
Saraquiel ultimately wants to reunite large portions of the Border Kingdoms. To her understanding, it's fragmented and war-torn now because her family and others fell far short of their nature, and she is now motivated to find solutions to stabilise dangerous lands because of it. At her absolute best and most outstanding, she is magnanimous and courageous. Fully capable of forgiving mistakes and death threats in the name of a good future, she is just as willing to put herself in danger if it serves a benevolent cause. However, being mortal, she is also very flawed.
Saraquiel believes that the long dormant celestial blood in her family tree has been renewed in her as a sign of Siamorphe's approval, and extends this to mean all Aasimars must themselves be better than most. This ingrained prejudice has shaped itself into wanting love exclusively with others of her kin. Moreover, she has a immediate distrust of all tieflings, without exception. This flaw is accompanied by a wrathful nature against any leader she deems in direct and wilful violation of their responsibilities. She especially has no qualms about beheading an unrepentant and cruel noble.
Appearance: Saraquiel has hair like spun sunlight, eyes of otherworldly gold, and a heart-shaped face with youthful skin. Taller than less athletic women, she stands confidently at five feet and six inches. Around her neck is often a silver string that ends in a small silver chalice. While her bust is on the smaller end, her body is that of a gymnast; from shapely shoulders to abdominals boasting a four pack to well-proportioned legs. Often she wears a full plate suit bearing scratch marks and small dents. She is unquestionably not the frail reflection of femininity that polite society might think ideal, but to cultures or individuals that prefer it, she is clearly a martial beauty.
History:
In the truly distant past, their family were royalty, and all of them Aasimars. However, through arrogance, infighting, hedonism and spiritual treachery going generations back, they paid less attention to their people and more to themselves. Their worship shifted from Siamorphe to Sune to Malcanthet. They lost their divine right, their lands, and many of them their souls. All children born thereafter were human. Reclaiming what they deemed theirs by force became an obsession, passed from one generation to the next like a venereal disease. When Saraquiel had been born with eyes like gold lanterns, her parents thought that a sign their love was pure, and to redouble their efforts. Yet so did their enemies, who had battled their family long enough to know who they were.
Born in a orderly mercenary camp in the Border Kingdoms, Sarah's birth was more a rallying cry for her families' enemies than their friends. Their rivals made temporary alliances, attacks increased over the years, cherished friends were maimed and murdered, and morale imploded. Certain their band would be destroyed, Saraquiel's family did what they vowed never to do: leave the Border Kingdoms. Their family went all the way to Waterdeep. They sought the only temple of Siamorphe in existence, not because they expected miracles, but because it was far enough their enemies wouldn't follow, and it was the only place they thought might be remotely oath-bound to take in and permanently protect their daughter.
By way of proof, they had heirlooms in the form of unique jewellery, generation old letters that had historical value, and a daughter with the dormant blood of royalty allegedly now blessed. It was enough to persuade a young priest, Daniel, to grudgingly allow the newcomers into the temple-villa.
The young priest was obliging yet honest. Their sanctuary was temporary. Daniel sluggishly sent and received word about the unexpected pilgrims, and a knight was being dispatched to look into the matter of Saraquiel. It was then Daniel revealed it was not truly in the clergy's hands what would become of them. They may have been in the only temple of Siamorphe to still exist, but the Chapel and Chalice of the Divine Right was situated in the villa of a noble family. Even if Saraquiel was a genuine curiosity, their family would need to justify themselves not to appear strangers and scroungers. Trinkets and faded ink would not sway the approaching knight to give more than pity.
By the time Sir Joseph had arrived, however, a deal had already been forged. Aasimars were rarities. Those of alleged royal blood, further so. Few were more ideal for service to Siamorphe. Saraquiel was offered as a martial tool to the church. As a girl of eight, she had already learned violence was a strong truth, and both her parents had warned her they needed her to flourish under the goddess of divine right. So she made sure to appear much the angel. Daniel had been won to their cause, her parents were content, and in good faith they were given a month's sanctuary to orientate themselves.
Saraquiel's life from there was much a regimental march between weapon-work, guarding the baptisms of minor noble houses, learning the gods and their temperaments, and her parent's continually putting emphasis on her celestial heritage as a sign that Siamorphe had forgiven their family's major transgressions. As such, being told she was special for such, she grew steadily if silently prejudiced over the years. When she was free and not with friends, her parents encouraged her to take assignments that would lead her into direct confrontations with the orc hordes in the north, so that she might gain experience against some of what the Border Kingdoms held. But as she grew older from adolescent to adult, her parents warlike suggestions faded, and the only time spent together was to see how her life was progressing in ways of her church, friendship and love.
Pleasant as it was, Saraquiel was confused by the change until the age of twenty three. After successfully helping protect a nobleman's son through the territory of an orc horde, she felt near invincible. She told her parents of her intentions to return home and retake their lands. Her father grew as silent and heartbroken as a man at a funeral. Her mother, however, did not. She became uncharacteristically angry, shouting she had murdered stronger warriors than their daughter, heard tongues with sweeter words shriek, and seen heads held far higher impaled on spikes. Roused by the outburst, her father took his wife aside, and added that the people of that land did not care who had what birthright. It was a land firmly in the clutches of Tempus, and he alone would decide how much would be ruled by who. Time away from the maelstrom of cruelty and violence had cleared their heads. They had lost enough friends and followers without the pain of losing their only child.
Saraquiel didn't speak to them for a month. Angered by her father's impiety and her mother's outburst, she vowed not to leave her true home broken and dysfunctional. But for all her hurt, their words worked. She second-guessed herself. Instead, she spoke to a priestess, asking what could be done about her goal, and whether it was truly a lost cause. In measured words, the priestess first pointed out her parent's reaction was likely one of absolute love, if poorly given. There was a lot to consider. Saraquiel's eyes were gently opened to the scale of her goal. She felt very much like a child after, and eventually returned to good terms with her family, but never renounced her goal. Instead she accepted much needed to be done before she ever returned to her homeland.
Threads: None.
Party Role Proficiency:
1-2 in all the below, can do them hopefully well,
Meat Shield: Can stand in the front line of combat with a reasonable chance of not getting killed. 1-2
Melee Damage: Deal meaningful damage to enemies within reach. 1-2
2-3 in all the below, not a bad option, just not excellent,
Party Face: Interacts with NPCs in a way that gets desirable results. 2. Diplomacy and Intimidate at +13
Buffer: Increase the abilities of allies. 2-3 Vanguard Strike and Leading the Attack (+4 attack for friends), Leading the Charge stance
Curiosity: Rarely used but helpful in some meaningful way. Aasimar in case it ever becomes relevant. Outsider Type. Daylight 1/day, Darkvision 60 feet, Resistances acid 5, cold 5, and electricity 5. Also speaks Celestial.
3-4 in below, have a chance but it's not a good one,
Mobility: Can circumvent battlefield control and barriers, and quickly pursue or retreat from enemies. 3. No special tricks just 20 movement feet.
Sage: Knows or can find useful information. 3. Knowledge religion only.
Healer: Can restore hit points and remove harmful status effects for allies in combat. 3. Crusader's Strike heals 1d6+1/initiator level. Minor healing in fights.
4 in all at the current level, pretty bad at them or no chance,
Game Changer: Can proactively reshape the game (or realty) to suit your goals. (Examples: Wish, Miracle, Gate, Psychic Reformation, anything that completely breaks the action economy, etc)
Scout: Locates enemies, threats, and other useful things while remaining hidden.
Thief: Can take things from an enemy and enemy locations without being discovered.
Summoner:
Ranged Damage: Deal meaningful damage to enemies at a range.
Debuffer: Reduce the abilities of enemies, usually by inflicting status effects.
Dominator: Take functional command of enemies.
Battlefield Control: Prevent enemies from taking their normal actions and/or movement. 4
Racial Abilities:
+2 Wisdom, +2 Charisma.
Darkvision: Aasimars can see in the dark up to 60 feet.
Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
Special Attacks: Daylight.
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
Outsider Type
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.
Feats:
Level 1, Power Attack (Player's Handbook page 98)
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Level 3, Extra Granted Maneuver (Tome of Battle, page 30)
You begin each encounter with one additional readied maneuver granted. This teat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers. For example, if you are a 5th-level crusader, you normally begin an encounter or finish recovering expended maneuvers with two of your five readied maneuvers granted, and the remaining three maneuvers withheld. With this feat, three of your five readied maneuvers are granted, and only two are withheld.
Class Abilities:
Please look here for details:
marksworld.zeemer.com/files/classes.php?class=crusader
Maneuvers:
Level 1 Crusader,
Learned Leading the Attack (+4 attack for friends)
Learned Crusader's Strike (heals 1d6+1/initiator level)
Learned Stone Bones (gain DR 5/Admantine)
Learned Vanguard Strike (+4 attack for friends)
Learned Douse the Flames (target cannot make AoO for 1 round)
Stance Learned Iron Guard's Glare (enemies take -4 attack against allies)
Level 2 Crusader,
Stance Learned Leading the Charge (allies deal +1 on charge attacks per initiator level she has)
Level 3 Crusader,
Learned Foehammer (+2d6 dmg, overcomes DR)
Level 4 Crusader,
Swapped and lost Stone Bones for Battle Leader's Charge (charge +10 dmg, no AoO)
Level 5 Crusader,
Learned Bonecrusher (4d6 dmg, +10 crit confirm)
Equipment:
www.d20srd.org/srd/equipment/weapons.htm#swordBastard
+1 Bastard Sword -2,035 gp
A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Full Plate -1,500 gp
The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4×100) gold pieces.
Gauntlets of Ogre Power (Dungeon Master's Guide page 257) -4,000 gp
These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.
www.d20srd.org/srd/equipment/goodsAndServices.htm#adventuringGear
Manacles, masterwork -50 gp
Holy Symbol of Siamorphe, Silver -5 gp
Total Inventory Cost: 7,555 gp.
Companions: None.
Other Misc Information: The ultimate, far-off goal is to try and take a sustainable chunk of the Border Kingdoms and build a society out of it. But that means a ton of sub-goals.
A) Growing in personal martial ability (so just gaining more levels, like everyone wants).
B) Build some kind of loyal group willing to see her goal achieved (I'm hoping Leadership and feats like it are an option, or just hiring NPCs and making Contacts).
C) Eventually finding a strategist (Expect me to try to sweet talk any of the Red Knight's officers or something like that if a chance pops up) and an Aasimar husband (everyone needs love...)
D) Keep doing the work of Siamorphe, such as taking assignments from her church.
E) These are just rough ideas. I don't know what's good or not.