ARW/Celine Kharvast
| Aliases | Celine the Blitz |
| Campaign | Remnant Wings |
| Age | 19 |
| Birthday | Unknown |
| Birthplace | Kingdom of Alestia |
| Occupation | Squire (former), Hazard Soldier (former), Freelancer |
| Race | Human (Alestian ethnicity) |
| Gender | Female |
| Height | 5'7" (170 cm.) |
| Weight | 155 lbs. (70 kg.) |
| Hair Color | Blonde |
| Eye Color | Green |
| Relatives | Lady Renee Kharvast (mother) Sir Grahame Kharvast (father) Maxwell Kharvast (brother) |
| Player | Temia |
Celine Kharvast was a character in the campaign Remnant Wings. While missing in action for years by the time of the campaign, she was in the care of the isolationistic and spiritually-inclined people of Estevir, taking up their cause as one of their Hazard Soldiers. In Act 2, she made herself known to the party (such as it was) and joined them, initially to get revenge for her brother, but eventually softening up and getting over some of the worst personality traits she developed in life with their help. In the epilogue, she has continued to carry the banner of the Remnant Wings after everyone else has gone back to their lives, pledging to take in those left behind or cast out by their people and working united with the goal to undo the damage to the world.
Contents
Description[edit]
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Relationships[edit]
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History[edit]
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Game Information[edit]
This stat block represents Celine at the end of Act 2.
Human fighter (armour master) 3/inquisitor (inquisition leader) 11
CG medium humanoid (human)
Init +8; Senses perception +22
AC 31,
touch 14,
flat-footed 28
(+12 Armor, +5 Shield, +3 Dex, +1 Misc.)
hp 115 (3d10+11d8+17)
Fort +15 Reflex +14 Will +17
Defensive Abilities Deflective Shield, Stalwart
Speed 30 ft.
Melee +3 adamantine bastard sword +24/+19/+14 (1d10+9/19-20)
sawback short sword +17/+12/+7 (1d6+6/19-20)
Ranged mwk repeating heavy crossbow +15/+10/+5 (1d10/19-20)
Special Attacks Bane 16 rounds/day, Judgment 4/day
Inquisitor Spells known (CL 14th, concentration +19)
4th (DC19, 3/day)—death ward, divine power, judgment light
3rd (DC18, 5/day)—cure serious wounds, dispel magic, heroism, litany of entanglement, searing light, ward the faithful
2nd (DC17, 5/day)—blitz of the faithful, detect thoughts, lesser restoration, purify air, resist energy, see invisibility, shield other, spiritual weapon
1st (DC16, 7/day)—command, cure light wounds, disguise self, expeditious advance, lend judgment, remove fear, shield of faith, true strike, wrath
0 (DC15, at will)—create water, detect magic, disrupt undead, guidance, light, stabilise
Inquisition Persistence
Str 22 Dex 16 Con 12 Int 12 Wis 21 Cha 11
Base Atk +11 CMB +19 CMD 30
Feats Bonded MindT, Cleave, Combat ExpertiseHR, Combat Reflexes, Deadly AimHR, Furious Focus, Improved Caster Level, Lightning Reflexes, Missile Shield, OutflankT, Power AttackHR, Saving Shield, Signature Weapon +4, Shield Evasion, Shield Focus, Step UpB
Skills Climb +9, Disguise +9, Handle Animal +6, Heal +9, Intimidate +22, Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (Nobility) +2, Knowledge (Religion) +8, Linguistics +2, Perception +22, Profession (skysailor) +18, Sense Motive +27, Spellcraft +18, Survival +14
Languages Eastermarck, Mirrorspeak, Northraise
SQ Armour Training +1, Detect Alignment, Discern Lies 11 rounds/day, Greater Tactician 8 rounds 3/day, Inner Strength 5d6 1/day, Monster Lore, Relentless Footing 8/day, Track +5
Combat Gear scrolls of blood biography, knock CL4; tanglefoot bag; Other Gear amulet of moderate fortification, +3 adamantine bastard sword, band of inspired wisdom +4, bane baldric, belt of giant strength +4, 2 pairs of manacles, disguise kit, glove of storing, handy haversack, +2 mithril collapsing tower shield, +3 restful mithril full plate, remnant's cape, ring of spell storing, ring of the remnant wings, sawback short sword, mwk repeating crossbow, 2 bolt cases, 3 incendiary bolt cases, 1 flare bolt, shamanistic talisman, smelling salts, spell component pouch, traveller's anytool, winged boots
Archetype: Inquisition Leader (deprecated)[edit]
While the average inquisitor works under cover to right wrongs against her faith, an inquisition leader serves to guide charges to act in her missions against heresy. Valuable in crusades and witch hunts, these inquisitors can command those around them to gain a strategic advantage over their foes.
Tactician (Ex): At 3rd level, the Inquisition Leader can dispense strategic advice to her allies of the cause. This acts as a Cavalier's tactician ability, except that an Inquisition Leader still retains some flexibility and can change her most recent bonus feat as a standard action a number of times per day equal to her wisdom modifier. At 9th level this becomes Greater Tactician, and at 17th level it becomes Master Tactician.
This ability replaces Solo Tactics and Teamwork Feats.
This archetype was created before the Tactical Leader archetype in Ultimate Intrigue, and is now deprecated. When building Celine in the future, she would use the Tactical Leader archetype instead.
Spell: Purify Air[edit]
Level Inquisitor 2, Ranger 2, Druid 2
Casting Time 1 standard action
Components V, S, DF
Duration 1 minute/level
Range Personal
Area 10 ft. radius emanation centered on you
This spell forces contaminants out of the air around you, allowing you to breathe safely. Roll a caster level check against the save DC of any inhaled poisons or harmful gaseous spells/effects in the area upon casting and when encountering new ones - success means they are forced out of the area and cannot flow back in for the spell's duration. This has no effect on gaseous creatures or effects that only obscure vision/hamper movement.
This spell was developed by veteran hazard soldiers for especially hostile areas, where their mundane equipment may be overwhelmed or they are rescuing those caught in a hot zone.
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