Skull & Shackles
Captain of the Come What May and lord of Quent
Lady Cerise BloodmournCR 12
Female Human (Taldan) Aristocrat 2/Fighter 7/Rogue 5
CN Medium humanoid (human)
Init + 4; Senses Perception + 12
AC 22, touch 15, flat- footed 18 (+ 6 armor, + 3 Dex, + 1 natural, + 1 deflection, + 1 dodge)
hp 137 (7d10+ 7d8+ 63)
Fort + 9, Ref + 10 (+ 1 bonus vs. traps), Will + 5 (+ 2 vs. fear)
Defensive Abilities bravery + 2, evasion, trap sense, uncanny dodge
Speed 20 ft.
Melee + 2 defending rapier + 19/+ 14/+ 9 (1d6+ 5/15- 20/×2) and
masterwork dagger + 17/+ 12/+ 7 (1d4+ 1/19- 20/×2)
Ranged masterwork hand crossbow + 16/+ 11/+ 6 (1d4/19- 20/×2)
Special Attacks sneak attack + 3d6, weapon training abilities (light blades + 1)
Str 10, Dex 18, Con 16, Int 14, Wis 8, Cha 15
Base Atk + 11; CMB + 15 (+ 17 disarm); CMD 29 (31 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Defensive Combat Training, Disarming Strike, Dodge, Greater Feint, Improved Critical (rapier), Improved Disarm, Improved Feint, Toughness, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics + 15 (+ 11 jump), Bluff + 18, Climb + 5, Diplomacy + 18, Disable Device + 9, Intimidate + 10, Knowledge (geography) + 6, Knowledge (local) + 10, Knowledge (nobility) + 10, Perception + 12 (+ 14 to locate traps, only – 1/20’ while using a spyglass, instead of – 1/10’), Profession (sailor) + 14, Sense Motive + 12, Sleight of Hand + 7, Stealth + 7, Swim + 3
Languages Common, Elven, Polyglot
SQ defending, rogue talents (finesse rogue, offensive defense), trapfinding + 2
Combat Gear Potion of cure serious wounds, Potion of heroism (2); Other Gear + 2 Chain shirt, + 2 Defending Rapier, Crossbow bolts (10), Masterwork Dagger, Masterwork Hand crossbow, Amulet of natural armor + 1, Belt of physical might (Dex & Con + 2), Ring of protection + 1, Spyglass, Thieves’ tools
Agile Maneuvers Use DEX instead of STR for CMB
Bravery + 2 (Ex) + 2 to Will save vs. Fear
Combat Expertise + /- 3 Bonus to AC in exchange for an equal penalty to attack.
Defending Transfer weapon enhancement bonus to AC.
Disarming Strike Critical hit’s confirmation roll is a Disarm maneuver check.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Improved Disarm You don’t provoke attacks of opportunity when disarming.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Offensive Defense (Ex) Sneak attack grants a + 1 dodge bonus to AC for each die rolled vs. that foe.
Sneak Attack + 3d6 + 3d6 damage if you flank your target or your target is flat- footed.
Trap Sense + 1 (Ex) + 1 bonus on reflex saves and AC against traps.
Trapfinding + 2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat- footed.
Weapon Training (Blades, Light) + 1 (Ex) + 1 Attack, Damage, CMB, CMD with Light Blades
Lady Cerise Bloodmourn comes from noble stock, a member of the once-proud Vauxtiere family displaced by the Red Revolution of Galt. In 4681 ar, during the height of the chaos, her family escaped into Taldor, counting on the hospitality of friends in Cassomir to house and care for them until her pregnant mother could give birth to Cerise. When the fires of revolution failed to die down back home, the Vauxtieres stayed on in Taldor, spending what little remained of their family fortune to ingratiate themselves with the local nobility. Cerise’s father made sure she attended all the right boarding schools, hoping to shape her into a lady of breeding and grace, even in exile.
Rather than fulfill her father’s wishes by becoming the lady he’d intended, Cerise rebelled to escape the harassment of her peers, instead skipping school to spend days with various ne’er-do-wells along the docks of Cassomir. Where other debutantes learned the proper etiquette for dinner parties, ballroom dancing, and afternoon socials, Cerise took up fencing, petty theft, and carousing alongside several short-lived paramours, each one eager to sully the young noble. Of course, hese actions only further scandalized her family, whom the established Taldan aristocracy already looked down upon. Cerise’s mounting indiscretions sparked numerous embarrassments for her father, leading to several heated arguments between the two, the worst of which led her to run away.
In a fit of anger after her father struck her, Cerise sought out and seduced a down-on-his-luck pirate captain named Daerius Wynnt. Without a ship or crew at the time, Wynnt fell easily to Cerise’s charms and passion. Intent on setting sail for the open sea and never returning, she convinced him to help her strike back at her family and Taldor’s elite by stealing her inheritance and commandeering a newly built galley from the naval shipyards. Together, Cerise and Daerius formed a crew from her prior accomplices on the streets of Cassomir and the pirate’s remaining contacts. The pirates then raided her family’s estate while Cerise distracted the city guard long enough for Daerius to steal their ship. Once on the open sea, they renamed the galley the Come What May, and Cerise changed her named to Lady Bloodmourn, a reminder to herself of all her family lost, both in Galt and Taldor.
In time, Lady Bloodmourn’s adventures brought her to the Shackles. Daerius Wynnt had died in battle against the Taldan navy, leaving Cerise in sole command of the Come What May. Sensing a kindred spirit in Tessa Fairwind, Cerise joined the pirate lord’s growing f leet, capably serving the Mistress of Quent until she decided to pursue her own title. Lady Bloodmourn regards her position on the Pirate Council as a new form of “nobility”—the difference being that her name and reputation are of her own making rather than the product of a family name which means nothing to her anymore.
Although she employs a maid whom she rescued from slavery on a Chelish yacht, Cerise favors functional pirate’s clothes, worn with a Taldan dandy’s f lair, but is just as comfortable in a courtier’s gown when the situation calls for it. Beneath such fashionable clothes, however, she still wears a simple blouse and trousers tucked into hard-heeled boots, ready to slip free of the gown and draw her rapier—an action many of her enemies fail to recognize before it’s too late and she draws their blood.