Type: Outsider (Youkai, Satori); Size: Medium (1 x 1 sq.)
HP: 21
SP: 20 (1d10+4 Stamina Regen)
MP: 18
Resolve: 33
Sanity: 37
Physical Defense: 25; Mental Defense: 26; Bodily Defense: 19
(Armor Defense Points)
Head: 0, Body: 0, Arms: 0, Legs: 0
Speed: 9 sq. (Land)
Reach: 1 sq. (2 sq. with Nodachi)
Nodachi: +18 to-hit (3d12+7 slashing damage); Reach, Finesse
(Can make up to 3 attacks per round so long as it's with a Sword or Polearm)
Physique (6): Power: 2, Health: 4, Stamina: 3
Dexterity (7): Precision: 3, Agility: 5, Reaction: 4
Intellect (9): Reason: 8, Language: 3, Math: 3
Wisdom (9): Drive: 4, Intuition: 4, Common Sense: 4
Charisma (9): Rhetoric: 4, Voice: 4, Beauty: 4
Mercenary
Tactician
Mercenary (Swashbuckler)
Total Wage: 70 (45 Tactician + 25 Swashbuckler)
Acting (Apprentice) +6
Aim (Competent) +13
Anatomy (Apprentice) +7
Architecture (Trained) +8
Armorsmithing (Trained) +7
Balance (Trained) +10
Blindfighting (Trained) +8
Brawling (Competent) +12
Comedy (Apprentice) +6
Contortion (Trained) +9
Climb (Trained) +8
Direction Sense (Trained) +9
Divination (Chiromancy) (Trained) +9
Gambling (Trained) +8
Haggling (Apprentice) +6
Hearing (Competent) +14
Heavy Lifting (Competent) +13
Heraldry (Competent) +14
Hide (Trained) +9
History (Military) (Competent) +16
Language (Speak): Sori (Competent) +14
Language (Speak): Japanese (Competent) +14
Language (Speak): English (Competent) +14
Language (Read): Japanese (Trained) +8
Language (Write): Japanese (Trained) +8
Law (Competent) +16
Math (Fundamentals, Algebra, Geometry, and Trigonometry) (Trained) +8
Philosophy (Competent) +18
Push/Pull (Competent) +13
Remember Detail (Competent) +16
Research (Competent) +18
Riding (Apprentice) +6
Search (Apprentice) +6
Sight (Competent) +14
Sprint (Trained) +8
Teaching (Competent) +14
Tracking (Competent) +18
Tumble (Trained) +10
Warcraft (Competent) +15
Weapon (Sword and Polearm) (Competent) +14
Weaponsmithing (Trained) +7
Wrestling (Competent) +14
Weapon Training (Weapon Focus: Sword): You gain a +4 bonus on attack rolls with weapons of this weapon group.
Weapon Training (Weapon Specialization: Sword): You gain a +2 bonus on damage rolls with weapons of this weapon group.
Fencing Style (Flick of the Wrist): After successfully blocking an attack with Parry you inflict Flat-Footed at Low Intensity to the opponent you successfully parried, and this lasts for 1 round. If you successfully parry the same opponent more than once in the same round you don't increase the intensity but instead increase the duration by 1 round (to a maximum amount of rounds equal to your Agility).
Battle Coordinator (Coordination): As part of your turn you can select an opponent within your line of sight as the target of your coordination. You and all allies attacking the target of your coordination receive a bonus to attack and damage against them equal to your Reason or Intuition (in Aré's case, +8 from Reason). Multiple instances of Coordination do not stack, and you can only have one target selected at a time.
Battle Coordinator (Gang Up): You and your allies receive a +2 bonus to attack and damage against an enemy so long as another ally is adjacent while you are adjacent to the enemy.
Deft Footwork (Swashbuckler Ability): The first time Swashbuckler is taken, increase Agility and Reaction by 1. For every time Swashbuckler is taken after the first, these increase by 1 once more.
Charm and Vigor (Swashbuckler Ability): Choose one; Rhetoric, Voice, or Beauty, this ability score is added as a bonus to Physical Defense. In addition to this, this ability score is added as bonus HP (similar to Health) retroactively. (Aré chooses Rhetoric)
Mind Reading (Satori Ability): Satori are capable mind readers and can detect the thoughts of those close to them. Everyone within 6 squares is constantly having their mind read by the Satori unless they attempt to resist. Resisting involves an Arcana check versus the opponent's Mental Defense. On a failed hit, the opponent is immune to the Satori's mind reading for 1 day. This otherwise functions as per the rules of Thought Sense.
Ancient Enmity (Satori Ability): Satori receive a +5 bonus to hit and damage against humans.
The mercenary who joined Cole Arkenach during his journey, rumors of her tactical prowess spread far and wide during her time aligned to him and his fight against Banadar Arkenach.
In her time she was described as fiercely loyal and incredibly intelligent, though seemed to have trouble with some social queues when among people. Despite this she was able to maintain positive relations among all of her compatriots, and was efficient as a tactician - even among such a small group of adventurers. It was this skill set which helped some of their allies survive, being able to determine which enemies to strike and when, and when an ally needed to withdraw for aid.
Being a satori, Aré was very self-conscious of her mind reading abilities, disliking how most people would view her due to her inability to control whether or not she was listening to their mind. Though her allies knew of this and knew it to be involuntary, people unfamiliar with her were often taken aback and leery of even interacting with her while she was able to probe their mind.
Ultimately Aré was met with a swift death in 3965 BY (Berngulch Year) at the hands of the God of Corruption, Banadar, when he was inevitably revived and sought revenge on his son for sealing him away 15 years earlier. This all took place before the Awakening, having been one of the major events which occurred in the events leading up to it.