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Loreli Certes, Ex-Court Informer, Spy, and Poisoner


Ryfte

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"If I steal from bad people,
its a good thing, right?."
Theme: Reformed ex-courtesan, spy, and poisoner seeking redemption through good works.
Loreli Certes
Skeleton (Compact) • SchemerWhether willing or unwilling, you have been involved in the many cutthroat political intrigues within Taldor. You might have been born into it as a member of the aristocracy, or you might have taken an active role in the recent events of the War for the Crown.

Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.

You’re trained in the Diplomacy skill and the Politics Lore skill. You gain the Hobnobber skill feat.
• Rogue Dedication • Kineticist 2

Small • Neutral Evil • Undead

Abilities
Strength 10 (+0) • Dexterity 16 (+3) • Constitution 18 (+4) • Intelligence 12 (+1) • Wisdom 12 (+1) • Charisma 12 (+1)

Boosts
• Ancestry: Con +2 (free), Cha +2, Dex +2, Int -2 (flaw)
• Background: Con +2, Int +2
• Class: Con +2
• Free: Con +2, Dex +2, Int +2, Wis +2

• Gradual Ability Boosts: Dex +2 (Lvl 2)


Adventuring & Combat
HP 30/30
Perception +5 •
spacer.png 4 • Wis 1 • Item 0 • Senses Low-light Vision
Speed 25'
Class DC 18 •
spacer.png 4 • Base 10 • Con 4 • Item 0


Armor and Shields
AC 18 • spacer.png 4 • Base 10 • Dex 3 • Padded (light) 1
• Trained: Light Armor, Unarmored Defense
Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


Saving Throws 
 +10 Fortitude • spacer.png 6 • Con 4 • Item 0
 +09 Reflex
spacer.png 6 • Dex 3 • Item 0
 +05 Will
spacer.png 4 • Wis 1 • Item 0

Weapon Proficiencies
• Trained: Simple Weapons, Unarmed Attacks

Weapon of X (Weapon Infusion: Melee Weapon) +8 •
Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep
Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive
Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley

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"Conflict is sometimes necessary,
so best be prepared for it."

Skills
+07 Acrobatics • spacer.png 4 • Dex 3 • Item 0
+01 Arcana •
spacer.png 0 • Int 1 • Item 0
+04 Athletics 
spacer.png 4 • Str +0 • Item 0 • Armor -0
+01 Crafting 
spacer.png 0 • Int 1 • Item 0
+05 Deception
spacer.png 4 • Cha 1 • Item 0
+05 Diplomacy •
spacer.png 4 • Cha 1 • Item 0
+01 Intimidation •
spacer.png 0 • Cha 1 • Item 0
+05 Lore: Politics •
spacer.png 4 • Int 1 • Item 0
+01 Medicine 
spacer.png 0 • Wis 1 • Item 0
+05 Nature 
spacer.png 4 • Wis 1 • Item 0
+01 Occultism 
spacer.png 0 • Int 1 • Item 0
+01 Performance 
spacer.png 0 • Cha 1 • Item 0
+01 Religion 
spacer.png 0 • Wis 1 • Item 0
+05 Society •
spacer.png 4 • Int 1 • Item 0
+07 Stealth 
spacer.png 4 • Dex 3 • Item 0 • Armor -0
+01 Survival 
spacer.png 0 • Wis 1 • Item 0
+07 Thievery 
spacer.png 4 • Dex 3 • Item 0

Languages: Common, Draconic, Dwarven, Elven, Gnomish, Goblin, Orc, Sylvan


Abilities
Ability • Type 0 • Notes


Feats
As in Life, So in Death • ancestry 1 • detailsSkeleton

Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the Adopted Ancestry feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt Deception checks against a creature's Perception DC to successfully Impersonate yourself as a member of that ancestry. This is a non-magical disguise that doesn't protect against divination. This disguise doesn't provide any benefit against a creature actively attempting a Perception check against you.

BotD

Adopted Ancestry: Goblin • free, As in Life, So in Death feat 1 • detailsGeneral

You’re fully immersed in another ancestry's culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character's own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Goblin

Quick Squeeze • free, heritage 1 • detailsGeneralSkill

Prerequisites trained in Acrobatics

You Squeeze 5 feet per round (10 feet on a critical success). If you’re legendary in Acrobatics, you Squeeze at full Speed.

Hobnobber • free, background 1 • detailsGeneral | Skill

Prerequisites trained in Diplomacy

You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

[CRB]

Weapon Infusion spacer.png • class 1 • detailsInfusion | Kineticist

With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast’s damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast.

Melee Add one of the following traits of your choice:
• agile
• backswing
• forceful
• reach
• sweep

Ranged Choose one of three options:
• range increment 100 feet and the volley 30 feet trait
• range increment 50 feet and the propulsive trait
• range increment 20 feet and the thrown trait

[RoE]

Aerial Boomerang • free class 1, impulse 1 • See Impulses below

Air Cushion • free class 1, impulse 1 • See Impulses below

Four Winds • class 2 • See Impulses below

Rogue Dedication • free archetype 2 • detailsArchetype | Dedication | Multiclass

Prerequisites Dexterity 14

You gain a skill feat and the rogue’s surprise attack class feature (page 181). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.

Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.

Pickpocket • free, Rogue Dedication 2 • detailsGeneral | Skill
Prerequisites trained in Thievery

You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

CRB

Steady Balance • skill 2 • detailsGeneral | Skill

Prerequisites trained in Acrobatics

You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

CRB


Powers
Impulse Attack +8 • spacer.png 4 • Con 4
Impulse DC 18 •
spacer.png 4 • Base 10 • Con 4

Channel Elements
Single Gate: Air

Impulses
Aerial BoomerangAir | Impulse | Kineticist | Primal

A blade of shearing wind races away from you in a 60-foot line. Each creature in the area takes 2d4 slashing damage with a basic Reflex save against your class DC. In the final square of the line, the boomerang whirls in place until the end of your next turn. Any creature that ends its turn in that square has to save against the boomerang.

On your next turn, you can use a single action, which has the concentrate trait, to return the boomerang to you. It returns in a line from its square to your current location, with the same effect as the initial line, then the impulse ends. You must have line of effect to the boomerang and be within 60 feet of it.

Level (+2): The damage increases by 1d4.
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Air CushionTrigger A creature within 60 feet is falling.

Air currents flow upward to slow the target’s fall to 60 feet per round. The cushion ends when the target reaches the ground, and the creature takes no damage from the fall. The cushion expires if the creature doesn’t reach the ground within 1 minute, but any distance it fell during that minute doesn’t count for any damage the creature would take from the fall. You can’t use Air Cushion again while you have one in effect.

Level (8th) The range is 120 feet, and you can create cushions for up to 5 falling creatures with one reaction.
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Elemental Blast: Air spacer.png or spacer.png
Elemental Kinesis: AirImpulse | Kineticist | Primal

It’s trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can’t affect an element that’s magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.

Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can’t deal damage or cause conditions unless otherwise noted.

• Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
• Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
• Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.

Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
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Four WindsAir | Impulse | Kineticist | Primal

Mimicking the anemoi—monarchs of the four winds—you propel four creatures. Target up to four willing creatures within 30 feet of you. Each of those creatures can Stride up to half its Speed. If it has a fly Speed, it can instead Fly up to half its fly Speed.

Level (10th) The targets move up to full Speed instead of half.
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Junctions (bonus effect if you use a 2 or more action impulse)
Single Gate: AirBefore or after the other effects of the impulse, you can
either Stride up to half your Speed or Step. If you have a
fly Speed, you can Fly up to half your fly Speed instead.


Inventory
Money: 9 GP 8 SP
Bulk 2/5 • Enc 5 (5 + Str 0) • Max 10 (10 + Str 0)

Adventurer's Pack • 1gp 5sp • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin
Mask, Fine (4) • Bulk 0 • 8gp • Loreli has a number of porcelain masks and is always wearing one of them. They are similar in design, mostly featureless, but they vary in color and decoration. One is a reflective, shiny white with silver filigree, one is a matte white with no decorations, one is a matte black, and the one she typically wears is a plain matte, dull ivory-yellow. All of them have extended sides and a pair of wide bands to hold them in place. Each of Loreli's masks has a "ripple" like hole in the middle of the forehead roughly 2 inches above eye level. The back of the masks all have a fitted space with a clasp over it where her ever-burning token can be placed. The light cast by the stone shines through the hole and ridged rings around it, illuminating the area in front of her while keeping both hands free.
Ever-burning Token • Bulk 0 • free (15gp) • Evocation | Light | Magical • This polished and shaped stone is roughly the size of three stacked quarters and sheds light constantly, requiring no oxygen and generating no heat. The flame can be covered or hidden, but can’t be smothered or quenched.
Locket of Light • Bulk 0 • 5sp • This disk shaped locket has a front face that can be opened, flipping it down and to the back or beneath it as a sort of "stand" for it to rest on a flat surface such as a table or desk. The locket can be opened properly by twisting three metal tabs along the edge and her ever-burning token fits within the locket snugly. Loreli wears the locket on a thick leather thong around her neck.

Arms and Armor
Padded Armor • Bulk L • 2sp • Comfort, Cloth


Appearance
She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.


Personality
She is a pale imitation of what she was in life. Yet, perhaps, that is for the best. She had been a creature of deceit and intrigue of the court servants. Dealing in subterfuge and whispers along with outright poisonings her life was simply all about her. A selfish, vindictive, and greedy woman bent on gaining as much power over others as possible without concern for the cost, most especially any cost that involved others, or their lives. It didn't matter whom it harmed, how many, or in what way it happened, as long as it helped her in some way it wasn't a moral quandary for her. Clearly the choice was obvious and she would never hesitate, even going so far as to poison a few children over the years for example.

Today she still finds her selfish nature far too frequently colors her behavior but she also recognizes that she has another opportunity. This is a second chance for her to perhaps not make amends for her past, as she considers that all but an impossibility, but to at least lighten the imbalance in the scales of her life. Now to be fair some of her less noble ways still persist but she tries to keep them in check and avoid harming others, generally speaking.


History - Death, or Welcome to the Fishbowl!
The murky water rippled above her slightly, the surface barely more than a foot away. She could see the knights in the skiff, their faces peering down at her from the side of the craft they'd just dropped her from. She was to be put to death by drowning, a just ruling according to the courts once they'd discovered a few of her poisoning victims. So it was that she found herself in her current predicament manacled to a weight and held below the shallow bog water of the marsh. They'd traveled quite a distance in the skiff, out into the midst of nowhere really, before they'd stopped and dropped her in. Their voices were muffled and distorted by the water she was submerged in but the last thing she heard was their argument over the depth of the water and if it was deep enough. Still, once she'd stopped twitching beneath the water, struggling for the surface no longer, they had all been satisfied and the skiff with her executors left her corpse there beneath the water.

History - What came before the water...
Born into a serving family, albeit a minor gnomish family of the courts, she found her footing at a young age. She took to the whispers and intrigue of the servants themselves as if it were an integral part of her, much more skilled and capable of navigating the court intrigue than her parents or their parents had been.

History - Chains Finally Broken
Ekul had found her skeleton, manacles, iron weights, and all in the marsh right where she'd been deposited nearly a half dozen years prior. He likely would have never found her had he not run into the original skiff-man at the small rundown inn a few miles east of the body drop site. The knights themselves hadn't known where they'd left the body after all. She was bare bones now, picked clean by insects, fish, and the waters themselves, a small, slender skeleton.

Edited by Ryfte (see edit history)
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DESCRIPTION She wears simple clothing that an innkeeper or server in such a place might but in a more layered fashion. Her padded armor actually gives her more mass beneath her clothing and makes her appear to have actual flesh on her bones despite that simply not being true. Functional and with numerous small concealed folds that serve as hidden pockets her priority is more about not standing out in the crowd. She does keep her body wrapped and within her armor to conceal her skeletal self hidden and then wears her clothing over those, always keeping her porcelain mask in place and hood pulled up in settlements.| APPLICATION | SHEETspacer.pngLoreli Certes
Female, Neutral Evil, Skeleton (Compact - Goblin), Kineticist 2


AC: 18 HP: 30/30 S/D/C/I/W/C: 0/+3/+4/+1/+2/+0 F/R/W: +10/+9/+6 | Move: 25' | Senses: Low-Light Vision, Perception +6
Trained: Acrobatics +7, Athletics +4, Deception +4, Diplomacy +4, Lore: Politics +5, Nature +6, Society +5, Stealth +7, Thievery +7
Untrained: Arcana +1, Crafting +1, Intimidation +0, Medicine +2, Occultism +1, Performance +0, Religion +2, Survival +2

Loreli shrugged, "It really didn't look like it was supporting anything. Sorry." It was difficult to tell from her voice alone if she really meant it. Clearly the results of her actions were the same regardless, the stones had come crashing down, sealing the entrance as a cloud of dust from the weight of the stones falling still hung in the air around the recent collapse. The fact that she'd just been in there, and no one else had, did make it a bit more suspicious of course but she said nothing more, remaining silent.


OoC

Summary: ... La la la la la ...

Reaction: ---
Action 1: ---
Action 2: ---
Action 3: ---


Impulse (Attack +8 / DC 18):
Elemental Blast (Air) (+8; 1d6; 60', electricity or slashing)
Weapon of X (Weapon Infusion: Melee Weapon) +8 • Damage 1d6 bludgeoning, piercing, or slashing • One of: agile, backswing, forceful, reach, or sweep
Bow of the Zephyr Winds (Weapon Infusion: Short Bow) +8 • Damage 1d6 piercing • 50' range increment, propulsive
Bow of the Mountain Gale (Weapon Infusion: Long Bow) +8 • Damage 1d6 piercing • 100' range increment, volley

 

Edited by Ryfte
Removed the other character submission and put the post template in place. (see edit history)
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@hoverfrog 

I wrote up the Skeleton version of the character as the first post and the Ghost one as the second. Since I was uncertain if you really were going to be okay with characters that weren't using that free archetype feat for an undead dedication. Fluff wise I will be adding more background / details but all of the mechanics and really the core of both of them are complete. If, after consideration, the mostly regular skeleton ancestry (unlike the other undead types) is viable I'll simply use that version as my submission, otherwise I'll switch to the ghost version.

The gear is complete on the skeleton version and would be similar but slightly different on the ghost version.

Really this is me simply looking for final clarification on whether the regular Skeleton ancestry is viable. The one other aspect of that particular undead being that it can never gain the advanced undead properties that all the dedication version can. *shrug*

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@hoverfrog

I prefer the skeleton version, its broader, more flexible. I simply didn't know that if it would be acceptable for skeletons in the long run. They can't ever, RAW, gain the advanced undead properties as all the other undead dedications can but I didn't know if that mattered or not. Fluff wise the floating above the ground as a ghost is fun, I've got to admit, but the skelly is my preference.

Thanks!

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