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Mara - Idle Tool


AvalonR

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[CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B]Mara - Idle Tool[/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=300]https://i.pinimg.com/originals/9c/30/af/9c30afb9b66b9e68ba6b447a616f595f.png[/img2] [B][FONT="Times New Roman"][COLOR="Grey"]"Count the Seconds. Be aware of the time passing. Each moment is more precious than the one before it."[/COLOR][/FONT][/B][/CENTER][r=2,1] [B]Level:[/B] 4 [B]Class:[/B] Rogue - Thief [b]Archetype:[/b] Poisoner [B]Experience Points:[/B] 0 [B]Background:[/B] Emancipated [B]Deity:[/B] None? [B]Alignment:[/B] Neutral [B]Height:[/B] 4'11" [B]Weight:[/B] 83 lbs [B]Eyes:[/B] Brown [B]Skin:[/B] Pale [B]Hair:[/B] White [B]Ancestry:[/B] Human (Half-Elf) [B]Age:[/B] ? [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 10 | +0 [B]DEX:[/B] 19 | +4 [B]CON:[/B] 16 | +3 [B]INT:[/B] 14 | +2 [B]WIS:[/B] 16 | +2 [B]CHA:[/B] 8 | -1 [B]Hit Points:[/B] 63 [B]Armor Class:[/B] 23 [B]Size:[/B] Medium [B]Perception:[/B] +11 • Expert [B]Fortitude:[/B] +9 • Trained [B]Reflex:[/B] +13 • Expert [B]Will:[/B] +11 • Expert [B]Speed:[/B] 25 ft[/table] [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"Emptiness is the state when everything has been taken from you. It leaves you with the question, how do you fill it?"[/COLOR][/FONT][/B] Mara is... odd. One cannot describe the former slave without using some synonym of that word. It is not that she doesn't have emotions, although you'd be forgiven if at first glance you didn't think so, instead it is the way that she has so repressed those emotions and their manifestations in the world. She's awkward when given attention, but it manifests in a straight back and still action, she doesn't know how to handle affection, so she processes and leaves people hanging. She does know how to follow orders but tends to be more cautious about who she actually listens to. She struggles a lot with the idea of self-sufficiency. She wants it. She wants the freedom she has sighted. She's been long enough in the dark that the light is almost blinding, she just has no idea how to do that. It's like reaching for something in an oven without knowing to put on protective equipment. She is often, for the same reasons, very vulnerable. She doesn't understand what to do and seeks help to stay afloat. Though it's not as overt as most would expect. She does find a few things fascinating. Woodwork is one that particularly enthrals her. Poisons are another, although she isn't sure how to use or share that one with others as it is merely the central remnant of her once art of death.[/LEFT][/SPOILER] | [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"See me. I am me. I want to be me."[/COLOR][/FONT][/B] Mara is short, lithe, with clothes on she almost looks healthy and very fit. Beneath the outline of ribs and scarred marks tell a different story. The litany of the agony she has experienced over her life as a slave, a tool, is written across her back in bold letters, the title underlined. This has left her with a quiet gait that one could easily mistake for a leaf rustling in the wind, and a presence where one might easily forget she was there if it wasn't for the ruthless efficiency she uses her weapon. Most of her actions and movements work best to keep her well enough in the background that most don't notice her. She is also constantly cautious. Where one might find themselves at home in civilisation, she checks floor tiles many have walked over in front of her, soft step testing every movement as if expecting this sense of freedom to come collapsing in on her. It's around whips that you would see the remnants of her torture most, though. Even not the main target, she easily winces back, each blow almost felt upon her own flesh as she remembers obedience lessons.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"A Smith crafts the tool they desire. A carpenter the same. My masters made me, as a Smith builds a blade. Now I am free of the hand that wielded me, unsure how best to be used.."[/COLOR][/FONT][/B] How does one rebuild a life when it was destroyed thoroughly from underneath you? Mara was too young to remember when she first was entered into slavery. She may even have been born into it, it's hard to say. The first memories of her past are the painful lash and the commanding voice. Her own rebellion, what little good it did, against the anger of the overseer. The years of it being beaten out of her. Then, Master Tal. He had a surname and some noble house, she was sure, but Mara never bothered to remember it. She just remembered the little smirk he'd got every time she did disobey. The excuse to punish her all he wanted to feel pleasure in life. The ravages of her body brought her in line, slowly but surely. It was then, when they had finally broken her down to nothing, that Master Tal and the Overseer with the Broken Nose rebuilt her. Taught her to use the Crimson Blade that she now treasured. Taught her how to move silently. Moving silently was her favourite, as she got beaten less if they didn't notice her around them. She learnt that doing her work and then disappearing into darkened corners was best. It got her praises and few beatings. It got her safety, of a sort. Years passed like this. She grew from being passable to being good at her craft. She learnt poisons, what she was allowed to touch anyway, used to make each of her strikes deadlier. She doesn't know how many years she killed for Master Tal, just that it continued for a long time. The blood on her hands was irrelevant as long as she kept them happy. She tried running once or twice, to little effect. Even her skills didn't allow her to escape, and it just made the beatings worse. So she kept the last seed of rebellion in her heart. It wasn't until she was tasked with killing a Noble in Kintargo that something changed. The Noble, a woman by the name of Alyssara, recognised she was a slave. She also managed to avoid death, which wasn't something Mara was used to. The Noble tried to reason with her, but would have fell dead at her blade anyway if it weren't for the line "You are free here." Mara demanded explanation, and was told of the change, the departure, the outlawing of slaves. She was free here, by law. Master Tal would disagree. Somehow, somewhere, the idea that her Master would disagree lit the final spark of rebellion in her, and Mara decided in that moment to not only not kill the noble in front of her. But to try. One last time. One more. Master Tal would of course be after her. She was too valuable and had items that belonged to him, her blade notable most of all. But despite the fear of being caught weighing down on her, she couldn't help but take this lifeline to freedom. She tried to stop killing. She had no idea how to be a person. It was obvious quickly that she didn't understand how to build friendships or talk to people, and had little idea of regular work. Coming back in disgrace to the very noble who had 'freed' her, she told the woman her woes. The Noble asked what she was good at. "Killing." It was, after all, exactly what she'd been fashioned for. A blade to let blood upon the earth. She was pointed out towards Breachill. There had been a call for heroes to slay monsters not long ago. Mara had never killed monsters before, but found it unlikely that it would be that much different from killing people. It would be interesting to find a way to kill and be happy for it. So, some months later, worn and experienced in the road, Mara arrived, a call for heroes the only thing on her mind.[/LEFT][/SPOILER] | [SPOILER=Notes][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"My path was chosen for me, and yet I walk it all the same."[/COLOR][/FONT][/B] Ancestry: +2 DEX, +2 CON Background: +2 DEX +2 WIS Class:+2 DEX Free: +2 DEX, +2 INT, +2 CON, +2 WIS Flaw: -2 CHA, -2 CON, +2 CON (I am aware this is useless except to drop Cha, I am nothing if not dedicated to my flavour.) [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"It is hard to know what to do with people. They are messy in a way I can't understand."[/COLOR][/FONT][/B] - Nothing here yet[/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B]Ancestry[/B] [B]Human[/B]: +2 DEX, +2 CON [B]Heritage:[/B] [ooc=Half-Elf]Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.[/ooc] [U][B]Background[/B][/U] [B]Emanciapted:[/B] +2 DEX +2 WIS Skills: Stealth, Kintargo Lore Skill Feat: Terrain Stalker [r=2,1][B]Class Features[/B] [ooc="[b]Racket: Thief[/b]"]Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.[/ooc] | [ooc="[b]Sneak Attack[/b]"]When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.[/ooc] | [ooc="[b]Surprise Attack[/b]"]You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.[/ooc] | [ooc="[b]Skill Increases[/b]"]Level 2: Expert in Stealth Level 3: Expert in Thievery Level 4: Expert in Acrobats[/ooc] | [ooc="[b]Deny Advantage[/b]"]As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.[/ooc] | [ooc="[b]Gradual Ability Increases[/b]"]Level 2:Wisdom Level 3: Constitution Level 4: Intelligence Level 5: Dex[/ooc] | [ooc="[b]ABP[/b]"]Level 2:Attack Potency +1 Level 3: Skill Increase +1 - Thievery Level 4: +1 Damage Dice Level 5: +1 AC[/ooc] [r=3,1][B]Proficiencies[/B] [B]Armor:[/B] Unarmored Defense, Light Armour - Trained [B]Weapons:[/B] Unarmed, simple and martial weapons - Expert [B]Languages:[/B] Common (Taldane), Elvish, Infernal [b]Class:[/B] Trained in Rogue DCs [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +13 • Expert [B]Arcana[/B] +2 • Untrained [B]Athletics[/B] +7 • Trained [B]Crafting[/B] +9 • Trained [B]Deception[/B] +6 • Trained [B]Diplomacy[/B] -1 • Untrained [r=2,1][B]Intimidation[/B] +6 • Trained [B]Occultism[/B] +2 • Untrained [B]Performance[/B] -1 • Untrained [B]Religion[/B] +3 • Untrained [B]Medicine[/B] +10 • Trained [B]Nature[/B] +10 • Trained [r=3,1][B]Society[/B] +9 • Trained [B]Stealth[/B] +13 • Expert [B]Survival[/B] +12 • Expert [B]Thievery[/B] +14 • Expert [B]Lore: Kintargo[/B] +9 • Trained [B]Lore: Underworld[/B] +9 • Trained[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] BG: [ooc=Terrain Stalker > Rubble]Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.[/ooc] Skill Feat 1: [ooc=Cat Fall]Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.[/ooc] Skill Feat 2: [ooc=Shadow Mark]You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.[/ooc] Skill Feat 3: [ooc=Wary Disarmament]If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.[/ooc] Skill Feat 4: [ooc=Nimble Crawl]You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.[/ooc] Skill Feat 5: [ooc=Slippery Prey]You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.[/ooc] [r=2,1][B]Class Feats:[/B] Rogue 1: [ooc=Trap Finder]You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.[/ooc] Rogue 2: [ooc=Quick Draw]You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.[/ooc] Poisoner 2: [ooc=Poisoner Dedication]You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.[/ooc] Rogue 4: [ooc=Poison Weapon]You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.[/ooc] Poisoner 4: [ooc=Subtle Twist]Requirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc=Unconventional Weaponry > Bladed Scarf(Reflavoured as Kusarigama]You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.[/ooc] Ancestry 1: [ooc=Forlorn]Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. (Refluffed as watching the other prisoners die and the horror of slavery.)[/ooc] Ancestry 3: [ooc=Unwavering Mien]Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.[/ooc] Ancestry 5: [ooc=Ancestral Suspicion]Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. (Refluffed as hating being controlled against her will.)[/ooc] General Feat 3: [ooc=Feather Step]You step carefully and quickly. You can Step into difficult terrain.[/ooc][/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE][INDENT][LEFT] [B]Kusarigama +1 (Scarlet Letter)[/B] +14 • Expert 4 • Disarm, Finesse, Reach, Sweep, Trip • [B]Damage[/B] 2d6+4 S [/LEFT][/INDENT][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 9gp 4sp 8cp [b]Bulk:[/b] 3.8 (+2 in backpack) [B][U]Gear[/U][/B] [SIZE="1"]Adventurer's Kit (1) - Backpack - Bedroll - 10x Chalk - Flint and Steel - 50ft Rope - 2 weeks Rations - 5x Torches - Waterskin - Alchemist's Tools (1) - Soap (-) - Repair Kit (1) - Diguise Kit (L) - 2x Caltrops (LL) - Crowbar (L) Thieves' Tools (L)[/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Leather Armour(1) 3x Throwing Knife (LLL)[/SIZE] [B][U]Permanent Item Choices:[/U][/B] [SIZE="1"]1. Stiletto Pen (L) 1. Ring of Discretion (-) 2. +1 Kusarigama (1) - Named "Scarlet Letter" [b][u]Infused poison choices:[/b][/u] Giant Centipede Venom x 3[/SIZE][/center]
 
[CENTER][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][SIZE=+3][B]Mara - Idle Tool[/B][/SIZE] [hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][CENTER][img2=300]https://i.pinimg.com/originals/9c/30/af/9c30afb9b66b9e68ba6b447a616f595f.png[/img2] [B][FONT="Times New Roman"][COLOR="Grey"]"Count the Seconds. Be aware of the time passing. Each moment is more precious than the one before it."[/COLOR][/FONT][/B][/CENTER][r=2,1] [B]Level:[/B] 4 [B]Class:[/B] Rogue - Thief [b]Archetype:[/b] Poisoner [B]Experience Points:[/B] 0 [B]Background:[/B] Emancipated [B]Deity:[/B] None? [B]Alignment:[/B] Neutral [B]Height:[/B] 4'11" [B]Weight:[/B] 83 lbs [B]Eyes:[/B] Brown [B]Skin:[/B] Pale [B]Hair:[/B] White [B]Ancestry:[/B] Human (Half-Elf) [B]Age:[/B] ? [r=3,1][U][B]Abilities[/B][/U] [SIZE=-2]Ability | Modifier [/SIZE] [B]STR:[/B] 10 | +0 [B]DEX:[/B] 19 | +4 [B]CON:[/B] 16 | +3 [B]INT:[/B] 14 | +2 [B]WIS:[/B] 16 | +2 [B]CHA:[/B] 8 | -1 [B]Hit Points:[/B] 63 [B]Armor Class:[/B] 23 [B]Size:[/B] Medium [B]Perception:[/B] +11 • Expert [B]Fortitude:[/B] +9 • Trained [B]Reflex:[/B] +13 • Expert [B]Will:[/B] +11 • Expert [B]Speed:[/B] 25 ft[/table] [SPOILER=Personality][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"Emptiness is the state when everything has been taken from you. It leaves you with the question, how do you fill it?"[/COLOR][/FONT][/B] Mara is... odd. One cannot describe the former slave without using some synonym of that word. It is not that she doesn't have emotions, although you'd be forgiven if at first glance you didn't think so, instead it is the way that she has so repressed those emotions and their manifestations in the world. She's awkward when given attention, but it manifests in a straight back and still action, she doesn't know how to handle affection, so she processes and leaves people hanging. She does know how to follow orders but tends to be more cautious about who she actually listens to. She struggles a lot with the idea of self-sufficiency. She wants it. She wants the freedom she has sighted. She's been long enough in the dark that the light is almost blinding, she just has no idea how to do that. It's like reaching for something in an oven without knowing to put on protective equipment. She is often, for the same reasons, very vulnerable. She doesn't understand what to do and seeks help to stay afloat. Though it's not as overt as most would expect. She does find a few things fascinating. Woodwork is one that particularly enthrals her. Poisons are another, although she isn't sure how to use or share that one with others as it is merely the central remnant of her once art of death.[/LEFT][/SPOILER] | [SPOILER=Appearance][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"See me. I am me. I want to be me."[/COLOR][/FONT][/B] Mara is short, lithe, with clothes on she almost looks healthy and very fit. Beneath the outline of ribs and scarred marks tell a different story. The litany of the agony she has experienced over her life as a slave, a tool, is written across her back in bold letters, the title underlined. This has left her with a quiet gait that one could easily mistake for a leaf rustling in the wind, and a presence where one might easily forget she was there if it wasn't for the ruthless efficiency she uses her weapon. Most of her actions and movements work best to keep her well enough in the background that most don't notice her. She is also constantly cautious. Where one might find themselves at home in civilisation, she checks floor tiles many have walked over in front of her, soft step testing every movement as if expecting this sense of freedom to come collapsing in on her. It's around whips that you would see the remnants of her torture most, though. Even not the main target, she easily winces back, each blow almost felt upon her own flesh as she remembers obedience lessons.[/LEFT][/SPOILER] | [SPOILER=Background][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"A Smith crafts the tool they desire. A carpenter the same. My masters made me, as a Smith builds a blade. Now I am free of the hand that wielded me, unsure how best to be used.."[/COLOR][/FONT][/B] How does one rebuild a life when it was destroyed thoroughly from underneath you? Mara was too young to remember when she first was entered into slavery. She may even have been born into it, it's hard to say. The first memories of her past are the painful lash and the commanding voice. Her own rebellion, what little good it did, against the anger of the overseer. The years of it being beaten out of her. Then, Master Tal. He had a surname and some noble house, she was sure, but Mara never bothered to remember it. She just remembered the little smirk he'd got every time she did disobey. The excuse to punish her all he wanted to feel pleasure in life. The ravages of her body brought her in line, slowly but surely. It was then, when they had finally broken her down to nothing, that Master Tal and the Overseer with the Broken Nose rebuilt her. Taught her to use the Crimson Blade that she now treasured. Taught her how to move silently. Moving silently was her favourite, as she got beaten less if they didn't notice her around them. She learnt that doing her work and then disappearing into darkened corners was best. It got her praises and few beatings. It got her safety, of a sort. Years passed like this. She grew from being passable to being good at her craft. She learnt poisons, what she was allowed to touch anyway, used to make each of her strikes deadlier. She doesn't know how many years she killed for Master Tal, just that it continued for a long time. The blood on her hands was irrelevant as long as she kept them happy. She tried running once or twice, to little effect. Even her skills didn't allow her to escape, and it just made the beatings worse. So she kept the last seed of rebellion in her heart. It wasn't until she was tasked with killing a Noble in Kintargo that something changed. The Noble, a woman by the name of Alyssara, recognised she was a slave. She also managed to avoid death, which wasn't something Mara was used to. The Noble tried to reason with her, but would have fell dead at her blade anyway if it weren't for the line "You are free here." Mara demanded explanation, and was told of the change, the departure, the outlawing of slaves. She was free here, by law. Master Tal would disagree. Somehow, somewhere, the idea that her Master would disagree lit the final spark of rebellion in her, and Mara decided in that moment to not only not kill the noble in front of her. But to try. One last time. One more. Master Tal would of course be after her. She was too valuable and had items that belonged to him, her blade notable most of all. But despite the fear of being caught weighing down on her, she couldn't help but take this lifeline to freedom. She tried to stop killing. She had no idea how to be a person. It was obvious quickly that she didn't understand how to build friendships or talk to people, and had little idea of regular work. Coming back in disgrace to the very noble who had 'freed' her, she told the woman her woes. The Noble asked what she was good at. "Killing." It was, after all, exactly what she'd been fashioned for. A blade to let blood upon the earth. She was pointed out towards Breachill. There had been a call for heroes to slay monsters not long ago. Mara had never killed monsters before, but found it unlikely that it would be that much different from killing people. It would be interesting to find a way to kill and be happy for it. So, some months later, worn and experienced in the road, Mara arrived, a call for heroes the only thing on her mind.[/LEFT][/SPOILER] | [SPOILER=Notes][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"My path was chosen for me, and yet I walk it all the same."[/COLOR][/FONT][/B] Ancestry: +2 DEX, +2 CON Background: +2 DEX +2 WIS Class:+2 DEX Free: +2 DEX, +2 INT, +2 CON, +2 WIS Flaw: -2 CHA, -2 CON, +2 CON (I am aware this is useless except to drop Cha, I am nothing if not dedicated to my flavour.) [/LEFT][/SPOILER] | [SPOILER=Relationships][LEFT][B][FONT="Times New Roman"][COLOR="Grey"]"It is hard to know what to do with people. They are messy in a way I can't understand."[/COLOR][/FONT][/B] - Nothing here yet[/LEFT][/SPOILER] [hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][hr][/hr][table=3,1][r=1,1][B]Ancestry[/B] [B]Human[/B]: +2 DEX, +2 CON [B]Heritage:[/B] [ooc=Half-Elf]Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.[/ooc] [U][B]Background[/B][/U] [B]Emanciapted:[/B] +2 DEX +2 WIS Skills: Stealth, Kintargo Lore Skill Feat: Terrain Stalker [r=2,1][B]Class Features[/B] [ooc="[b]Racket: Thief[/b]"]Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.[/ooc] | [ooc="[b]Sneak Attack[/b]"]When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.[/ooc] | [ooc="[b]Surprise Attack[/b]"]You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.[/ooc] | [ooc="[b]Skill Increases[/b]"]Level 2: Expert in Stealth Level 3: Expert in Thievery Level 4: Expert in Acrobats[/ooc] | [ooc="[b]Deny Advantage[/b]"]As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.[/ooc] | [ooc="[b]Gradual Ability Increases[/b]"]Level 2:Wisdom Level 3: Constitution Level 4: Intelligence Level 5: Dex[/ooc] | [ooc="[b]ABP[/b]"]Level 2:Attack Potency +1 Level 3: Skill Increase +1 - Thievery Level 4: +1 Damage Dice Level 5: +1 AC[/ooc] [r=3,1][B]Proficiencies[/B] [B]Armor:[/B] Unarmored Defense, Light Armour - Trained [B]Weapons:[/B] Unarmed, simple and martial weapons - Expert [B]Languages:[/B] Common (Taldane), Elvish, Infernal [b]Class:[/B] Trained in Rogue DCs [/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Skills[/B][/U][/SIZE] [table=3,1][r=1,1][B]Acrobatics[/B] +13 • Expert [B]Arcana[/B] +2 • Untrained [B]Athletics[/B] +7 • Trained [B]Crafting[/B] +9 • Trained [B]Deception[/B] +6 • Trained [B]Diplomacy[/B] -1 • Untrained [r=2,1][B]Intimidation[/B] +6 • Trained [B]Occultism[/B] +2 • Untrained [B]Performance[/B] -1 • Untrained [B]Religion[/B] +3 • Untrained [B]Medicine[/B] +10 • Trained [B]Nature[/B] +10 • Trained [r=3,1][B]Society[/B] +9 • Trained [B]Stealth[/B] +13 • Expert [B]Survival[/B] +12 • Expert [B]Thievery[/B] +14 • Expert [B]Lore: Kintargo[/B] +9 • Trained [B]Lore: Underworld[/B] +9 • Trained[/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Feats[/B][/U][/SIZE] [table=3,1][r=1,1][B]Skill Feats:[/B] BG: [ooc=Terrain Stalker > Rubble]Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.[/ooc] Skill Feat 1: [ooc=Cat Fall]Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.[/ooc] Skill Feat 2: [ooc=Shadow Mark]You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.[/ooc] Skill Feat 3: [ooc=Wary Disarmament]If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.[/ooc] Skill Feat 4: [ooc=Nimble Crawl]You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.[/ooc] Skill Feat 5: [ooc=Slippery Prey]You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.[/ooc] [r=2,1][B]Class Feats:[/B] Rogue 1: [ooc=Trap Finder]You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.[/ooc] Rogue 2: [ooc=Quick Draw]You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.[/ooc] Poisoner 2: [ooc=Poisoner Dedication]You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.[/ooc] Rogue 4: [ooc=Poison Weapon]You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal. Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.[/ooc] Poisoner 4: [ooc=Subtle Twist]Requirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison. Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.[/ooc] [r=3,1][B]Ancestry & General Feats:[/B] Ancestry 1: [ooc=Unconventional Weaponry > Bladed Scarf(Reflavoured as Kusarigama]You've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon. If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.[/ooc] Ancestry 1: [ooc=Forlorn]Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead. (Refluffed as watching the other prisoners die and the horror of slavery.)[/ooc] Ancestry 3: [ooc=Unwavering Mien]Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.[/ooc] Ancestry 5: [ooc=Ancestral Suspicion]Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. (Refluffed as hating being controlled against her will.)[/ooc] General Feat 3: [ooc=Feather Step]You step carefully and quickly. You can Step into difficult terrain.[/ooc][/table][hr][/hr][hr][/hr][hr][/hr] [SIZE=+1][U][B]Attacks[/B][/U][/SIZE][INDENT][LEFT] [B]Kusarigama +1 (Scarlet Letter)[/B] +14 • Expert 4 • Disarm, Finesse, Reach, Sweep, Trip • [B]Damage[/B] 2d6+4 S [/LEFT][/INDENT][hr][/hr][hr][/hr][hr][/hr] [SIZE="4"][B][U]Inventory[/U][/B][/SIZE] [B]Money:[/B] 9gp 4sp 8cp [b]Bulk:[/b] 3.8 (+2 in backpack) [B][U]Gear[/U][/B] [SIZE="1"]Adventurer's Kit (1) - Backpack - Bedroll - 10x Chalk - Flint and Steel - 50ft Rope - 2 weeks Rations - 5x Torches - Waterskin - Alchemist's Tools (1) - Soap (-) - Repair Kit (1) - Diguise Kit (L) - 2x Caltrops (LL) - Crowbar (L) Thieves' Tools (L)[/SIZE] [B][U]Arms and Armor[/U][/B] [SIZE="1"]Leather Armour(1) 3x Throwing Knife (LLL)[/SIZE] [B][U]Permanent Item Choices:[/U][/B] [SIZE="1"]1. Stiletto Pen (L) 1. Ring of Discretion (-) 2. +1 Kusarigama (1) - Named "Scarlet Letter" [b][u]Infused poison choices:[/u][/b] Giant Centipede Venom x 3[/SIZE][/center]






Mara - Idle Tool


9c30afb9b66b9e68ba6b447a616f595f.png
"Count the Seconds. Be aware of the time passing. Each moment is more precious than the one before it."

Level: 4
Class: Rogue - Thief
Archetype: Poisoner
Experience Points: 0
Background: Emancipated
Deity: None?
Alignment: Neutral

Height: 4'11"
Weight: 83 lbs
Eyes: Brown
Skin: Pale
Hair: White

Ancestry: Human (Half-Elf)
Age: ?
 
Abilities
Ability | Modifier
STR: 10 | +0
DEX: 19 | +4
CON: 16 | +3
INT: 14 | +2
WIS: 16 | +2
CHA: 8 | -1

Hit Points: 63
Armor Class: 23
Size: Medium

Perception: +11 • Expert
Fortitude: +9 • Trained
Reflex: +13 • Expert
Will: +11 • Expert

Speed: 25 ft
 

Personality

 

"Emptiness is the state when everything has been taken from you. It leaves you with the question, how do you fill it?"

Mara is... odd. One cannot describe the former slave without using some synonym of that word. It is not that she doesn't have emotions, although you'd be forgiven if at first glance you didn't think so, instead it is the way that she has so repressed those emotions and their manifestations in the world.

She's awkward when given attention, but it manifests in a straight back and still action, she doesn't know how to handle affection, so she processes and leaves people hanging. She does know how to follow orders but tends to be more cautious about who she actually listens to.

She struggles a lot with the idea of self-sufficiency. She wants it. She wants the freedom she has sighted. She's been long enough in the dark that the light is almost blinding, she just has no idea how to do that. It's like reaching for something in an oven without knowing to put on protective equipment.

She is often, for the same reasons, very vulnerable. She doesn't understand what to do and seeks help to stay afloat. Though it's not as overt as most would expect.

She does find a few things fascinating. Woodwork is one that particularly enthrals her. Poisons are another, although she isn't sure how to use or share that one with others as it is merely the central remnant of her once art of death.

 

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Appearance

 

"See me. I am me. I want to be me."

Mara is short, lithe, with clothes on she almost looks healthy and very fit. Beneath the outline of ribs and scarred marks tell a different story. The litany of the agony she has experienced over her life as a slave, a tool, is written across her back in bold letters, the title underlined.

This has left her with a quiet gait that one could easily mistake for a leaf rustling in the wind, and a presence where one might easily forget she was there if it wasn't for the ruthless efficiency she uses her weapon. Most of her actions and movements work best to keep her well enough in the background that most don't notice her.

She is also constantly cautious. Where one might find themselves at home in civilisation, she checks floor tiles many have walked over in front of her, soft step testing every movement as if expecting this sense of freedom to come collapsing in on her.

It's around whips that you would see the remnants of her torture most, though. Even not the main target, she easily winces back, each blow almost felt upon her own flesh as she remembers obedience lessons.

 

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Background

 

"A Smith crafts the tool they desire. A carpenter the same. My masters made me, as a Smith builds a blade. Now I am free of the hand that wielded me, unsure how best to be used.."

How does one rebuild a life when it was destroyed thoroughly from underneath you?

Mara was too young to remember when she first was entered into slavery. She may even have been born into it, it's hard to say. The first memories of her past are the painful lash and the commanding voice. Her own rebellion, what little good it did, against the anger of the overseer.

The years of it being beaten out of her.

Then, Master Tal. He had a surname and some noble house, she was sure, but Mara never bothered to remember it. She just remembered the little smirk he'd got every time she did disobey. The excuse to punish her all he wanted to feel pleasure in life. The ravages of her body brought her in line, slowly but surely.

It was then, when they had finally broken her down to nothing, that Master Tal and the Overseer with the Broken Nose rebuilt her. Taught her to use the Crimson Blade that she now treasured. Taught her how to move silently.

Moving silently was her favourite, as she got beaten less if they didn't notice her around them. She learnt that doing her work and then disappearing into darkened corners was best. It got her praises and few beatings.

It got her safety, of a sort.

Years passed like this. She grew from being passable to being good at her craft. She learnt poisons, what she was allowed to touch anyway, used to make each of her strikes deadlier.

She doesn't know how many years she killed for Master Tal, just that it continued for a long time. The blood on her hands was irrelevant as long as she kept them happy. She tried running once or twice, to little effect. Even her skills didn't allow her to escape, and it just made the beatings worse. So she kept the last seed of rebellion in her heart.

It wasn't until she was tasked with killing a Noble in Kintargo that something changed. The Noble, a woman by the name of Alyssara, recognised she was a slave. She also managed to avoid death, which wasn't something Mara was used to. The Noble tried to reason with her, but would have fell dead at her blade anyway if it weren't for the line "You are free here."

Mara demanded explanation, and was told of the change, the departure, the outlawing of slaves.

She was free here, by law.

Master Tal would disagree.

Somehow, somewhere, the idea that her Master would disagree lit the final spark of rebellion in her, and Mara decided in that moment to not only not kill the noble in front of her.

But to try.

One last time. One more. Master Tal would of course be after her. She was too valuable and had items that belonged to him, her blade notable most of all. But despite the fear of being caught weighing down on her, she couldn't help but take this lifeline to freedom.

She tried to stop killing. She had no idea how to be a person. It was obvious quickly that she didn't understand how to build friendships or talk to people, and had little idea of regular work.

Coming back in disgrace to the very noble who had 'freed' her, she told the woman her woes. The Noble asked what she was good at.

"Killing."

It was, after all, exactly what she'd been fashioned for. A blade to let blood upon the earth. She was pointed out towards Breachill. There had been a call for heroes to slay monsters not long ago. Mara had never killed monsters before, but found it unlikely that it would be that much different from killing people.

It would be interesting to find a way to kill and be happy for it.

So, some months later, worn and experienced in the road, Mara arrived, a call for heroes the only thing on her mind.

 

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Notes

 

"My path was chosen for me, and yet I walk it all the same."

Ancestry: +2 DEX, +2 CON
Background: +2 DEX +2 WIS
Class:+2 DEX
Free: +2 DEX, +2 INT, +2 CON, +2 WIS
Flaw: -2 CHA, -2 CON, +2 CON (I am aware this is useless except to drop Cha, I am nothing if not dedicated to my flavour.)

 

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Relationships

 

"It is hard to know what to do with people. They are messy in a way I can't understand."


- Nothing here yet

 

 





Ancestry
Human : +2 DEX, +2 CON
Heritage: Half-ElfEither one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.

Background
Emanciapted: +2 DEX +2 WIS
Skills: Stealth, Kintargo Lore
Skill Feat: Terrain Stalker
 
Class Features
Racket: Thief Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.
| Sneak Attack When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
| Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. | Skill Increases Level 2: Expert in Stealth
Level 3: Expert in Thievery
Level 4: Expert in Acrobats
| Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank. | Gradual Ability Increases Level 2:Wisdom
Level 3: Constitution
Level 4: Intelligence
Level 5: Dex
| ABP Level 2:Attack Potency +1
Level 3: Skill Increase +1 - Thievery
Level 4: +1 Damage Dice
Level 5: +1 AC

 
Proficiencies
Armor: Unarmored Defense, Light Armour - Trained
Weapons: Unarmed, simple and martial weapons - Expert
Languages: Common (Taldane), Elvish, Infernal
Class: Trained in Rogue DCs
 




Skills
Acrobatics +13 • Expert
Arcana +2 • Untrained
Athletics +7 • Trained
Crafting +9 • Trained
Deception +6 • Trained
Diplomacy -1 • Untrained
Intimidation +6 • Trained
Occultism +2 • Untrained
Performance -1 • Untrained
Religion +3 • Untrained
Medicine +10 • Trained
Nature +10 • Trained
Society +9 • Trained
Stealth +13 • Expert
Survival +12 • Expert
Thievery +14 • Expert
Lore: Kintargo +9 • Trained
Lore: Underworld +9 • Trained




Feats
Skill Feats:
BG: Terrain Stalker > RubbleSelect one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

Skill Feat 1: Cat FallYour catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Skill Feat 2: Shadow MarkYou have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

Skill Feat 3: Wary DisarmamentIf you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Skill Feat 4: Nimble CrawlYou can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.

Skill Feat 5: Slippery PreyYou're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
 
Class Feats:
Rogue 1: Trap FinderYou have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.


Rogue 2: Quick DrawYou draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Poisoner 2: Poisoner DedicationYou make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.

Rogue 4: Poison WeaponYou apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.

Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.


Poisoner 4: Subtle TwistRequirements Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison.

Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.

 
Ancestry & General Feats:
Ancestry 1: Unconventional Weaponry > Bladed Scarf(Reflavoured as KusarigamaYou've familiarized yourself with a particular weapon, potentially from another ancestry or culture. Choose an uncommon simple or martial weapon with a trait corresponding to an ancestry (such as dwarf, goblin, or orc) or that is common in another culture. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a simple weapon.

If you are trained in all martial weapons, you can choose an uncommon advanced weapon with such a trait. You gain access to that weapon, and for the purpose of determining your proficiency, that weapon is a martial weapon.


Ancestry 1: ForlornWatching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

(Refluffed as watching the other prisoners die and the horror of slavery.)


Ancestry 3: Unwavering MienYour mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.


Ancestry 5: Ancestral SuspicionLong-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.

(Refluffed as hating being controlled against her will.)


General Feat 3: Feather StepYou step carefully and quickly. You can Step into difficult terrain.




Attacks

Kusarigama +1 (Scarlet Letter) +14 • Expert 4 • Disarm, Finesse, Reach, Sweep, Trip • Damage 2d6+4 S
 




Inventory
Money: 9gp 4sp 8cp
Bulk: 3.8 (+2 in backpack)

Gear
Adventurer's Kit (1)
- Backpack
- Bedroll
- 10x Chalk
- Flint and Steel
- 50ft Rope
- 2 weeks Rations
- 5x Torches
- Waterskin
- Alchemist's Tools (1)
- Soap (-)
- Repair Kit (1)
- Diguise Kit (L)
- 2x Caltrops (LL)
- Crowbar (L)
Thieves' Tools (L)


Arms and Armor
Leather Armour(1)
3x Throwing Knife (LLL)


Permanent Item Choices:
1. Stiletto Pen (L)
1. Ring of Discretion (-)
2. +1 Kusarigama (1) - Named "Scarlet Letter"

Infused poison choices:
Giant Centipede Venom x 3

 

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