Lonicera

Alarra Dayne's page

70 posts. Alias of Vethcyr.


Full Name

Alarra Dayne

Race

Changeling

Classes/Levels

Rogue 1/Sorcerer 1

Gender

Female

Size

Medium

Age

21

Special Abilities

Darkvision, Claws, Natural Armor, Trapfinding, 1d6 Sneak Attack

Alignment

NG

Location

Westcrown

Languages

Common, Elven, Dwarven

Strength 8
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 11
Charisma 16

About Alarra Dayne

Hit Points: 12/12
AC: 14 (Touch: 13; FF: 11) CMD: 12
Fort: +0 Reflex: +5 Will: +2
Initiative: +3 Movement: 30'
Darkvision: 60'

Offenses:
2 claws: +3/+3, 1d4 -1
Light Crossbow: +3, 1d8
Dagger: +3, 1d4-1

Feats:
Weapon Finesse
Eschew Materials (Sorcerer Bonus)

Skills:
Acrobatics +7
Bluff +7 (+9 if target could be attracted to her)
Diplomacy +7
Disable Device +7 (+9 when using her Mwk Thieves' Tools)
Disguise +7
Knowledge: Arcana +6
Knowledge: Local +6
Perception +4
Perform (Act) +8
Sense Motive +5
Sleight of Hand +7
Spellcraft +6
Stealth +7
Use Magic Device: +8

Bloodline Stuff:
Accursed Bloodline

Bloodline Skill: Perception

Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.

Bloodline Powers: The source of your power isn’t pretty, but it does allow you to emulate the preternatural ugliness and toughness of a hag—though doing so won’t help you make friends.

Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier. [] [] [] [] [] []


Spells:
Spells per Day:
1st: 3 + 1

Spells Known:
Cantrips:
Detect Magic
Read Magic
Prestidigitation
Mage Hand
1st-level: DC 14 [] [] [] []
Mage Armor
Color Spray


Wealth & Equipment:
Leather Armor - 10 Gold
Masterwork Thieves' Tools - 100 Gold*
Dagger - 2 Gold
Light Crossbow - 35 Gold*
30 Crossbow Bolts - 3 Gold*
Backpack
Total Value of Gear: 150 Gold
Gold Remaining: 281

*Indicates that an item is carried in her backpack.
NOTE: This sum is due to the 300 GP bonus granted by the Child of Infamy campaign trait.


Background:
Alarra works as an informant and spy for the Dottari. Her job is to find and report on criminal activities in the Rego Spera. On occasion, she has even been called on to infiltrate and trick criminal groups into revealing themselves to the Dottari. As such, her specialties involve tracking smugglers and other illicit sources of merchandise through the area.

Alarra was left on her parents' doorstep when she was a baby. Seeing her mismatched eyes, the priestess of Shelyn who lived there adopted her on the spot. Alarra knows she was adopted, but has no idea who her real parents are. She was accepted by her community, as it included many adherents of Shelyn, as well as actors like her father. As such, she grew up with an optimistic and friendly outlook on life and people.

Alarra was raised by her maternal uncle following her parents' deaths. Her mother died under mysterious circumstances when she was twelve, an event that led her father to drink excessively. Alarra grew to distrust her drunken father, seeing his increasing dependence on alcohol and his willingness to do anything to get more of it. One night, after a successful performance, her father was drinking in a crowded tavern when he decided to go end the nocturnal menace in Westcrown. The last anyone saw of him was him drunkenly charging into the night, pint in hand. To this day, people throughout Westcrown still talk about Patrek Dayne, the actor who wandered into the night.

Alarra's upbringing in her uncle's care was greatly different from that of her parents. An officer in the Dottari, her uncle tried to instill in her a sense of duty and order, which he believed necessary for survival in Westcrown. While she resisted some of his lessons, she heeded some others, especially regarding the dangers of an unruly lifestyle like that of her father. To this day, she doesn't drink, and is suspicious of peoples' motives. Her uncle saw her talent for acting and disguise, and found a position for her as an informant to the Dottari. She enjoys this job, as it allows her to make the city a safer place while also allowing her more leeway in her methods than she would have in a more conventional job.


Appearance:
Alarra is a tall young woman with long brown hair. She appears thin and frail, like she is unaccustomed to heavy lifting or work in general, and her pale complexion serves to reinforce this image. She wears a short-sleeved blue shirt and a beige skirt under a leather breastplate. She carries a plain leather backpack on one shoulder. On her hands she wears soft leather gloves at all times, while on her feet she wears lightweight shoes more suited to city life than wilderness exploration. While she is otherwise normal-looking, her red left eye (the right is green) sets her apart.

Personality:
Alarra is a friendly, albeit snarky, young woman. She is very personable, and enjoys chatting up random strangers on the street and exchanging gossip with them. However, she is quick to shy away from physical exertion, claiming that her skills are better used elsewhere.
Alarra likes to negotiate with and manipulate others, and dislikes combat. Part of this is due to her upbringing as a would-be actor turned spy, and part of it is due to her own frail nature. She enjoys her job as a spy for the Dottari, and prefers to trick criminals into revealing themselves to them over attempting to take them down herself.

Traits:
Campaign Trait: Child of Infamy - Alarra is the daughter of esteemed actor Patrek Dayne, who was very drunk one night and vowed that he would end the nighttime menace to everyone in the crowded tavern he was supposed to be spending the night in. The last anyone ever saw of him was as he strode bravely (and drunkenly) into the night, pint in hand, to face whatever terrors it held.

Social Trait: Suspicious - Alarra grew to distrust her father in his alcoholism, and forever after began to pay close attention to what people say, fearing hidden motives. Her talent for suspicion has been further honed by her work for the Dottari, as she has be able to distinguish between what people tell her and what they really know.

Hag Trait: Green Widow - Alarra is a skilled manipulator, and her good looks and pleasant personality allow her to easily bend people to her will, especially people she believes to be attracted to her.


NPCs:
Alarra's maternal uncle Robert Hardin is a Dottari Captain in the Parego Spera, and he was largely responsible for helping her find work with the Dottari. Hardin raised Alarra after her parents’ deaths, and she looks up to him as a father figure. He believes she doesn’t live as properly as she might and she finds him a little stifling to be around, but otherwise they are quite close. She frequently tries to set him up on dates with the various women around town, but his own gruff nature tends to forestall any would-be suitors.

One criminal Alarra failed to expose is a human smuggler by the name of Otho Rankins. She was unable to trick him into making a mistake, and was unable to find any evidence the Dottari could use against him. He tricked her into revealing that she was working for the Dottari, and she was forced to beat a hasty escape. Given the chance, she would welcome the opportunity to beat this smuggler.


Locations:
The Drunken Devil: In the Rego Pena stands The Drunken Devil. Established forty years ago, this large tavern caters to lower working class Wiscrani. Dockworkers and laborers in particular frequent it. It is crowded and rowdy at all hours, and the Dottari keep a close eye on its patrons. It is, however, one of the best places to visit to listen to gossip and rumors about trade in the Parego Spera. Alarra makes sure to spend several evenings per week listening to the gossip and rumors flying about.
The Loft: In the Rego Cura stands a formerly abandoned warehouse overlooking the slave markets, known to its inhabitants as "The Loft." No one stays there if they can possibly help it, but hard times tend to lead to desperate measures. The building is squalid, cramped, and fetid, but it offers a safe nighttime shelter to all who can afford the entry fee of one silver and can't reach anywhere else in time. Alarra often visits the area and gives one or two down on their luck people the coin necessary for entrance, but she otherwise avoids the place whenever she can.

Desired Role:
Alarra would be an efficient party face. I envision taking levels in the Master Spy prestige class eventually, starting at level 8 or 9. Otherwise, she will likely remain pure rogue. Alarra is a team player, although she would do well as an advance scout in urban and/or nocturnal environments due to her general sneakiness and darkvision. I plan to play out her suspicious nature fairly quietly, as she needs to be able to take an active role socially to act as an effective spy. She can function effectively as a secondary melee character, but is too fragile to be much use on the front line.
She has little love for wilderness environments, so I think there are some interesting character development options associated with that and her heritage.