Druid

Amatria's page

5 posts. Alias of Celissa.


Full Name

Amatria Arabinea

Race

Elf

Classes/Levels

Rogue/1--Trickster Mythic Path Aspirant

Gender

Female

Size

Medium

Age

118

Alignment

Chaotic Good

Deity

Calistria

Location

Kenabres

Occupation

Jeweler

Strength 10
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Amatria

Stats:

Amatria Arabinea
Female Elf Rogue (Unchained)
CG Medium humanoid (elf)
Init +4;
Senses Perception +8

DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP 10 (1d8+2)
Fort +1, Ref +6, Will +2, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.
Melee shortsword +4 (1d6/19-20)
Ranged shortbow +4 (1d6/x3)

STATISTICS
Str 10, Dex 19, Con 12, Int 14, Wis 14, Cha 10

Base Atk +0 CMB +0 CMD 14
Traits Chance Encounter (WotR Player's Guide), Unpredictable (Ultimate Campaign)
Feats Two-Weapon Fighting, (Finesse Training--Unchained Rogue)
Languages Celestial, Common, Elven, Sylvan
SQ elven immunities, keen senses, silent hunter, trapfinding, weapon familiarity
Gear leather armor, shortsword x2, shortbow, normal arrow (20), cold iron arrow (20)
Stuff Backpack, bedroll, chalk (2) dagger (4), flint and steel, grappling hook, trail rations (5), hemp rope (50 ft.), sap, soap, thieves' tools, torch (4), waterskin (2), whetstone, 12 gp, 8 sp, 6 cp

SPECIAL ABILITIES
Elven Immunities (Ex) Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex) Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision (Ex) Elves can see twice as far as humans in conditions of dim light.
Silent Hunter (Ex) Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Sneak Attack (Ex) The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
Trapfinding (Ex) A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Party Role Sneaky-type, smart-mouth, she who brings many skills, melee dual-wielder (eventually), pocket-picker, resident jeweler and potential trouble-maker (purely by accident, naturally)--probably in about that order of importance.

Skills:

Acrobatics +8
Bluff +4 (+5 including trait bonus)
Climb +4
Craft (Jewelry) +6
Disable Device +9
Knowledge (Local) +6
Perception +8
Perception (Trapfinding) +9
Sleight of Hand +8
Stealth +8
Use Magic Device +4

Background:

Amatria grew up happy, for the most part. True, her childhood was a bit unusual, but nevertheless, she grew up happy. Her father, a cleric of Calistria, died when Tria was naught but a child, though she remembers him with fondness. Following his death from a particularly virulent bout of illness, Tria’s family (the child, her older brother and their mother) moved away from Nerosyan, ending up in Kenabres, where both Istarra, Tria's mother and a tracker and ranger of no small talent, and her brother Sialiro, an aspiring paladin, joined the crusaders in their desperate battle to contain the demons of the Worldwound. Unlike her surviving relations—both devout worshipers of Iomedae—Tria herself clung to her father’s beliefs, serving Calistria in her aspects of mischief and sheer trickery. The battles in which her mother and brother participated left young Tria more or less alone in Kenabres sometimes, though never without supervision. The members of her family weren’t the only elves in Kenabres, after all, and her new-found “Uncle” Therinael and “Aunt” Ruala were happy enough to care for the child so that her own family could participate in the ongoing crusades. Ruala, a jeweler, began teaching the girl some of her trade, though it was often difficult to keep Tria’s attention focused on any one thing for very long.

Good times always seem to fade, however, and for Tria, the inevitable fade began with the report of her mother’s supposed death when the girl was in her early adolescence. This devastated both Amatria and Sialiro, though the siblings did their best to keep their shattered family as whole as possible. Sialiro persisted in the campaign against the demons’ constant threat. He never quite said that he kept searching for their mother, but Tria knew that he did. This, of course, meant that Tria began doing the same. She vetted her skills in stealth and deception within Kenabres’ markets, lifting a trinket here, a honeycake there, always flitting away before she could quite be caught. In the fullness of time, she took her game outside the city’s walls, beginning a personal crusade to find her absent mother. All was well for a while; Tria made several minor raids along the line of battle, doing her best to acquire what information she could about her mother. Then it happened. Tria found herself behind enemy lines, hunted by demons she knew she’d no real chance to escape. It was then that the mysterious archer found her. Who the woman was, Tria never knew, but the lovely woman led her back to safety, then disappeared almost as if she’d never been there at all. Sialiro was among the patrolling crusaders who discovered Tria after the enigmatic woman vanished. Though her brother’s lectures—and scarcely veiled threats!—kept Tria out of trouble for a while, she never gave up her search. Maybe her mother was still out there somewhere, though that hope lessened as the years passed. Something was out there though. Something big.

Tria was going to find it. She simply had to do so.

Appearance and Personality:

Tria is small for one of elven blood, standing no taller than many a human woman. Her frame is lean and lithe, lending her a supple elegance—most of the time. She is prone to fidgeting when she’s not occupied though, and between her penchant for these tiny, random motions and her insatiable curiosity, “Oops!” is a frequent utterance. Tria is steady enough when she’s focused on something, at least, but boredom simply does not suit her well.

Calling Tria pretty would be quite a stretch of the word. Her ready smile lends her otherwise rather plain face an impish appeal, however, and adds a mischievous sparkle to her eyes. Tria’s one beauty is, perhaps, the wealth of rose-blonde hair that frequently spills down her back in a wash of untamed curls. She loves to accent it with small ornaments—a fresh flower now and then, or little trinkets she’s either crafted or otherwise “happened across”.

Behind the mostly playful temperament, there is a lingering darkness in Amatria. In some ways, she blames herself for her mother’s disappearance, even though she knows this is almost certainly pointless. Knowledge and feelings don’t always equate, however. Sometimes her fidgeting takes a darker turn, playing with blades rather than trinkets. Numerous tiny nicks and lines scar her forearms and calves, little patterns she’s carved into her own flesh. Tria harbors a burning hatred for demons. If she does partially hold herself responsible for Istarra’s probable death, this blame is nothing compared to that which she holds for the denizens of the Worldwound. She has no real intentions of joining the crusaders, however. No, this burden is one that Tria feels she will conquer in her own way, and in her own time. One way or another, Amatria Arabinea fully intends to make a lasting impression on the region’s sinister inhabitants. A rather deadly impression.