Harrower

Celest Slysword's page

293 posts. Alias of Great Green God.


Full Name

Celest Slysword

Race

Human (Kellid)

Classes/Levels

Fighter (cad) 1 / Rogue (cutpurse) 1 | hp 16 | AC 17 (18 vs robots) T 14 (15 vs robots) FF 13 | CMD 16 | F +3 R +6 W +0* | Spd 30' | Init +4 | KnLoc +5, Perc +4

Gender

Female

Age

18

Special Abilities

sneak attack +1d6

Alignment

CN

Deity

Hanspur

Location

Mobile, originally the River Kingdoms

Languages

Common, Hallit, Varisian

Occupation

Adventurer, barmaid, ne'er-do-well, thief

Strength 12
Dexterity 18
Constitution 13
Intelligence 13
Wisdom 10
Charisma 12

About Celest Slysword

Celest Slysword
Female human (kellid) fighter (cad) 1 / rogue (cutpurse) 1
CN Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC
17, touch 14, flat-footed 13 (+3 armor, +4 Dex), robot slayer
hp 16 (1d8+1d10+2)
Fort +3, Ref +6, Will +0 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
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Offense
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Speed
30 ft.
Melee mwk dagger +6 (1d4+2/19-20) or
_____ (skulks') cold iron dagger +5 (1d4+2/19-20) or
_____ dagger +5 (1d4+2/19-20) or
_____ sap +5 (1d6+1 nonlethal) or
_____ unarmed strike +5 (1d3+1 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks robot slayer, sneak attack +1d6
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Statistics
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Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits ambitious, river rat (marsh or river), robot slayer
Skills Acrobatics +9, Bluff +6, Climb +5, Diplomacy +5, Disable Device +8, Escape Artist +8, Knowledge (local) +5, Perception +4, Profession (barmaid) +4, Sleight of Hand +8, Stealth +8, Swim +6; Racial (Trait) Modifiers measure the mark
Languages Common, Hallit, Varisian
SQ power-hungry
Combat Gear alchemist fire, alchemist's kindness, potion of cure light wounds; Other Gear masterwork studded leather, masterwork dagger, cold iron dagger, dagger (2), light crossbow, crossbow bolts (19), sap, backpack, false jewelry (beaded necklaces and bangles), marked cards, silk rope (50 ft.), string (50 ft.), thieves' tools, torch (2) 349 gp, 4 sp, 7 cp

Celest grew up in the River Kingdoms. A troublemaker since she could stand, she is originally from Daggermark, but her reputation has kept her on the move. Exhausting places to run to, she quit the Protectorate of the Black Marquis (making off with her then-paramour's thieves' gear) with the intention of making a new start in Numeria. Settling in Torch, she waits tables at the Foundry Tavern. After hours, away from the tavern in the seedier spots around town (so Khonnir Baine doesn't find out and fire her) she picks pockets and cheats at cards to make ends meet and hopefully one day to escape the town.

Celest is a bad penny who keeps turning up. She's not particularly skilled or knowledgeable--just lucky and tenacious. Alas for others, her company usually brings bad luck, trouble or both (her boss's disappearance adding credence to the theory). She has no real skill with technology other than breaking it (robot slayer), and wouldn't know a trap if it dropped boulders on her (she's a cutpurse). However the idea of treasure and power drives her to adventure like a moth to a blow torch. Celest's ultimate dream is to one day wield power equivalent to one of the petty potentates of the River Kingdoms (in particular like the stylish King of Pitax, Castruccio Irovetti).

In most cases you can think of her as a sort of reverse-Tika Wayland from Dragonlance or evil Sheila from the Dungeons & Dragons cartoon. Ultimately she will multi-class into a more martial fighter (cad)/rogue (cutpurse), specializing in all-sorts of dirty fighting and knavery, while projecting a sort of second-class Lara Croft, tomb raider-like image.

Celest is 5' 6" and with a lean athletic build. At work she wears a barmaid's dress and a lot of cheap (costume) jewelry. While on an adventure she wears tight-fitting, studded, dark-brown, leather armor festooned with hidden pockets. She projects a carefree outgoing facade, but hides her true feeling under so many lies even she doesn't know what the truth is anymore.

Favored class Rogue, Bonus +1/6 rogue talent

Class Features, Traits and Feats:

Rogue (Cutpurse) Class Features
The following are class features of the rogue.

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Measure the Mark (Ex)
When a cutpurse makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the rogue makes her Sleight of Hand check, and the rogue knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the rogue elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt.

This ability replaces trapfinding.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

See Precision Damage & Critical Hits FAQ for more information.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

A complete listing of rogue talents can be found here: Rogue Talents

Stab and Grab (Ex)
At 3rd level, as a full-round action, a cutpurse can make an attack and also make a Sleight of Hand check to steal something from the target of the attack. If the attack deals sneak attack damage, the rogue can use Sleight of Hand to take an Item from the creature during combat; otherwise this ability can only be used in a surprise round before the target has acted. If the attack is successful, the target takes a –5 penalty on the Perception check to notice the theft.

This ability replaces trap sense.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Ambitious
You exude confidence in the presence of those more powerful than you—sometimes unreasonably so.

Benefit: You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

Power-Hungry
You’re addicted to power.

Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

River Rat (Marsh or River)
You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels.

Benefits: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Robot Slayer
The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town.

Benefits: You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.

Combat Expertise (combat)
You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Weapon Finesse (combat)
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.


Level Up:

2. Class level: Fighter (cad) 1
hp: 1d10 + 1 ⇒ (6) + 1 = 7
Combat Feat: Improved Feint
Skill ranks: Acrobatics +1, Bluff +1, Disable Device +1, Escape Artist +1