L1: Weapon Finesse
L3: Breadth of Experience
L5: Combat Expertise
B4: Scribe Scroll
T: Resilient, +1 to fort saves
T: Indomitable Faith, +1 to will saves
17 (20) - Acrobatics 5+3+4+5 (+3 w/Familiar)
8 (10) - Appraise 2+2+3+0 (+2 ID Magic Items)
6 - Bluff 1+2+3+0
4 - Climb 1+3+0+0
9 - Diplomacy 4+3+2+0
12 (13) - Disable Device 5+3+4+0 (+1 vs. Traps)
8 - Escape Artist 1+3+4+0
2 - Handle Animal 0+0+2+0
4 - Heal 1+3+0+0
8 - Knowledge: Arcana 1+3+2+2
8 - Knowledge: Dungeoneering 1+3+2+2
8 – Knowledge: Engineering 1+3+2+2
4 - Knowledge: Geography
8 - Knowledge: History 1+3+2+2
8 - Knowledge: Local 1+3+2+2
8 - Knowledge: Nature 1+3+2+2
8 - Knowledge: Planes 1+3+2+2
8 - Knowledge: Religion 1+3+2+2
7 - Linguistics 2+3+2+0
10 (11-13) - Perception 5+3+0+2 (+1 vs. Traps, +2 w/Familiar)
2 – Profession (any)
4 - Ride
0 - Sense Motive (+2 w/Familiar)
8 - Sleight of Hand 1+3+4+0
6 - Spellcraft 1+3+2+0
17 - Stealth 5+3+4+5
4 - Survival 1+3+0+0
4 - Swim 1+3+0+0
Favored class Rogue, 3 used for skill points.
+2 Dex, +2 Int, -2 Con
Medium Size, Normal Speed
Low Light Vision
Immune to Sleep, +2 saves vs. Enchantments
+2 Caster Level to overcome spell resistance, +2 Spellcraft to ID magic items
+2 Perception checks
Weapon Familiarities: longsword, rapier, short bow, long bow, elven weapons proficiencies
Sneak Attack +2d6
Trap Sense +1
Trapfinding +1 to locate/disable traps, can disarm magical traps
Rogue Talent: Trap Spotter
Ranger’s Focus: Once per day as a swift action, focus on single enemy. +2 on attack and damage rolls until 0 hp or surrenders.
Track: +1 to Survival to track.
Wild Empathy: Improve attitude of animals.
Arcane Bond: Familiar
Hand of the Apprentice.
Memorized: Presidigation, Read Magic, Light, True Strike, Hold Portal.
Spell Book: All cantrips, 5 1st level spells: True Strike, Hold Portal, Shield, Expeditious Retreat, Stone Fist.
NG Tiny Magical Beast (Monkey)
Senses: Low-light vision. Perception
Armor Class 15 (+2 Dex, +2 Size, +1 Natural Armor) Improved Evasion.
Hit Dice: 4
Hit points: 14
Fort +2, Ref +7, Will +3
Speed: 30’, climb 30’
Melee: Bite (+4, 1d3-4)
S 3, D 15, C 10, I 6, W 12, Ch 5
BAB +2 CMB 2, CMD 8
Feats: Weapon Finesse
Skills: Acrobatics +15, Climb +10, Disable Device +7, Escape Artist +3, Heal +2, Perception +9, Stealth +10
Eponine was well on her way to becoming a contributing member of elven society. Bright and nimble, she seemed good at most things she tried and was an incredibly quick learner. At few decades shy of a century old, Eponine met a gnome scholar that had travelled to Greengold to study. Eponine struck up a friendship with him, and after several years she came to learn of the Bleaching. The concept intrigued her, and she came to study those around her, the elves of the city. She soon developed a theory that elves, too, were prone to their own kind of Bleaching. She noticed scholars and arcanists who’d spent decades cloistered in study gradually taking on the colorations of their surroundings, and a similar phenomenon with elves that spent a great deal of time in the wilderness. It was that day that Eponine swore to herself she would not fall victim to the same thing; she would not waste decades or centuries of her life just because she had them to spare. For nearly a decade, Eponine tried to convince the scholars around her of what she was observing, but they ridiculed her. Many times she was tempted to drop it or leave but she persisted until she was persecuted and expelled. Bitter and dejected, she left.
Since then, Eponine has spent decades on the go, rarely spending more than a couple of seasons in any one location. She worked as she needed to and travelled from one town to another, one city to another, one country to another and finally started to span continents. She drank in the local cultures and moved on before becoming too attached. Each time she moved, she left behind most of her belongs that she accumulated, taking only the odd souvenirs each time: a small collection of silver coins minted in different countries, her old spell book (even though she hasn’t cracked it open in decades), a pet monkey she got on the Mwangi coast, a tricorn hat and some Varisian scarves she got when travelling with a caravan.
As she travelled, her bitterness came out in a rash of crimes. She stole, she conned, she showed little mercy. It was during one such con that her life changed again. She seduced a handsome traveler up to her room, where she would drug him, rob him and disappear. When he was asleep, she reached for his pouch. His hand clamped down on her wrist; he was awake, and fully aware of what she was doing. But he didn’t call out or assault her. Instead they kissed, and the night that followed was full of passion and soul searching talks. It turned out he was a paladin of Sarenrae, and that night he gave her a lesson in acceptance and redemption. At dawn, she swore she would start a new life, and the paladin left her. Within an hour she was down at the docks. She found a ship called the Dawn Rose that was leaving that day. She took it as a sign and boarded.
The Dawn Rose took her to Sandpoint and she has been here for a couple of seasons, working odd jobs to preserve her savings. She finds herself liking this town and is developing a new theory; perhaps if she finds a way to stay engaged, a purpose and not take her longevity for granted, perhaps she won’t have to move as often to stave off the fate she fears. To that end, she has started to observe and appreciate the other races more, watching how they live in hopes of gleaning more clues to living to the fullest.
Eponine is an eclectic sight to see, and most people who have been in town over the last half year have probably seen her. On the short and voluptuous side (for an elf) and wearing her hair long over her ears, she could pass for a human woman if not for her wide eyes and delicate nose that clearly mark her as an elf. Eponine dresses in comfortable travel clothes with a heavy coat when the weather is appropriate. She wears pieces of mismatched studded leather armor most of the time over her clothes and is rarely seen without her tricorn hat. She wears three pouches, and occasionally, from the one at the small of her back, a small monkey can be seen peeking out. She wears a colorful Varisian scarf around her neck, a longer one across her torso like a bandoleer, and another even longer one wrapped around her right leg from belt to boot barber pole style. A holy symbol of Sarenrae is usually visible around her neck, and when she is headed out of town for any reason a well-worn (and frequently mended) backpack and a crossbow are casually slung across her back. Around town she wears a rapier at her side and a dagger in her left boot.
Encumbrance: 61# with pack. 35.5# without pack. Medium/Light. (38/76/115)
Std. Leather Armor, 20#
Elven Curved Blade, 7#
Cloak of Elvenkind, 1#
Boots of Elvenkind, 1#
Wooden Holy Symbol, Sarenrae
Scarf at neck
Scarf, pocketed, .5#
-Spell components, 1.5#
-Potion of Haste
-Wand of Lesser Restoration (36 ch)
-Silver Key (to Ameiko’s chest)
-Thieves Tools, 1#
Scarf, reinforced, 1#
-Ptn Cure Light Wounds
-Flint and Steel
-Wealth: 3 pp, 14 gp, 6 sp, 8 cp
6 – Bleeding Attack
7 – Improved Dirty Trick
8 – Slow Reactions
9 – Improved Steal
10 – Positioning Attack
11 – Improved Feint
12 – Improved Evasion
13 – Disengaging Feint
14 – Another Day
15 – Disengaging Flourish
16 – Hard to Fool
17 – Skill Focus: Bluff
18 – Redirected Attack
19 – Iron Will
20 – Defensive Roll
Traveling spell book. Add spells: Burning Hands, Color Spray, Endure Elements, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Summon Monster I. Five spells in current spell book.
Wish to purchase:
MW Thieves Tools, 100 gp, 2#
Traveling spell book, 10 gp, 1 #
Ink (copy nine spells from Wren’s book), 90 gp
Ink (copy all spells into traveling spell book), 245 gp