Adventurer

"Rune"'s page

1 post. Alias of SalaciousCrumb.


About "Rune"

Varuna “Rune”
Female human Psychic Warrior 1
LN Medium humanoid (human)
Init +4; Senses Perception +4
Power Points: 2/2
Psionic Path: Infiltrator
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 15 (1d8+7)
Fort +5, Ref +4, Will +3; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+6/19-20) or
. . longspear, bone tip +4 (1d8+9/×3) or
. . macahuitl, great +4 (1d10+9/18-20)
Ranged wooden longbow +5 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
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Statistics
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Str 19, Dex 18, Con 16, Int 12, Wis 16, Cha 12
Base Atk +1; CMB +4; CMD 19
Feats Combat Reflexes, Power Attack (human), Toughness (class)

Traits desert child (desert), trap finder (Mummy’s Mask),Mark of Slavery (drawback), Know The Code (Athas, +2 Bluff, Int, Diplomacy towards Urik Templars)

Skills Acrobatics +3, Autohypnosis +6, Appraise +1 (+3 on items valued by weight when using scales), Climb +8, Perception +4, Ride +4, Survival +7, Bluff +4, Spellcraft +3, Swim +3

Languages Common, Mul

Other Gear hide armor, bone buckler, bone dagger, longspear, great macahuitl, backpack, bedroll, belt pouch, (2), flint and steel, merchant's scale, mug/tankard, sewing needle, string or twine, thieves' tools, thread (50 ft.), trail rations (7), two waterskins, whetstone, 20 bone-tipped arrows, 15 cp
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Special Abilities:

Racial Modifiers: +2 to any two separate Ability scores.
Breadth of Experience: Athasian humans choose two skills at first level. These skills are always considered class skills for them.

Emissary:Once per day, humans can roll twice when making a Bluff or Diplomacy check and take the better roll.

Eternal Hope: Athasian humans gain a +2 racial bonus on saving throws against fear and despair effects. Also,once per day, after a natural roll of 1 on a d20 roll, humans may reroll and use the second result.

Urbanite: Humans gain a +2 bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Psionics:

Psionic Power(s): Inertial Armor, Detect Psionics (at will)

Psionic Path Power(s): Chameleon (+10 to stealth)

Wild Talent: Ectoplasmic Trinket


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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Appearance:

The handles of the macauhuitl and the spear form an “x” silhouetted by the blinding sun at the back of a five-foot nine-inch young human woman trudging up the dune. Her dark brown hair, matted and dusty, pulled back by a thin strip of sinew is in thickened locks. Her frame, lean, somewhat muscular, supports the weapons and the dirty pack. Strips of dusty linen wrap the limbs exposed from the piecemeal hide that she calls “armor”. Strips of a dead Mellikot found in the wastes. Dirty, tattered cloth and soft leather boots protect the rest of her from the blowing sands, the freezing nights and the blazing sun.

Background:

Varuna or “Rune” as she is affectionately called by some of the market children of Urik is an 18-year old who is wise for her age. She was orphaned at the mines of the Black Crown when her parents were killed by falling rocks while mining the coveted obsidian. As a little girl, a slave woman took her in and helped her hide her secret gift. Like the woman, Rune tapped into a mental gift that was referred to as “The Will” by locals. With focus, Rune could materialize small objects into the palm of her hands.
She quickly became well known amongst the children for her small and wonderful bone and wood creations of fantastic desert beasts, heroes, and certain villainous defilers. She warned the other children not to tell anyone lest they think that it was magic and the toy characters would cease existence. Beloved by their new possessors, the toys were enough to buy the silence of the children. Today those same toys buy her information from them in the market.
Thanks to the loose talk of a few of Urik’s Templars in the market place, Rune learned about the recent dreams haunting Prince Ninshabur. Exhausted from her meek existence and the intensive struggle of the daily search for food and water, Rune gave toys to all of the children who would pass along the knowledge that she could interpret dreams. Soon she found herself being escorted to the palace by a couple of Templars to meet Ninshabur and hopefully interpret his dream.
On a hunch, she correctly predicted that the new arrival of several bards to his court as a gift was in fact an attempt to assassinate him. Ninshabur laid a trap for them in his palace as Rune’s prediction was proven a lifesaving truth. His discreet meetings with her continue irregularly whenever he feels the need for her advice. He is careful of her counsel though, after all, she is a desert nomad.