About "Savvy" Juno
Juno CR 2
Init +7; Senses Perception +6
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 21 (1d8 + 3d6 + 3 f.c.)
Fort +1, Ref +7, Will +6
Spd 30 ft.
Melee Masterwork Dagger +1 (1d4-1/19-20/x2)
. . . Rapier +0 (1d6-1/18-20/x2)
Ranged Hand Crossbow +4 (1d4/19-20/x2/30 ft)
Base Atk +1; CMB 0; CMD 13
Special Attacks Sneak Attack +1d6
(21 skill ranks total)
+11 (+12 vs males) Bluff (4 ranks)
+12 (+13 vs males) Diplomacy (4 ranks)
+9 Disguise (2 ranks)
+9 Intimidate (1 rank)
+6 Knowledge (local) (1 rank)
+6 Perception (2 ranks)
+7 Sleight of Hand (1 rank)
+9 Stealth (3 ranks)
+9 Spellcraft (4 ranks)
+10 Use Magic Device (3 ranks)
Princess: You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Rogue Weapon Proficiencies
Improved Initiative: +3 to initiative.
Spell Focus (Enchantment): +1 to enchantments' DC.
Greater Spell Focus (Enchantment): Additional +1 to enchantments' DC.
Common, Elven, Varisian
Bloodline Spells: Charm Person (DC 17, 18 vs males)
Sorcerer Spells Known:
1 (6/day): Sleep (DC 17, 18 vs males), Color Spray (DC 15, 16 vs males), Silent Image (DC 15, 16 vs males)
0 (at will): Daze (DC 16, 17 vs males), Detect Magic, Prestigitation, Light, Ghost Sound
Rakshasa Bloodline Arcana: Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).
Masterwork Dagger, 302 gp, 1 lb.
Rapier, 20 gp, 2 lbs.
Hand Crossbow, 100 gp, 2 lbs.
Cloak of Resistance +1, 1000 gp, 1 lb.
Leather Satchel, 2 gp, 1 lb.
- Wand of Shield (x30 charges), 450 gp, -- lbs.
- Wand of Disguise Person (x20 charges), 300 gp, -- lbs.
- Wand of Decompose Corpse (x11 charges), 300 gp, -- lbs.
- Wand of Enlarge Person (x9 charges), 150 gp, -- lbs.
- Scroll of True Shot (x2), 50 gp, -- lbs.
Coin Purse, 1 gp, -- lbs.
Misdirection (3/day) (Ex) - 0/3
Silver Tongue (7/day) (Ex) - 0/7
Misdirection: At 1st level, a chameleon begins her career knowing that the secret to disappearing lies in deceiving the senses of her observers. Every day she gains a pool of stealth points equal to her ranks in Bluff. These points refresh at the start of each day. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll. If she gains a bonus on Bluff checks because of a feat (such as Skill Focus [Bluff ]), she adds a number of points to her stealth pool equal to the bonus the feat grants. This ability replaces trapfinding.
Silver Tongue: At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Mind Reader: At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.
Night Raven Tattoo: The Night Ravens have access to many things, including magic-imbued tattoos. The Night Raven Tattoo is an image of a flying or diving raven. This image can be simple or quite stylized, as the owner prefers. It can be any size, though most members get smaller ones that are easy to conceal. The Night Raven Tatoo allows its owner to cast a cantrip as a spell-like ability as though they had the minor magic rogue talent. The caster level for this ability is equal to the owner's character level. The save DC for this spell is 10 + the owner's Intelligence modifier.
Mark of the Black Talon: The highest ranked leaders of the Night Ravens are called “The Black Talons.” Only they are allowed the mark of the talon. This image of an attacking talon or talons is either grafted to the Night Raven tattoo, or sometimes placed separately. The Black Talon Tattoo bestows its wearer with the ability to cast a first level spell as though they had the major magic rogue talent. The save DC for this spell is 11+ the owner's Intelligence modifier.
Calm, cool, and collected, Juno naturally fills the dominating role of any conversation. She picked up her more roguish talents as a young, pretty girl working with a gang of street rats - distracting their marks while her partners prepared a deadly ambush, or just picked the unsuspecting target's pockets clean while they engaged with Juno's clever charm. A bastard child from one of Absalom's many prestigious houses, she was abandoned on the streets of the great city long before she can remember.
The only recognizable hint of Juno's parental origins developed shortly after she stopped working with the treacherous street rat gang: magical occurrences began to haunt her footsteps, both confusing and intriguing her. She eventually realized that she could harness these arcane energies thanks to her mysterious ancestral bloodline, and that it proved very useful in the manipulative life of crime she had invested herself in. The opportunities in various illusions and enchantments began to occupy her thoughts and aspirations, and she moved on into a new line of work.
Originally, she sold her new-found talents to whoever would pay her for them, working mainly as a minor spy for heavy hitters in the criminal world. She often found that her frail appearance gave people a false representation of her actual menace. In an effort to keep her name and identity clear, she painstakingly kept herself in various disguises throughout this time of her professional life. Recently, however, she's decided she's fed up with following orders, and that some day she'll be running one of the hardest, toughest, and deadliest gangs Absalom will ever see. Her eyes are open and watching, her cold, calculating mind waiting for the right time to capitalize, and stake her claim on Absalom's unsuspecting underbelly of society.