Salodri

Achlys the Lone's page

No posts. Alias of Ariarh Kane.


Full Name

Achlys the Lone

Race

Half-Elf

Classes/Levels

Rogue (Chameleon) 1

Gender

F

Size

M

Age

21

Alignment

True Neutral

Languages

Common, Elven, +one more language (TBD)

Strength 10
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 10
Charisma 14

About Achlys the Lone

aah l EEs

Pronunciation of Achlys

Her Backstory:

Her story was no different from the other, countless abandoned children of the region. Created and born out of wedlock and then abandoned for the good sisters to raise and send out into the world.

Achlys never knew her parents and barely gave them a thought. It was so long ago that she was discovered on the doorstep of The Sanctuary, the woe begotten church-run orphanage where half breeds were left and forgotten. And their parents’ sins cleansed.

The prim and stern sisters had given her the name Achlys. She had added ‘the Lone’ as testament to her lot in life. Her identity was what she would make of it. She had human and elf blood flowing through her veins – her comely face was proof of it – the striking amber eyes that drew attention.

Achlys was a resourceful child. When food was scarce or non-existent and her belly twisted in hunger, the girl found tunnels beneath the old abbey-come-orphan house, and would crawl through the dirt and muck to the streets outside the high iron gates.

The streets were always crowded and there were ways for a pretty, cunning girl to earn a coin or two or find food, whether scraps or something more. Achlys never sold her body – she was no streetwalker or pleasure house harlot. She simply knew how to ask and who to ask (watching and working people came naturally to her). She understood what “inspired” people to charity; even if it was through their lust or naiveté.

The girl fought or worked for everything she had in this life. The grim, grey walls of The Sanctuary that sought to imprison her, only strengthened her resolve. Achlys liked sharp things – weapons. She would spend hours in the tunnels doing target practice with makeshift weapons or daggers she found down there. Once she was “fortunate” to have picked up a starknife. It was not her fault that the merchant’s eyes were on some dressed up lady and not on his wares.

She had a way of moving through the city as if she was part of it – unless Achlys wanted to be noticed, she wasn’t. She honed her movements and methods over the years in The Sanctuary. There, she had no friend or confidante. She was alone as her epithet suggested. That did not bother her. Being unloved was not the worst thing that could befall a person.

Achlys was sixteen winters old when she left, via the tunnels, and never returned to The Sanctuary. She took her meagre possessions and landed on the streets – ready for whatever adventure came her way.

Appearance:

Achlys is lithe and graceful on her feet. She is toned, with slight curves, enough to entice a second look. She is 5'6" tall and weighs 119 lbs. Her black hair is straight and falls just past her shoulders; the ends curling. Achlys' eyes are a vivid amber and appear exotically pretty to most humans. Her ears are pointed with rounded edge and are generally covered by her thick hair or hood. Her skin is fair. She prefers dressing in darker colours (easier to slip in and out of shadows, tunnels etc) and is often playing with/twirling her sharp weapons. Achlys is considered striking in her beauty.

Pic of Achlys

Personality:

Achlys presents a seemingly cold or hard façade. She does not readily smile unless it is for a purpose or toward an end goal. If she finds something amusing, a smirk will rest across her lips. She is clever with a sharp wit. Independent thinker. Isn't a pushover, determined and appears a ready challenge for the opposite sex (who desire her). Achlys does not trust readily or easily and one has to work hard to earn her trust and/or favour/loyalty.

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Chameleon archetype
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Achlys the Lone
Female Half-Elf Rogue (Chameleon) 1
NN Medium Humanoid (Human, Elf)
Init +3; Senses Low-Light Vision, Perception +6

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Defense
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AC 16 , touch 13 , flat-footed 13 (+3 Armor, +3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +5, Will +0/+2 vs enchantment spells & effects

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Offense
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Speed 30 ft.
Melee Dagger +3/+4* (1d4, 19-20x2) (*+1 to hit in surprise round due to hidden hand trait)
Melee Rapier +3 (1d6, 18-20x2)
Melee Unarmed Strike +3 (1d3 non-lethal, x2)
Ranged Dagger +3/+4* (1d4, 19-20x2, 10 ft range) (*+1 to hit in surprise round due to hidden hand trait)
Ranged Sling +3 (1d4x2, 50 ft range)

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Statistics
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Str 10, Dex 17, Con 13, Int 14, Wis 10, Cha 14 (Ability Modifiers +2 DEX)
Base Atk +0; CMB +0; CMD 13

Feats Skill Focus (Bluff) (Bonus racial) Weapon Finesse (Combat)
Traits Convincing Liar (Social), Hidden Hand (Combat)

Skills Acrobatics +7(1 rank), Bluff +10(1 rank, +1 trait, +3 skill focus), Diplomacy +6(1 rank), Disguise +6(1 rank), Escape Artist +7(1 rank), Know. Dungeoneering +6(1 rank), Know. Local +6(1 rank), Perception +6(1 rank, +2 Keen Senses), Sense Motive +4(1 ranks), Sleight of Hand +7/+8(1 ranks/+1 trait), Stealth +7(1 rank) (Racial Skill Modifiers +1 skill point for favoured class)

Languages Common, Elven, +1 language (TBD)

SQ Sneak Attack +1d6, Misdirection

Gear
Starting with Traveller’s Outfit valued at 1gp.

Armour
Studded Leather Armour+3, ArmorCheck-1, Weight 20 lbs, Cost 25gp

Weapons
Dagger 2gp, 1d4 19-20x2, Range 10ft, 1 lbs
Rapier 20gp, 1d6 18-20x2, 2 lbs
Sling (free/made her own, -lbs) (Loading a sling is a move action that requires two hands and provokes attacks of opportunity.)
Sling bullets (10) 1sp, 5 lbs
Total Cost & Weight of Weapons: 22gp & 1sp, 8 lbs

Equipment
* Trail Rations (4 days) Cost 20sp, Weight 4 lbs
* Masterwork Backpack Cost 50gp, 4 lbs
* Bedroll Cost 1sp, Weight 5 lbs
* Belt Pouch Cost 1gp, Weight 0.5 lbs
* Soap Cost 5sp, Weight 1 lbs
* Waterskin Cost 1gp, Weight 4 lbs
* Flint & Steel Cost 1gp, Weight –
* Wrist Sheath (This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.) Cost 1gp, Weight 1 lbs
Total Cost & Weight of Equipment: 55gp & 2 sp, 19.5 lbs

Total overall cost 102gp & 3sp out of 105gp.

* When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. So carrying capacity is as follows: Light load 38 lbs. or less, Medium load 39–76 lbs., Heavy load 77–115 lbs.
Achlys’ total carrying load is 47.5 lbs (medium encumbrance).

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Tracked Resources
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Trail rations - 0/4

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Racial Attributes
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

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Special Abilities
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Sneak Attack +1d6: 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.
Misdirection (Ex): 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.
(Pool of Stealth Points/day=4)