Female N Human Rogue 3 | HP 24 / 24 | AC 18 / 15 T / 13 FF | CMD 14 | Fort +2 Ref +8 Will +2 Init +7 | Perception + 7 (+8 vs traps) | Speed 30 ft. |Conditions: | Effects:
About Akina of the Burning Sands
Female Human (Garundi) Rogue (unchained) – 3
N Medium humanoid (human)
Init +7; Senses Perception +7
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DEFENSE
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
Hit Points 24 (3d8 +3 con +3 fcb)
Fort +2, Ref +8, Will +2
Special Defenses Evasion, Danger Sense
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OFFENSE
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Speed 30 ft. (30 ft in armor)
Melee short sword +9 (1d6+6 19-20/x2) s
Melee short sword +8/+7 (1d6+6 19-20/x2)/(1d6+2 19-20/x2) s
Ranged short bow +7 (1d6/x3) P 30 ft
Special Attacks sneak attack 2d6
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STATISTICS
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Str 8, Dex 20, Con 12, Int 11, Wis 12, Cha 12
Base Atk +2 CMB +1; CMD 14
Feats Possessed Hand (Bonus Race); Hands Autonomy (1st Level); Weapon Finesse (Bonus Class, 1st level); Weapon Focus (Rogue Talent, 2nd Level); Two Weapon Fighting (3rd Level)
Traits Resurrected (campaign), Possessed (magic), Reactionary (combat)
Skills(8 class, 1 race) Acrobatics +11 (3Ranks), Bluff +7 (3 ranks), Diplomacy +7 (3 Ranks), Disable Device +11 (3 Ranks), Escape Artist +11 (3 Ranks), Knowledge [Dungeoneering] +6 (3 Ranks), Knowledge [Local] +6 (3 Ranks), Perception +7 (3 Ranks),, Stealth +11 (3 Ranks),
Background Skills Sleight of Hand +11 (3 Ranks), Knowledge [History] +6 (3 Ranks)
ACP: Languages(1) Common,
Combat Gear Other Gear
GP: ; SP: ; CP: 0
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Special Qualities
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Bonus Feat Humans gain a bonus feat [Possessed Hand].
Danger Sense +1 bonus on Reflex saves to avoid traps, AC against attacks made by traps and on Perception checks to avoid being surprised by a foe.
Evasion when you succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, instead take no damage.
FCB – 3 hit points
Finesse Training gains Weapon Finesse as a bonus feat and use Dexterity for damage with short swords.
Hands Autonomy You reduce the penalties for fighting with two weapons by 2, to a minimum penalty of –1. This benefit stacks with the Two-Weapon Fighting feat. When you are unconscious, paralyzed, asleep, or stunned, your possessed hand can still act on your behalf in a limited fashion. The hand uses your statistics when performing any action in this manner. The hand can’t take attacks of opportunity, but can draw attacks of opportunity from actions it takes. The hand can perform the following actions each turn on your initiative count.
* The hand can retrieve or pick up an item or weapon as a standard action.
* The hand can attempt any of the following skill checks at a –4 penalty: Disable Device, Escape Artist, Heal, Sleight of Hand, or Use Magic Device.
* The hand can knock you prone as a free action, and drag you while you’re prone at a speed of 5 feet as a fullround action.
* The hand can perform any other action appropriate for a hand and an arm, such as pouring a held potion into your mouth or awakening you from a sleep spell.
* The hand can make a single melee or ranged attack with a light or one-handed weapon as a full-round action.
Possessed Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
Possessed Hand Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds. Take a –2 penalty on concentration checks.
Reactionary+2 to initiative.
Resurrected gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Rogue Talent gain a rogue talent every even level.
* Weapon Training gain Weapon Focus as a bonus feat.
Skilled Gain 1 additional skill rank every level.
Sneak Attack 2d6 deal extra damage anytime a target would be denied a Dexterity bonus to AC or when flanked.
Trapfinding +1 add 1/2 level on Perception checks to locate traps and on Disable Device checks. Can disarm magic traps.
Two Weapon Fighting penalties on attack rolls for fighting with two weapons are reduced by 2 for your main hand and by 6 for your off hand.
Weapon Finesse use dexterity to hit with light and finesse weapons.
Weapon Focus +1 to hit with short swords.
TLDR - Akina, an unchained rogue, is the sole survivor of an adventuring band that disappeared in The Half Dead City. She encountered a spirit which helped her escape the tomb. Who is this spirit and what are its goals? Hopefully, we can find out together….
Background:
The bright, unforgiving, sunlight pounded Akina as she emerged, bloodied and bruised, from the underbelly of the necropolis. Alive, she croaked through cracked lips while she squinted through her blood encrusted lashes searching for the next danger. The mahogany skinned woman took a moment to rest and leaned against the warm sandstone wall of crypt she just escaped. Her thoughts turn to the past….
Was it only a day ago when The Sisters of the Sand won a spot in the lottery. The “Sisters” were a four woman adventuring group who were all daughters of sacred prostitutes of Bastet. The four woman set off to explore the necropolis with cautious optimism. Unfortunately, things did not go as planned Sulli, Marra, and Peshi all met their demise at the horrors within the tomb that they hoped contained untold wealth. Instead three souls remained behind entombed within the ruins with the treasures they hoped to liberate.
Akina was saved when the floor beneath her collapsed and she found her self in a small chamber containing a single mummified corpse. The thief felt compelled to touch the corpse, perhaps it was the hope for treasure that mad her touch it, or maybe it was just her natural curiosity, nevertheless she reached for the swaddled body. Something happened when she touched the remains, she felt something or someone enter her, sharing her mind. It began to whisper to her, guide her, and show her a way out.
Appearance:
Akina is tall, standing close to six feet, with a lithe but well-muscled build. The willowy woman has a calm demeanor, and her facial expression gives little away as to what her thoughts are. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, her large grey eyes are framed by long, full lashes that set off a gaze that misses little and are alight with curiosity. Akina’s dark walnut colored skin is as flawless, except for a scar that runs from her lip to her chin. Her coal dark hair is long, flowing, and usually worn in a single braid beneath a head covering.