Barmaid

Allie "Cat" Calico's page

433 posts. Alias of Cuchulainn.


Full Name

Allie "Cat" Calico

Race

Human

Classes/Levels

Unchained Rogue 1 : Init +5 | Perc +5 | AC 16 / T 14 / FF 12 I CMB 0 CMD 14 | HP 11 / 11 | Saves F +0 / R +6 / W +1 Hero Points: 1/1

Gender

Female

Size

Medium (5' 1", 95 lbs.)

Age

16

Alignment

Chaotic Neutral

Deity

Desna

Languages

Common

Strength 11
Dexterity 18
Constitution 11
Intelligence 10
Wisdom 13
Charisma 14

About Allie "Cat" Calico

AC: 16 (14 touch, 12 flat-footed)

HP: 11/11 (8 base, 3 Toughness feat)

Initiative: +5 (+4 dex, 1 trait)

Speed: 30 ft.

BAB: +0 Attack: melee: +4 //ranged: +4

CMB: +0
CMD: +10

Fort: +0 Ref: +6 Will: +1

Allie is a pretty woman in her late teens. Her eyes are a blue-green hue and her hair is strawberry blonde. She carries herself with a surety uncharacteristic of someone so young.

She wears the gear of someone ready to brave the depths of an ancient Osiron Tomb: a lamellar cuirass, a bandolier bristling with vials and sundry items, an a finely made backpack.

BACKGROUND:

Allie grew up in the heart of Taldor, running through the bustling streets of Oppara. Always small for her age, Allie learned early that survival as a street urchin meant being fast, agile, quiet, and when necessary invisible. Her knack for moving through crowded streets, across rooftops, and under the feet of passersby earned her the nickname "Cat," and she took pride in being as uncatchable as a feral feline.

When she came of age, she was no longer seen as an urchin child by the Opparan Thieves' Guild. She was approached by a group of Guild leg-breakers and given the options to join up, get out of town, or end up dead in a back alley sewer drain. Not wanting to give up her freedom to the Guild, she took the hint and made plans to leave town. She had heard rumors flying around the merchants district about an ancient tomb being opened for explorers in Osirion. The Pharasman Church would be holding a lottery to select the group of adventurers permitted to enter its depths. Seeing an opportunity to put her hard earned skills to good use, Allie retrieved her carefully hidden stash of "earnings" from her time as a pickpocket and cutpurse, and set out to acquire armor, weapons, and gear. Once she was sufficiently kitted out, she made her way to the coast, and booked passage to Osirion, on the southern coast of the Inner Sea.

When she finally arrived in Wati, she found out that the lottery would be in about a month, apparently the date was chosen by the Pharasmans for its particular auspiciousness. Allie took the opportunity to get the lay of the land, make discrete inquiries, and establish the contacts necessary to fence any rare an valuable artifacts that might be found within the ancient pharoah's tomb.

The day of the Lottery, she stood amongst the crowd of hopefuls, trying her best not to reflexively empty their coin purses. You might be working with them soon, don't start off on the wrong foot. She took a breath, and steadied her nerves, hoping that her name would be one of few that were called.

RACIAL ABILITIES:

Racial adjustments: +2 to one ability score

Bonus Feat

Bonus Skill Point

Traits:

Foreign Opportunist (campaign): You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.

Inspired (faith): Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Rapscallion (combat): You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.

CLASS ABILITIES:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

SKILLS, 8/level +1 race, +1 favored class, +2 background:

Acrobatics (dex): +8 (1 rank, 3 class, 4 dex)

Appraise - Background (int): +6 (1 rank, 3 class, 0 int, 2 trait)

Bluff (cha): +6 (1 rank, 3 class, 2 cha)

Climb (str): +4 (1 rank, 3 class, 0 str)

Diplomacy (cha): +6 (1 rank, 3 class, 2 cha)

Escape Artist (dex): +9 (1 rank, 3 class, 4 dex, 1 trait)

Disable Device (dex): +8 (1 rank, 3 class, 4 dex)

Perception (wis): +5 (1 rank, 3 class, 1 wis)

Sense Motive (wis): +5 (1 rank, 3 class, 1 wis)

Sleight of Hand - Background (dex): +8 (1 rank, 3 class, 4 dex)

Stealth (dex): +8 (1 rank, 3 class, 4 dex)

Use Magic Device (cha): +6 (1 rank, 3 class, 2 cha)


FEATS:

Quick Draw: Draw a weapon as a free action. Draw a hidden weapon as a move action. May throw weapons at her full normal rate of attacks. Alchemical weapons, wands, and potions may not be quick-drawn.

Toughness: +3 hit points, and +1 additional hit point per level after 3rd level.

Weapon Finesse (Combat): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

EQUIPMENT:

Weapons:

Dagger (1d4, 19-20 x2, 10' Type: P or S) 2 gp, 1 lb.

Shortsword (1d6, 19-20 x2, Type: P), 10 gp, 2 lbs.

Sling (1d4, x2, 50', Type: B), - gp, - lb.
-Sling Bullets: 10/10, 1 sp, 5 lbs.

Armor:

Lamellar Cuirass (+2 AC, +4 Max Dex, 0 ACP, 5% SF), 15 gp, 8 lbs.

Other Gear:

Pickpocket's Outfit, -gp, 3 lbs.

Bandolier, 5 sp, - lb.
-chalk, 1 cp, - lb
-filter scarf, 5 gp, - lb.
-flint and steel, 1 gp, - lb.
-ioun torch, 75 gp
-impact foam, 25 gp
-thieves' tools, 30 gp, 1 lb.
-vermin repellent, 5 gp

Canteen, 2 gp, 1 lb.

Masterwork Backpack, 50 gp, 4 lbs.
-Bedroll, 1 sp, 5 lbs.
-Grappling Hook, 1 gp, 4 lbs.
-Silk Rope 50', 10 gp, 5 lbs.
-Trail Rations (4), 2 gp, 4 lbs.

Weight Carried: 43.0 lbs. (Light*: less than 44 lbs. Medium*: 44-86 lbs. Heavy*: 87-130 lbs. *Masterwork backpack*)

Remaining Coin: 0 pp, 6 gp, 1 sp, 9 cp