Old Marm

Ann Hilate's page

4 posts. Alias of Warah.


Full Name

Ann Hilate

Race

F +24 R +22 W +22 | Perc +20 | Stealth +24 |

Classes/Levels

45 ft | Hero 1/3 | FP 2/2 | ◆ ◇ ↺ | Active Conditions: - -

Gender

Human (versatile) Monk 14 | HP 218/218 | AC 34 |

Size

Medium

Age

46

Deity

Achaekek

Languages

Common, Dwarven

Strength 5
Dexterity 4
Constitution 4
Intelligence 0
Wisdom 2
Charisma 1

About Ann Hilate

Ann Hilate:

Full name: Ann Idone Hilate
Birthplace: A secret lair somewhere underground
Age: 46
Gender & Pronouns: she/her
Height: 5’-9”
Build: Stocky

Human (versatile)
background: Martial Disciple
Monk Level: 14
Medium humanoid
Faith: Achaekek
Languages: Common, Dwarven
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STATS & SENSES:

ABILITY SCORES

STR +5, DEX +4, CON +4
INT +0, WIS +2, CHA +1
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SENSES
[dice=Perception E]1d20+20[/dice]
Special Senses: n/a


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DEFENSES:

HIT POINTS: 218/218

ARMOR CLASS
AC: 34 (10 + (14 level) + (4 DEX) + (4 proficiency) + (# item))

Unarmored: M, Light: U, Medium: U, Heavy: U

SAVING THROWS
[dice=Fortitude (E)]1d20+24[/dice]
[dice=Reflex (T)]1d20+22[/dice]
[dice=Will (E)]1d20+22[/dice]
Notes:


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OFFENSE:

Class DC: 33 (10 + (14 level) + (5 STR) + (4 proficiency) + (0 item))

Speed: 45 ft

Melee Strikes

To Do

Ranged Strikes

To Do

Weapon Proficiencies
Unarmed: M, Simple: M, Martial: U, Advanced: U, Sawtooth Saber: M


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MAGIC:

Spell Attack Roll: +# = ((# highest known tradition modifier) + (# TEML))
Spell DC: # = (10 + (# highest known tradition modifier) + (# TEML))

Focus Spells
Harmonize Self: Heal 96 HP or attempt to Counteract one disease or poison
Qi Rush: ◆ Move twice (any combo of Stride/Step); gain concealment until start of your next turn


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SKILLS:

[dice=Acrobatics T]1d20+20[/dice]
[dice=Arcana U]1d20+14[/dice]
[dice=Athletics M]1d20+25[/dice]
[dice=Crafting U]1d20+14[/dice]
[dice=Deception E]1d20+19[/dice]
[dice=Diplomacy U]1d20+15[/dice]
[dice=Intimidation U]1d20+15[/dice]
[dice=Lore (Achaekek) E]1d20+18[/dice]
[dice=Lore (Assassin) T]1d20+16[/dice]
[dice=Lore (Warfare) T]1d20+16[/dice]
[dice=Medicine T]1d20+18[/dice]
[dice=Nature U]1d20+16[/dice]
[dice=Occultism U]1d20+14[/dice]
[dice=Performance U]1d20+15[/dice]
[dice=Religion T]1d20+18[/dice]
[dice=Society U]1d20+14[/dice]
[dice=Stealth M]1d20+24[/dice]
[dice=Survival T]1d20+18[/dice]
[dice=Thievery U]1d20+16[/dice]


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FEATS:

Ancestry Feats and Abilities
Heritage: Versatile Human: Toughness
1st: Natural Ambition: Wolf Stance
5th: Clever Improviser (Untrained Improvisation)
9th: Group Aid
13th: Advanced General Training: Ancestral Paragon: Natural Skill (Medicine, Survival)

Skill Feats
Background: Martial Disciple (Strength): Quick Jump
2nd: Cat Fall
4th: Slippery Prey
6th: Shadow Mark
8th: Quick Climb
10th: Swift Sneak
12th: Foil Senses
14th: Wall Jump

General Feats
3rd: Fast Recovery
7th: Robust Health
11th: Canny Acumen: Perception

Class Feats and Abilities
Feature 1st: Flurry of Blows, Powerful Fist
1st: Monastic Weaponry
2nd: Qi Spells (Qi Rush)
4th: Stunning Blows
6th: Harmonize Self
8th: Ironblood Stance
10th: Prevailing Position
12th: Meditative Focus
14th: Ironblood Surge

Red Mantis Assassin Free Archetype Feats and Abilities
Feature 2nd: Proficiency with sawtooth sabers
2nd: Red Mantis Assassin Dedication
4th: Twin Feint
6th: Crimson Shroud
8th: Quick Draw
10th: Fading
12th: Opportune Backstab
14th: Prayer Attack


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EQUIPMENT:
To Do

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BACKSTORY:

For generations, a secretive cult called The Just Hand has dwelt deep underground, cut off from the world. They believe that the atheistic nation of Rahadoum is a cancer in the world that needs to be expunged, no matter the cost. They train from early childhood to become elite assassins, aiming to eliminate its leadership so the surrounding nations will see it as ripe for annexation and conversion to a faith. “Any faith is better than none: godlessness is rampant ruin.”

Several generations ago, a cave-in buried nearly all of The Just Hand’s leadership and most of their texts. The loss of knowledge was grievous, and though they’ve worked hard to re-learn what they lost, they have no idea that they remain a paltry shadow of what they once were.

Ann was the strongest, sneakiest, most adept trainee in decades. The deep glow of pride and honor warmed her heart during the ceremony anointing her as their Chosen Assassin at the age of 22. The next day, she left to begin her mission: Assassinate Rahadoum’s Council of Elders. The day after that, she found herself thoroughly trounced by a couple of lowly bandits who were barely more than children.

Shame bloomed through her. How could she fulfill her mission, if all her training was worthless? After much soul searching, she vowed to herself that she would do whatever it took to learn the skills necessary to complete her mission. It didn’t take her long to learn of the Red Mantis Assassins. Who better to teach her those precious skills? They didn’t need to know what her ultimate goal was.

That’s how she felt in the beginning, but as the years have passed and she gained more knowledge and experience in the world, she has begun to question her allegiance to The Just Hand. She still believes Rahadoum’s godless ways are a pox on the world, though Achaekek’s command that no rightful ruler be assassinated stands in the way of her original mission to kill the Council of Elders. She misses the conviction of her youth; middle age has brought self doubt, second guessing, and a very tough choice that she’ll have to make eventually.