About Anna BlackbriarBasics:
Female Rogue 12 CG Small humanoid (ghoul, halfling, humanoid, undead) - 29 years old, 2'11", 30 lbs, short brown hair, violet eyes, pale skin with a bluish cast Senses normal vision, low-light vision, darkvision, keen eyes Perception +22 (mastery prof +6, level +12, Wis +4) Languages Common, Dwarven, Gnomish, Halfling, Necril ~~~~~
Defense:
HP 138 AC 31 (base 10, trained prof +2, level +12, Dex +5, armor +2 ) Fort +19 (E +4, level +12, Con +3) Ref +23 (M +6, level +12, Dex +5) Will +20 (E +4, level +12, Wis +4) Immune to Death Effects
+1 circumstance vs Paralysis or Sleep
+2 circumstance vs traps or devices she failed to disarm successes vs emotional effects are critical successes successes on Reflex saves are critical successes ~~~~~
Offense:
Speed 25' (+5' if satiated, +10' if fully satiated) {A} Claw +23/+19/+15 (3d4+7 S) agile, finesse, unarmed
{A} Dagger +21/+17/+13 (1d4+7 P) versatile S, thrown 10 ft, agile, finesse Agile
Finesse
Nonlethal
Unarmed
~~~~~
Statistics:
Str 10 (+0), Dex 20 (+5), Con 16 (+3), Int 14 (+2), Wis 18 (+4), Cha 14 (+2) ~~~~~
Ancestry - Halfling (Ghoul):
Heritage: Gutsy Halfling
Low-Light Vision
Keen Eyes
Ancestry Feat: Guiding Luck Ancestry Feat: Halfling Ingenuity Ancestry Feat: Halfling Lore ~~~~~
Background - Keys to Destiny:
From as far back as you can remember, it seems you were always meant to enter a specific industry or profession, be it artistry, engineering, farming, herbalism, labor, merchantry, scribing, theater, or warfare. Perhaps your parents belonged to this profession and encouraged you to follow in their footsteps, or maybe a personal hero of yours inspired you to take up their calling in honor of their accomplishments. Whatever the reason, the skills associated with that profession came naturally to you, but as time wore on and you grew older, you began to realize that this profession, while interesting to you, isn't what you want to do with your life. The lure of glory and adventure beckons. You can always go back to the studio, farm, or stage once you retire, after all! This background is associated with the suit of Keys. Choose two ability boosts. One must be to Dexterity, and one is a free ability boost. You gain the Assurance general skill feat and are trained in one of the following Lore skills associated with a profession, as befits your history: Art Lore, Engineering Lore, Farming Lore, Herbalism Lore, Labor Lore, Mercantile Lore, Scribing Lore, Theater Lore, or Warfare Lore. You also gain the following free action. Lucky Break
Draw a harrow card, then reroll the skill check. If you draw a card from the suit of Keys, add a +4 status bonus to the original roll and your reroll, then take the result you prefer as your actual result. If you drew any other card, you gain no bonus and must take the result of the rerolled skill check. ~~~~~
Class - Rogue:
You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills. Expert in Perception, Reflex, Will
Rogue's Racket: Thief
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery. Sneak Attack {3d6}
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. Surprise Attack
Deny Advantage
Weapon Tricks
Evasion
Vigilant Senses
Weapon Specialization
{F} Debilitating Strike
Debilitation: The target takes a -10 foot status penalty to its Speeds.
Great Fortitude
Rogue Expertise
Class Feat: Feverish Enzymes Class Feat: Glutton for Flesh Class Feat: Replenishing Consumption Class Feat: Skirmish Strike Class Feat: Trap Finder Class Feat: Underhanded Assault Class Feat: Bloody Debilitation Archetype Feat: Ghoul Dedication Archetype Feat: Grave Strength Archetype Feat: Paralyzing Slash Archetype Feat: Swift Leap Archetype Feat: Wall Run Archetype Feat: Sickening Bite ~~~~~
Feats:
Advanced First Aid (General, Skill)
Ancestral Paragon: Halfling Luck (General)
Assurance: Thievery (Fortune, General, Skill)
{A} Battle Medicine {DC 15: 2d8, DC 20: 2d8+10, DC 30: 2d8+30} (General, Healing, Manipulate, Skill)
Bloody Debilitation (Rogue)
Debilitation: The target takes 3d6 persistent bleed damage. Cat Fall {50'} (General, Skill)
Continual Recovery (General, Skill)
Feverish Enzymes (Archetype)
If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute. Foil Senses (General, Skill)
Ghoul Dedication (Rare, Archetype, Dedication)
You gain the ghoul and undead traits and the basic undead benefits (Book of the Dead 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait. You gain the Consume Flesh action. Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not. Consume Flesh {A} (manipulate) Requirements You are adjacent to the corpse of a Small or larger creature that died in the last hour; Effect You devour a chunk of the corpse. You become satiated for 1 hour. Glutton for Flesh (Archetype)
Godless Healing (General, Skill)
Grave Strength (Archetype)
Guiding Luck (Halfling)
Halfling Ingenuity (Halfling)
Halfling Lore (Halfling)
{F} Halfling Luck 1/day (Fortune, Halfling)
{F} Kip Up (General, Skill)
Nimble Crawl (General, Skill)
{A}{A} Paralyzing Slash (Archetype, Incapacitation, Necromancy, Occult)
Pickpocket (General, Skill)
Replenishing Consumption: {6d6 HP} (Archetype)
Robust Recovery (General, Skill)
Sickening Bite (Archetype)
If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead. Skill Training: Athletics (General, Skill)
Skirmish Strike (Flourish, Ranger)
Stitch Flesh (General, Skill)
Subtle Theft (General, Skill)
{A} Swift Leap (Archetype)
If you are satiated, you can choose to end your satiation to instead High Jump or Long Jump without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement. Swift Sneak (General, Skill)
Trap Finder (Rogue)
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. Underhanded Assault (Rogue)
Wall Run (Archetype)
Wary Disarmament (General, Skill)
~~~~~
Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +23 (Dex +5 - M)
~~~~~
Gear:
handwraps
explorer's clothing
cloak of the bat
belt pouch
Appearance:
Most of Anna's not-quite-three-foot height is wrapped in tight garments that conceal her skin even if not hiding the shape underneath. Only her curly brown hair, violet eyes and the skin around them is exposed. A perceptive observer might notice a bluish tint on the little bit of flesh that's visible. ~~~~~ History:
While Anna has learned early that life isn't fair, it hasn't dimmed her innately positive attitude. She tries to see the good in life even when it serves up boiled cabbage. Born into a family with a strong history with one of the smaller thieves guilds in Absalom, it was expected that she would follow the family business of pickpockets and burglers. Even with the weight of the family's expectations, her heart was the heart of a healer. So even while learning to scale walls and slit purses, she spent her off hours learning anatomy and alchemy. When, at the young age of 24, she announced to her family that her application to the Lady Mishart School of Medicine had been approved, the response was ... cool. The assurances that they would support her in whatever she decided to do felt half-hearted. But at the end of the day, she was doing what she wanted to do and that was all that was important ... right? Her first two years of school were a challenge that she met with determination and good-ole halfling determination and it seemed as if her career was laid out before her. At least it did until the small outbreak of ghoul fever spread from one of the ghettos to a neighboring merchant district. All resources were mobilized and the lowest skilled (i.e. students) were directed to the heart of the poor district to treat and fight back against the scourge. Anna tackled the challenge with the same gusto that she'd faced everything else. It could be considered understandable that she ignored the warnings signs in her enthusiam to put her new-found knowledge to the test. The fever. The exhaustion. Those were just a result of long nights treating the poor victims of the fever that was slowly being contained. And she was saving lives - exactly what she wanted to be doing. If the other students had been as skill as she was or if they'd had someone with a bit more experience overseeing their work then Anna's life - and subsequent death - may have turned out differently. But wanting life to be different than what it was was never something the halfling dwelled upon. So when she woke from a longer 'sleep' than she'd expected after a long night of blood, bandages, restraints, and fever feeling a hunger that almost overwhelmed her, she did the only thing she felt was reasonable; She slipped into the celler that had been repurposed into a makeshift morgue for those that hadn't responded to treatment. A short time later she re-emerged, her hunger saited, her face wrapped and her hands freshly gloved, to tackle the newest patients. Two days later, the crisis was announced as defeated and Anna vanished into the anonymous population of the city, never to return to her precious medical school. ~~~~~
Macros:
[ooc]{A}{A} Feverish Enzymes[/ooc]
Sickening Bite (Archetype)
If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead. [ooc]{F} Debilitating Strike vs flat-footed target[/ooc]
[ooc]{F} Debilitating Strike vs flat-footed target[/ooc]
[ooc]{F} Debilitating Strike vs flat-footed target[/ooc]
[ooc]{F} Kip Up - Stand up with triggering reactions[/ooc] [dice={A} Unarmed Attack - Fist]1d20+23[/dice]
[dice={A} Unarmed Attack - Claw]1d20+23[/dice]
[dice={A} Unarmed Attack - Bite]1d20+23[/dice]
[ooc]Sickening Bite: target is sickened 1 on a critical - this is a disease effect.[/ooc] [ooc]Sickening Bite: may spend satiation to inflict sickened 1 - this is a disease effect.[/ooc] [dice={A}{A} Paralyzing Bite - Bite]1d20+23[/dice]
[dice={A} Skirmish Strike - Step/Strike or Strike/Step - Claw]1d20+23[/dice]
[dice={A} Skirmish Strike - Step/Strike or Strike/Step - Bite]1d20+23[/dice]
[dice=Sneak Attack vs flat-footed foe]3d6[/dice] [dice={A}{A} Underhanded Assault - Sneak]1d20+24-2[/dice]
[dice={A} Battle Medicine vs DC 15]1d20+22[/dice]
[dice={A} Battle Medicine vs DC 20]1d20+22[/dice]
[dice={A} Battle Medicine vs DC 30]1d20+22[/dice]
~~~~~
Status Macro:
[ooc]Current HP: [i]138/138[/i][/ooc]
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