Ilarris Zeleshi

Arya Drottningu's page

59 posts. Alias of JackNSally.


Full Name

Arya Drottningu

Race

Half -Elf

Classes/Levels

Rogue 1 CN | HP 11 | Init +4 | AC 16 | Fort +2 | Ref +6 | Will +2 | CMB +1 | BAB +1

Gender

Female

Size

Medium

Age

22

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Elven, Dwarven, Halfling

Occupation

Courtesan

Strength 12
Dexterity 18
Constitution 14
Intelligence 15
Wisdom 14
Charisma 17

About Arya Drottningu

Arya Drottningu
Female half-elf Rogue 1
CN humanoid

Defense:

Init +2; Senses Perception +8, Low light vision
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 Armor)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +2

Offense:

Speed 30 ft.
Melee
-Shortsword: Att: +1, Dmg: 1d6+1, Crit: 19-20/x2
-Dagger: Att: +1, Dmg: 1d4+1, Crit: 19-20/x2

Ranged
-Dagger: Att: +4, Dmg: 1d4+1, Crit: 19-20/x2

Statistics:

Str 12, Dex 18, Con 14, Int 15, Wis 14, Cha 17
Base Atk +0; CMB +1; CMD 15

Character Traits:

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.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Hidden Hand: Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

Calistrian Courtesan: You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Hedonistic: You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

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 to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Skills:

Acrobatics +8
Appraise +2
Bluff +7
Climb +1
Craft +2
Diplomacy +3
Disable Device +10
Disguise +7
Escape Artist +8
Fly +4
Handle Animal +3
Heal +2
Intimidate +3
Knowledge (arcana) +2
Knowledge (dungeoneering) +2
Knowledge (engineering) +2
Knowledge (geography) +2
Knowledge (history) +2
Knowledge (local) +2
Knowledge (nature) +2
Knowledge (nobility) +2
Knowledge (planes) +2
Knowledge (religion) +2
Linguistics +2
Perception +8
Perform +3
Profession (courtesan) +6
Ride +4
Sense Motive +6
Sleight of Hand +10
Spellcraft +2
Stealth +11
Survival +2
Swim +1
Use Magic Device +3

Feats:

Skill Focus: Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Deft Hands: You have exceptional manual dexterity.

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Gear:

Leather (15lb, 10gp), Shortsword (2lb, 10gp), Dagger (x6) (6lb, 6gp), Backpack (2lb, 2gp), Bedroll (4lb, 1sp), Belt Pouch (0.5lb, 1gp), Caltrops (2lb, 1gp), Flint and Steel (0lb, 1gp), Grappling Hook (4lb, 1gp), Iron Pot (4lb, 8sp), Lantern, bullseye (3lb, 12gp), Mess Kit (4lb, 2sp), Oil (4lb, 4sp), Rope, silk 50ft (5lb, 10gp), Soap (0.5lb, 1cp), String (0.5lb, 1cp), Thieves Tools (1lb, 30gp), Trail rations (x5) (5lb, 2gp 5sp), Waterskin (4lb, 1gp), Whetstone (1lb, 2cp), Wire (0.5lb, 5g), Wrist sheath (1lb, 1gp) 63gp, 50sp, 96cp

Backstory:

Appearance:

Drives/Goals/Aspirations: