Sylph

Blink Vala's page

426 posts. Alias of JonGarrett.


Full Name

Blink Vala

Race

Sylph

Classes/Levels

Rogue 3 - Slayer 4/Arcanist 7 Gestalt | HP 14/80| AC:27 | T:16 | FF:21 | CMB: 5 | CMD:20| Fort:+6 | Ref:+12 | Will:+7 | Init:+7 | Perc:+11 | Speed 35 | Mythic Power 5/5 | Arcane Reservoir 9/10

Gender

Female

Size

Medium

Alignment

Neutral Good

Deity

Desna

Strength 9
Dexterity 22
Constitution 12
Intelligence 17
Wisdom 12
Charisma 14

About Blink Vala

Blink Vala:

Blink
Female Sylph Unchained Rogue 3 - Slayer 4 - School Savant Arcanist Gestalt 7 - Trickster Mythic Tier 2
Neutral Good Medium Humanoid (Outsider)
Initiative; +6 Perception +11
--------------------
Defense
--------------------

AC 23, touch 15 flat-footed 18
hp 69
Fort +5, Ref +11, Will +6
--------------------
Offence
--------------------

Speed 35 ft.
Melee +1 Keen Curve Blade - +14 to hit - 1d10+10 slashing damage - 15-20 x 2 Crit.
Mythic Power Attack - Keen Curve Blade - +14 to hit - 1d10+8 slashing damage - 15-20 x 2 Crit.
Sneak Attack - 4d6.

Magic

0 Level Spells - 6 Spells Prepared
Detect Magic - Revelas magical auras. The longer it is used, the more details are revealed.
Read Magic - Read magical scripts.
Spark - Start fires on unattended objects.
Mending - Repair non-magical items.
Prestidigitation - Perform a variety of minor tricks.
Message - Send and receive whispered messages.
Conjuration Slot - Acid Splash - Inflict 1d3 acid damage as a ranged touch attack
Spells Known (All)

1st Level Spells - 5 Spell Prepared - 7 Spells per day.
Windy Escape - As an immediate action gain DR10/Magic and immunity to Poison, Critical Hits and Sneak Attacks against one attack.
Guardian Armour - Momentarily give another person your armour.
Snowball - Unleashes a frozen attack.
Celestial Healing - Grants fast healing at 1 point for a round every 2 levels.
Conjuration Slot - Summon Monster I - Call a summoned creature to help fight.
Alarm - Ward an area for 2 hours per level.
Spells Known (10) - Secluded Grimoire, Summon Monster I, Windy Escape, Guardian Armour, Snowball, Alarm

2nd Level Spells - 4 Spell Prepared - 5 Spells per day.
Glitterdust - Reveal invisible enemies and potentially blind targets hit.
Blur - Create a 20% chance to miss.
Create Pit - Create an extradimensional pit to trap a foe.
Communal Protection From Evil - Spread the power to resist evil creatures among a group.
Conjuration Slot - Summon Monster II - Call a summoned creature to help fight.
Spells Known : Summon Monster II, Glitterdust, Blur, Create Pit.

3rd Level Spells - 3 Spell Prepared - 4 Spells per day.
Ice Spears - One spear per 4 levels, doing 2d6 Piercing and 2d6 Cold Damage.
Sundered Serpent Coil - As Black Tentacles but with a single target.
Haste
Conjuration Slot - Summon Monster II - Call a summoned creature to help fight.
Spells Known - Lightning Bolt

--------------------
Statistics
--------------------

Str 9 Dex 22, Con 12, Int 17 Wis 12, Cha 14
Base Atk +6; CMB +5; CMD 20

Bonus Feats
Weapon Finesse - Allows the use of Dexterity to hit. Gained from Rogue.
Exotic Weapon Proficiency (Elven Curve Blade) - Allows the use of an Elven Curve Blade. Gained from Rogue Talent.
Power Attack - Do more damage in return for less chance to hit.
Feats
1st - Spell Focus (Conjuration) - Add +1 to DC of Conjuration spells.
3rd - Arcane Armour Training - Reduce the Arcane Spell Failure from wearing armour by 10% as a swift action.
5th - Extra Arcanist Exploit - Gain the Shadow Veil ability.
7th - Accomplished Sneak Attacker - Gain 1d6 additional Sneak Attack damage.
Mythic Feats - Mythic Arcane Armour Training - Remove the need to use a Swift action for Arcane Armour training, and remove a further 20% from Arcane Spell Failure.
Mythic Power Attack - Increase bonus damage to +3 per 4 BAB. Spend a use of Mythic Power to negate the penalties for 1 minute.

Traits Chance Encounter - Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.
The PC gains a +2 trait bonus on Reflex saves. By expending one use of mythic power, the PC can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Armour Expert - Reduce ACP by 1.

Racial Traits
Dark Vision - Able to see in total darkness 60ft.
Whispering Wind - Adds +4 to Stealth. Replaces spell like ability.
Like the Wind - Adds 5 foot to movement. Replaces Energy Resistance.
Air Insight - Summoned creatures of the Air subtype remain for two rounds longer than usual. Replaces Air Affinity.
Languages Common, Auran, Ignan, Terran, Aquan, Abyssal, Celestial, Draconic, Infernal, Aklo.

Skills Acrobatics +12, Climb +9 Diplomacy +12, Perception +11, Stealth +19, Disable Device +17, Swim +9, Climb +8, Use Magic Device +10, Sense Motive +11, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Religion) +12, Knowledge (Dungeoneering) +10, Linguistics +12.

Combat Gear +1 Keen Curve Blade, Mithral Agile +2 Breastplate, Armoured Kilt, Amulet of Natural Armour +1, Ring of Protection +1
Other Equipment Masterwork Backpack (4 lbs), 1 x Explorer's Outfit (6 lbs), 2x Traveller’s Outfit (8 lbs), 50ft Silk Rope (5 lbs), Chalk x 5
Sleeves of Many Garments
Money 782gp, 9sp, 5cp

--------------------
Special Abilities
--------------------

Unchained Rogue Abilities
Finesse Training - Gain Weapon Finesse as a bonus feat. At 3rd, 11th and 19th levels, choose a weapon to gain Dexterity to Damage.
Sneak Attack - Add 1d6 per two levels when an attack hits an opponent that is flanked, or who has been denied their dexterity to AC.
Trapfinding - Add half of rogue levels to Trapfinding to find traps and Disable Device.
Evasion - When succeeding at a Reflex save, any damage that would normally be halved is ignored instead.
Rogue Talents - Tricks a Rogue can learn.
- Combat Trick - Gain a Combat Feat.
Danger Sense - Add +1 to reflex and AC to avoid traps when they go off.

Slayer Abilities
Studied Target - As a move action, study a target to gain +1 to Perception, Bluff, Knowledge, Sense Motive, Survival, To Hit and Damage. This increases for every 5 levels.
Track - Add Half Slayer level to Survival for tracking.
Slayer Trick - Gain an unusual ability.
- Two Handed Weapon Style - Gain bonus feats based on using a two handed weapon.
- Aligned Sneak Attack - Reduce alignment based damage reduction by the number of Sneak Attak Dice Rolled.
Sneak Attack - Stacks with Rogue Sneak Attack but advances slower.

Arcanist Abilities
Arcane Reservoir - Gain a number of points equal to three + Arcanist Level, used to power Arcane Exploits or add +1 to Caster Level or Spell DC.
Consume Spells - A number of times equal to character’s Charisma modifier, use a spell slot and gain an equal number of points to the Arcane Reservoir as the spell slot used.
School Savant - Gain the abilities of the Teleportation subschool of the Conjuration School of magic. Additionally, they can prepare one additional spell per day of that school. Opposed Schools - Necromancy, Enchantment.
- Shift - Teleport as a Swift action as if using Dimension Door, up to five feet plus five more per two levels (15ft).
- Summoner’s Charm - Summoned creatures last an additional number of rounds equal to half the Arcanist’s level.
Arcane Exploits - Magical tricks and abilities.
- Dimensional Slide - Spend a point to move up to ten feet per Arcanist level as part of a move or withdraw action.
- Shadow Veil - For a point, create a chance to miss and add +5 to stealth.

Trickster Abilities
Mythic Power - Fuels mythic abilities. Currently at 5 per day.
Surprise Strike - At 2 Mythic Points, use a swift action to attack an additional time. This allows Sneak Attack
Shadow Stealth - Move at full speed during stealth with no penalty. Using a Mythic Points allows the user to teleport 100 feet from shadow to shadow.
Path Dabbling - Armoured Might - Add half again of your armour bonus, up to the maximum tier.

Favoured Class Option - Arcanist - +5 HP

Appearance:
Of medium height and a lithe build, Blink resembles a Sylph to those who know what such a creature is. Lithe and airy, with a constant breeze tugging at her pale blonde hair and clothes even when indoors or in other places where such a thing shouldn’t happen. The most noticeable thing is her skin, covered in a series of lines and swirls that look like tattoos. However, she was born with them etched into her skin and unfading over time.

Typically wearing loose, baggy clothing to hide her somewhat minimal armour and long skirts with slits up to the thigh to allow easier movement, Blink typically wears blue and white clothing. She will sometimes add gold studs to her nose and ears, when she feels a need to. A child of the streets, Blink never got the hang of shoes and finds them strange and uncomfortable, and so tends to wear sandals only when absolutely needed by manners or dangers.

Blink’s voice is a mezzo-soprano, and she typically smells oddly neutral, as she tries to use unscented cleaning products on both herself and her clothes and avoids perfume like it contains a plague. When she wears makeup she uses shades of blue and gold.

Personality:
As with many Sylph, Blink is inquisitive and fond of secrets, although she tries to put that desire to a better use than many by hunting for information useful in her chosen profession. Intelligent and knowledgable, Blink has picked up a great deal of information and skills that she thinks will be useful, although she is still young enough that putting those things into practice is not always very easy.

Blink is more friendly and social than many of her race, but at least some of that is a facade, as she feels that people who like her are less likely to betray her. She has a limited level of trust, as her early life was brutally hard, but her father and the mysterious stranger who saved her life have both proven that some rare people are worthy of trust.

Blink thinks of herself as a pragmatist. That’s not entirely true, however. She isn’t cold or calculating enough to be as ruthless as she’d need to be, instead willingly spending resources on things and people simply to help out. This doesn’t mean she isn’t practical, but she simply isn’t as calculating as she would like to believe. She feels she owes it to people to help them, as others have helped her in the past.

Background:
There are places where children can survive without their parents, where people will help them with their hardships. Khatapesh is not one of those cities. The merchant city revolves around the religion of coin, and unless you have it you won’t find anyone to help you. Many of the orphans in Khatapesh are captured by slavers, but a small population manages to survive due to some innate skill or ability. So it was with Blink.

She discovered early in her life that she had an innate ability to teleport. Only short distances, and only so far as she could see...but doors aren’t usually too thick, and when you’re small and stealthy it’s surprising how easy it is to find a gap to peek through, a window to glance through or a lock to see through. With such an ability, getting coin isn’t too hard. As long as you don’t mind stealing, and as a child Blink had no idea why such a thing would be wrong.

Even in Khatapesh, such crimes were unusual. Although the sums stolen were rarely large, the Guard could not locate any clues of the thief in question. No one assumed that the little beggar girl with the odd markings that was occasionally seen near such places would have anything to do with such crimes.

Well, almost no one.

When a bounty was posted for the capture of the thief, nicknamed ‘Blink’ due to the rarely seen teleportation, adventurers in the city became more interested. One of them, a Dwarf named Zamec Vala, was more observant than the others. He noticed that at a handful of the crimes a beggar girl with odd skin markings was mentioned, and became suspicious. Finding the girl, he allowed her to overhear that he was keeping something valuable in his room at a nearby inn.

Blink was young, and the simple ploy was enough to catch her in the act. Zamec, however, had no interest in turning a child over to the ruthless guard of Khatapesh. They were not fond of thieves, and simply being a child was no excuse - slavery or a lost hand was Blink’s most likely fate.

Instead, the Dwarf travelled with the child around the world, eventually settling with a now teen Blink in Kenabres, and found there was a need for such a warrior as himself in the city fighting against the hideous incursions of the Worldwound. Now his adopted daughter, Blink also settled in - learning to enhance her skills in both the arcane and other, less reputable skills that were still useful in an adventurer’s life.

During one such training session Blink ended up, lost and alone, in the wastes of the Worldwound. She had snuck from the city to try and follow a caravan but lost it when monsters attacked. Lost and unable to find her way home, she thought she was going to die, especially as a group of cultists started scouring the area for survivors from the caravan.

It was then that she was found by a woman. At first she assumed that it was another cultist, but the holy symbol of Densa she wore convinced Blink that the woman was there to help. And help she did. With bow and fine words she got Blink back to Kenabres and her father, although she never gave Blink a name to find her by. She always wondered about the woman, and why she seemed so sad…

Blink grew up, learning to master her arcane abilities and thieve’s skills into a unique blend of fighting and casting. Hoping to one day join the Crusades and help re-take her adopted home, Blink attended the celebrations at the Cathedral of St. Clydwell. Of course, things went wrong soon after...