![]()
About CaitirCrunch:
Caitir Female human unchained rogue (sylvan trickster) 1 (Pathfinder Unchained 20, Ultimate Wilderness 77) N Medium humanoid (human) Init +2; Senses Perception +4 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 9 (1d8+2) Fort +1, Ref +4, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4-1/19-20) or dagger +2 (1d4-1/19-20) or rapier +2 (1d6-1/18-20) Special Attacks sneak attack (unchained) +1d6 -------------------- Statistics -------------------- Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +0; CMB -1; CMD 11 Feats Familiar Bond, Iron Will, Weapon Finesse Skills Bluff +5, Diplomacy +5, Disable Device +5, Intimidate +5, Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Sleight of Hand +5, Stealth +5; Racial Modifiers +1 Knowledge (local), +1 Knowledge (nature) Languages Aklo, Common, Draconic, Elven, First Speech, Sylvan SQ comprehensive education, wild empathy +2 Other Gear studded leather, dagger, dagger, rapier, backpack, bedroll, belt pouch, flint and steel, jewelry[UE], mess kit[UE], mirror, soap, thieves' tools, trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 131 gp -------------------- Special Abilities -------------------- Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. Amber (Familiar):
Amber CR – Owl (Pathfinder RPG Bestiary 132) N Tiny magical beast (animal) Init +3; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size) hp 4 (1d8) Fort +2, Ref +5, Will +2 Defensive Abilities improved evasion -------------------- Offense -------------------- Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4-2) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse[B] Skills Acrobatics +3 (-5 to jump), Bluff -1, Diplomacy -1, Disable Device +2, Fly +7, Intimidate -1, Knowledge (arcana) -1, Knowledge (local) -1, Knowledge (nature) -1, Knowledge (planes) -1, Knowledge (religion) -1, Perception +10, Sleight of Hand +4, Stealth +19; Racial Modifiers +4 Perception, +4 Stealth SQ empathic link -------------------- Special Abilities -------------------- Empathic Link (Su) You have an empathic link with your master. Fly (60 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Backstory:
Caitir had always hated her life. Born in the slums of Riddleport, Caitir had always wanted grander things in life, coin and fame being the primary two. Unfortunately, the realities of her situation were immediately obvious to her as a young girl, her family lacked status, wealth, or even a basic education. To make ends meet, Caitir worked as a waitress, but would frequently sneak out at night, stealing from a library of all places, trying to steal texts that she could use as a stepping stone to higher learning. Late at night Caitir would secretly curl up in a corner, reading intently, before returning her stolen items least the theft be discovered. While Caitir would ultimately be unsuccessful in achieving further education beyond the books she read, the texts did spark an inspiration. During her adventures browsing both fiction and non-fiction, Caitir believed that success always involved having some sort of edge, and (lacking wealth and status) she believed that skill in magic could create that advantage in life. Caitir began to branch out, reading (and stealing) magical texts, trying to learn the basics. Try as she might though, Caitir proved to have no talent for this whatsoever – something that caused her immense frustration.
Weirdly enough, it was Caitir’s family, that would point her in the correct direction, specifically her grandfather. One day, during a particularly imaginative daydream, Caitir remembered her grandfathers old stories that he used to tell when she was a young girl, stories of the mysterious fey, the alluring Green Mother, and the information webs that would make crime lords green with envy. Struggling for alternatives, Caitir decided to follow this slender lead, she would try and find someone or something with a connection to the First World, in the hope that she could learn any fey tricks or secrets that might give her the edge she so desperately wanted. Leaving Riddleport was easy for Caitir, but tracking down someone that could help her achieve this dream would prove difficult. It wasn’t like the fey were easy to bargain with, let alone talk to or even find. On her travels though, Caitir began to hear rumours of a young women who seemed to be channelling the energies of the First World. Caitir wasn’t entirely sure what that meant but figured it was better than nothing – it wasn’t like she felt she had anywhere else to return to anyway. Mirana wasn’t quite what Caitir expected, but she seemed nice enough and eager to talk about herself. Caitir politely listened, and watched, and observed, happy to help Mirana on her quest, while Caitir took a step closer to her own dreams in the process. Caitir Description:
Caitir is a lithe human female with dark brown hair that she wears long and dark emerald eyes. Long hours in darkness have given her skin the colour of ivory, although this has started to change slightly with Caitir’s travels with Mirana. In stark contrast to Mirana’s always smiling outlook on life, Caitir keeps her face in an almost perpetual scowl. Caitir likes to dress in dark coloured clothing – preferably black. While she enjoys exotic fabric, she is also practical in deciding what to wear, and resorts to dark leather outfits while travelling. Caitir does however carry several items of jewellery (mostly rings, necklaces and earings) despite walking the wilds – her magpie like tendency to hoard expensive items meant that she couldn’t leave them behind in Riddleport. Caitir always looks for opportunities to wear such items, but isn’t stupid enough to wear them in the great outdoors for fear of losing them. Like Mirana, Caitir also prefers to wear boots on her feet, but again, she sticks to leather in stark contrast Mirana’s clothing that is often (but not always) plant based. Caitir Personality:
Caitir shares many similarities with Mirana, however the two women have very different outlooks on life. Like Mirana (for instance), Caitir is solitary, self-reliant, and resourceful. Caitir is used to doing things in her own way, forging her own path, and is likewise determined when chasing a personal goal. Like Mirana she is also exceptionally intelligent and knowledgeable – having spent countless hours reading books to make up for a shortfall in education.
As a criminal, Caitir possesses many attributes that Mirana does not, or prefers not to use. Caitir is much more comfortable in being manipulative, or deceitful, and harbours not reservations towards doing so. In her mind the ends will always justify the means and she certainly doesn’t lose any sleep over it. Caitir also possesses a liberal opinion over what ‘ownership’ actually means, and doesn’t see the harm in ‘repossessing’ items that take her fancy. Forever attracted to the trappings of wealth, Caitir usually takes items that she thinks make her look higher class than she actually is and in Mirana’s opinion – worries too much about what others think of herself. Caitir possesses even less of an interest in religion than Mirana, but pays lip service respect to The Eldest (out of pure courtesy to Mirana’s beliefs) as well as the various gods and goddesses of intrigue. Caitir is also hellbent on returning to civilisation and urban environments as quickly as possible. She doesn't mind tramping in the wilds, and she knows that Mirana gets much of her magical strength from such locations, but she always feels most comfortable around nobles, or high society or even law enforcement (the latter representing a challenge Caitir can match herself again) and such scenes are limited out in the wild. Caitir’s latest tactic is to heavily promote the idea of Mirana settling down in a large city and starting up an information network somewhere, claiming that it would be more successful in picking up rumours. Mirana has so far resisted the temptation but with each day that goes by she starts to wonder whether aimlessly wandering is really the smartest way to fulfilling her goals. |