Doll, Soulbound

Charmaine Trill's page

177 posts. Alias of Gummy Bear.


Race

HP: 25/25 | AC: 20 T: 16 FF: 16 CMD: 14 | F+4 R+9 Evasion W+1 +2 dominate and possession | Init +5 | Perception -1, Low-Light

Classes/Levels

Tracked Resources:
None

Gender

"Fontaine" NE Female Halfling Master of Disguise Unchained Rogue 3

About Charmaine Trill

Statistics:
Female Halfling Master of Disguise Unchained Rogue 3
NE Small
Init +5; Senses Perception -1, Low-Light
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DEFENSE
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AC 20, touch 16, flat-footed 15 (+4 armor, +5 dex, +1 size)
hp 24
Fort +4, Ref +9, Will +1; +2 dominate and possession; Evasion
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OFFENSE
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Speed 20 ft.

Melee Mwk Dagger +9 (1d3+5) 19-20x2 +2d6 Sneak Attack

Range Shortbow +8 (1d6) +2d6 Sneak Attack, Dagger +8 (1d4) 19-20x2
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STATISTICS
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Str 6, Dex 20, Con 14, Int 14, Wis 9, Cha 17
Base Atk +2; CMB -1; CMD 14
Feats Childlike, Weapon Finesse, Pass for Human
Rogue Talents Quick Disguise
Skills
Acrobatics +10 (3 ranks, 5 dex, 3 class skill)
Bluff +10 [+1 be in character, +2 w/ concealment/cover T10 convince innocence] (3 ranks, 3 class skill)
Climb +2 (1 rank, -2 str, 3 class skill)
Diplomacy +8 (3 ranks, 3 cha, 3 class skill)
Disable Device +10 (3 ranks, 5 dex, 3 class skill)
Disguise +9 [+2 w/ prop] (3 ranks, 3 cha, +1 Consummate Actor, 3 class skill)
Escape Artist +10 (3 ranks, 5 dex, 3 class skill)
Intimidate +8 [no size penalties] (3 ranks, 3 cha, 3 class skill)
Local +7 (3 ranks, 2 int, 3 class skill)
Perform [String] +7 (1 rank, 3 cha, 3 class skill)
Stealth +16 (3 ranks, 5 dex, 4 size 3 class skill, 2 trait)
Swim +2 (1 rank, -2 str, 3 class skill)

Background Skills
Sleight of Hand +11 [+2 w/ concealment/cover] (3 ranks, 5 dex, 3 class skill)
Linguistics +8 (3 rank, 2 int, 3 class skill)

Languages Common, Halfling, Dwarven, Elven, Gnome, Giant, Infernal

Gear/Possessions:

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GEAR/POSSESSIONS
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Mwk Thieves' Tools (Stowed in hair)
Mwk Dagger ("Using magic and patience, he painstakingly carved designs and patterns pleasing to the eye along the edge, filling them in with silver and gold to make them stand out more." Was made by Brice LeVaughn and bear his initials via Arcane Mark)
Dagger (3, two of which were made by Brice LeVaughn and bear his initials via Arcane Mark)
Spring-Loaded Wrist Sheath (2, Mwk Dagger and regular dagger)
Disguise Kit
Chainshirt
Shortbow
Arrows (20)
Cold Weather Outfit
Hot Weather Outfit
Traveler's Outfit
Peasant's Outfit (a potato sack with a sleeve sewn to it)
Pirate Clothes
Vest
Ernie (Ratty Teddy Bear, only fit for a pauper)
Reginald the Great (A splendid teddy bear that only a wealthy child could own)
Iron Circlet (Hat of Disguise)
Silver Symbol of Asmodeus

423.55gp

Special Abilities:

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SPECIAL ABILITIES
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Rogue Talents
Spoiler:

2 - Quick Disguise: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. A Master of Disguise can create a disguise twice as quickly as normal even for that rogue talent (she can create a disguise that encompasses only minor details as a standard action).

Traits
Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Augmented Disguise: You are especially good at disguising yourself when you have props available. You gain a +2 trait bonus on Disguise checks when wearing a wig, false beard, or similar large prop, or if you are wearing a special costume or eye-catching bauble that reinforces your disguise.
“Be quiet as death, and rule all” You gain a +2 trait bonus to Stealth checks.

Race
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Irrepressible: Halflings with this trait receive a +2 racial bonus on saving throws against dominate and possession effects. This bonus stacks with the bonus granted by halfling luck. This racial trait replaces fearless.
Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed.
Behind the Veil: Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Class
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Consummate Actor (Ex): A master of disguise adds half her rogue level (minimum 1) on all Disguise checks and on Bluff checks to stay in character while using Disguise. At 2nd level, she gains the quick disguiseAPG rogue talent, and she can create a disguise twice as quickly as normal even for that rogue talent (she can create a disguise that encompasses only minor details as a standard action).
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.

Backstory:

While her parents were content with being servants to a minor noble family in Talingarde, the sullen monotony and perpetual subservience quickly began to chaff on Charmaine Trill. During her mid-teenage years, she began slipping out during the day, shirking her chores in exchange for a more exciting time on the town. Finding herself without money, never having need to carry any on the estate, she discovered that a little timing and a fast hand could get her what she needed. This quickly led to her discovery by a handful of smalltime thugs and an invitation of membership. Charmaine accepted the offer, emboldened by her recent success, and returned home one last time to collect her meager belongings. She left the next day without a single goodbye.

Now, a halfling in her early twenties running with a small group of tightknit scoundrels, Charmaine was no stranger to crime or the law. Members have come and gone, some more peacefully than others, but the con was always the same: Charmaine, using her uncanny resemblance to a human child, would harp on the sympathies of the fools of Talingarde. Once they had decided she was a whelp worthy of their misguided Mitran charity, she would beg for increasingly expensive things in store windows and from stall vendors, a tidy sum to be gained from their resale with plenty of opportunities for a peak at their coinpurse. With the fool firmly wrapped around her finger, and with a tail of thugs following them, she would abruptly run down an alley calling after a puppy, balloon, or any other object of childish wonder. Like clockwork, the fools always followed her, at least for a couple strides, which was more than enough for the thugs to rough them up and take anything of value. Simple enough, clean, effective.

During one such con, Charmaine found the best victim of her life: her former master. Knowing all of his tells, weaknesses, and preferences after years of servitude, she put her best face forward. Everything had gone to plan and was going well, but it was too late when she finally realized things were going too well. As they approached the alley, it wasn't until he took her hand, instead of Charmaine taking his finger, that it hit her. A life time in the salt mines is all that's left for you, Charmaine. He whispered venomously into her ear, as the unmistakable sounds of fighting erupted behind them. Charmaine screamed.

In a whirlwind of blood and steel, her little band of thieves was slain or violently subdued. Before Charmaine could do anything but watch and scream, everything turned black. When she awoke, she found herself alone in a dark cell with a shoddy Mitran bible and a missive.

Charmaine Trill,

You have bene charged with the Fraud of a noble and righteous Talingardian family. In the name of Mitra's justice, you have been sentenced to a life of hard labor in the salt mines.

Forever Honorably, 

A devout servant of Mitra 

Build Plan:

NE Halfling Master of Disguise Unchained Rogue 
Racial Traits - 
Creepy Doll 
Irrepressible 
Behind the Veil 
Traits - Fraud, Augmented Disguise 
Str: 8 (6) 
Dex: 20 (18) 
Con: 14 
Int: 14 
Wis: 9 
Cha: 17 (15)

Skills 9 
Acrobatics 9 
Bluff 9 (+1 to be in character, +2 w/ concealment or cover, t10 to convince innocence) 
Diplomacy 7 
Disable Device 9 
Disguise 8 (+2 posing as human child and no penalties, +2 if using a prop) 
Escape Artist 9 
Intimidate 7 (no size penalties) 
Local 6 
Stealth 13
Background Skills 
Sleight of Hand 9 (+2 w/ concealment or cover) 
Linguistics 6

Feats 
1 Childlike 
3 Pass for Human 
5 Extra Rogue Talent (Innocent Facade)
7 Bookish Rogue 
9 Weapon Focus (Dagger) 
11 Extra Rogue Talent (Glib Facade)

Rogue Talents 
2 Quick Disguise 
4 Minor Magic
6 Major Magic
8  One of Those Faces
10 Master of Disguise