Full Name |
Daehalya Shadowsun |
Race |
HP 83 | AC 25 (+1 vs. traps) | F: +11, R: +17, W: +12 (+1 vs. traps) | Perc: +14 | Speed 30 ft. |
Classes/Levels |
Elf rogue 7 |
Languages |
Common, Elven, Erutaki, Sylvan |
Strength |
18 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
12 |
About Daehalya Shadowsun
[ spoiler=Quick Stats]
HP 83/83
AC 25 (+1 vs. traps), deny advantage, cold resistance 3
Fort +11, Ref +17, Will +12 (+1 vs. traps)
Hero Points: 2
Deviant backlash DC: 5
Effects:
[/spoiler]
[dice=Athletics (trained) to Trip vs. Reflex DC]1d20+ 17 [/dice]
[dice=+1 striking staff 2H vs. Xxx (iterative)]1d20+16-5[/dice]
[dice=Bludgeoning]2d8+6[/dice]
[dice=Sneak attack?]2d6[/dice]
[ ooc]Crit? You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. [/ooc]
[dice=Perception (expert) to Sense Motive vs. foe’s Deception DC or a hard DC of the foe’s level, whichever is higher]1d20+11[/dice]
[ ooc]Will Nimble Dodge first attack that comes my way. (+2 circumstance bonus to AC against the triggering attack)[/ooc]
[ spoiler=Predictable! results]
Critical Success You precisely discern the target's strategy, gaining a +2 circumstance bonus to AC against the creature until the start of your next turn and a +2 circumstance bonus to your next saving throw against the creature before the start of your next turn.
Success You deduce the gist of the target's strategy; as critical success, except the circumstance bonus is only +1.
Failure You fail to discern the target's strategy and gain no benefit.
Critical Failure You misinterpret the target's strategy and take a –1 circumstance penalty to AC against the creature until the start of your next turn, and a –1 circumstance penalty to your next saving throw against the creature before the start of your next turn.
[/spoiler]
[dice=+1 striking staff 2H vs. Xxx]1d20+16[/dice]
[dice=Bludgeoning]2d8+6[/dice]
[dice=Sneak attack?]2d6[/dice]
[ ooc]Crit? You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. [/ooc]
[ ooc]Will Nimble Dodge first attack that comes my way. (+2 circumstance bonus to AC against the triggering attack)[/ooc]
[dice=+1 striking staff 1H vs. Xxx]1d20+16[/dice]
[dice=Bludgeoning]2d4+6[/dice]
[dice=Sneak attack?]2d6[/dice]
[ ooc]Crit? You knock the target away from you up to 10 feet (you choose the distance). This is forced movement. [/ooc][ ooc]Will Nimble Dodge first attack that comes my way. (+2 circumstance bonus to AC against the triggering attack)[/ooc]
---
Daehalya Shadowsun
Birthplace: Crown of the World
Gender & Pronouns: Female, she/her
Ancestry: elf (arctic elf)
Background: Wanderlust
Class Rogue (ruffian); Level: 7
Medium Elf, Humanoid,
AL NG; Deity: Findeladlara
Languages: Common, Elven, Erutaki, Sylvan
____________________
SENSES
Perception: [dice=Perception (master)]1d20+14[/dice]
Special Senses: low-light vision
____________________
DEFENSES
Hit Points: 83 (6 ancestry, 8 class, 2 Con, 1 Toughness)
AC: 25 (+4 armor, +2 Dex, +2 trained, 5 level)
Armor +1 hide armor (+4 AC, +2 Dex cap)
Armor proficiencies trained in light, medium armor, unarmored defense
SAVING THROWS
Fortitude: [dice=Fortitude (trained, +1 vs. traps)]1d20+ 11 [/dice]
Reflex: [dice=Reflex (master, +1 vs. traps, evasive reflexes)]1d20+ 17 [/dice]
Will: [dice=Will (expert, +1 vs. traps)]1d20+ 12 [/dice]
Notes: You dwell deep in the frozen north and have gained incredible resilience against cold environments, granting you cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
Evasive reflexes: When you roll a success on a Reflex save, you get a critical success instead.
____________________
OFFENSE
Class DC: 23 (trained)
Speed: 30 ft.
Weapon proficiencies expert in simple weapons, rapier, sap, shortbow, shortsword, unarmed attacks
___________________
SKILLS
Acrobatics (E, Dex)
[dice=Acrobatics (expert)]1d20+ 15 [/dice]
Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 10 [/dice]
Athletics (M, Str)
[dice=Athletics (master)]1d20+ 17 [/dice]
When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally.
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 1 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 1[/dice]
Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 10 [/dice]
Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 10 [/dice]
Lore (stabling) (T, Int)
[dice=Lore (stabling) (trained)]1d20+ 10 [/dice]
Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+ 1[/dice]
Nature (T, Wis)
[dice=Nature (trained)]1d20+ 10 [/dice]
Occultism (E, Int)
[dice=Occultism (expert)]1d20+ 12 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+1 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 10 [/dice]
Society (T, Int)
[dice=Society (trained)]1d20+10 [/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+13[/dice]
Survival (T, Wis)
[dice=Survival (trained)]1d20+10[/dice]
Thievery (E, Dex)
[dice=Thievery (expert)]1d20+15[/dice]
____________________
FEATS:
Ancestry Feats and Abilities
* 1st: Unwavering Mien: Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
* 5th: Ageless Patience: You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
Class Feats and Abilities
* Feature 1st: Ruffian Racket: You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition, you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size). When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
* Feature 1st: sneak attack 1d6
* Feature 1st: surprise attack: On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
* 1st: Nimble Dodge: Trigger A creature targets you with an attack and you can see the attacker; Requirements You are not encumbered; You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
* 2nd: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
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.
* 4th: Predictable! By observing an opponent, you can get a sense of their next move and prepare to counter or resist it. Choose one target and attempt a Perception check to Sense Motive against the foe's Deception DC or a hard DC of the foe's level, whichever is higher.
* 6th: Gang Up: You and your allies harry an opponent in concert. Any enemy is flat-footed against your melee attacks due to flanking as long as the enemy is within both your reach and your ally’s. Your allies must still flank an enemy for it to be flat-footed to them.
Deviant Feats
1st: Titan Swing [two-actions] (rare, deviant, magical, transmutation) Your limbs tense as you deliver a mighty swing. Make a melee Strike. If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you’re at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you’re at least 18th level, increase it to three extra dice and push the target by 15 feet. Awakening On a hit, you deal 1d6 persistent bleed damage. This increases to 2d6 at 10th level and 3d6 at 18th level.
* 6th: High-Speed Regeneration [free-action] Trigger: My turn begins; Your wounds knit together with barely a thought. You regain Hit Points equal to double your level. When you gain this deviation, the GM secretly selects one type of energy damage or precious material, such as fire or cold iron. When you take damage of that type, your wound smokes until the end of your next turn, preventing you from using High-Speed Regeneration.
General Feats
* 3rd: Toughness: Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
* 7th: Expeditious Search: You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.
Skill Feats
* Background: Express Rider
* 1st: Forager
* 2nd: Steady Balance
* 3rd: Trick Magic Item
* 4th: Powerful Leap
* 5th: Cat Fall: Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
* 6th: Combat Climber
* 7th: Quick Climb: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, up to your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
Free Archetype Feats
* 2nd: Staff Acrobat Dedication: When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don’t have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.
* 4th: Bullying Staff: You can attempt to Shove or Trip creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to Shove or Trip creatures up to three sizes larger than you.
* 6th: Staff Sweep: You sweep your foes away with your staff. Roll an Athletics check to Shove or Trip, and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart.
____________________
EQUIPMENT
Gear: +1 striking staff, +1 short sword, dagger, +1 hide armor, adventurer’s pack, climbing kit, sheath, thieves’ tools
8 gp, 6 sp
STORY NOTES
* Hume's Tower
* Domora's library
First mention of Domora
We remember a bit of the Missing Moment!
Meeting Captain Adney Tinhill's ghost
The Lake of Mists & Veils, find a weeping mermaid
Meeting the Smiling Wolves
The Blackfrost Whale, giving paranormal powers, taking over minds, was from Sovyrian then buried under the Crown of the World
Meeting Alleli on Castrovel
A Slender Man, and a strange symbol
The hunt for Kaneepo
First mention of Kaneepo
Learning about Bolan, and the mission into the Wilewood