Ardad Lili ('She of the Forked Tongue', a Queen of the Night)
Location
Longacre
Languages
Taldane (Common), Infernal (bonus from trait), Celestial
Strength
12
Dexterity
16
Constitution
12
Intelligence
10
Wisdom
13
Charisma
16
About Damla Zaris
Physical Appearance:
Hair: Long, wavy, dark ebony
Eyes: Large, expressive, deep emerald green framed by long dark lashes
Skin: Palest porcelain (ghostly pallor in sunlight)
Height: 5'10"
Weight: 130 lbs
Body type: Willowy, slender, toned musculature, long neck, unearthly beauty
Teeth: Elongated incisors - sharp enough to draw blood
Lips: Full, the colour of pale peach
Damla was a half-living child of a Human Chelaxian mother and a vagrant Vampire father.
The birth had been traumatic for her mother (Elida Zaris, a young, unwed woman of only seventeen summers) and she lived until the babe took its first breath in the early daylight hours, under the watchful eyes of a cabal of Abadaran priests. This daylight blessing/vigil weakened the child’s ties to her Undead bloodline, yet it triggered an ability to heal by positive and negative energy – although at half the normal rate (it was better than nothing). Whether she was created of an unholy union or through an unholy infliction; she was orphaned and abandoned – hurriedly bundled away to one of a number of orphanages she would see in her young life. Her maternal line would never acknowledge her existence.
Her bearing and colouring made caretakers fear her and her childhood was more solitary – she grew observant, mimicking the behaviour of those around her, making herself smaller to appease any would-be persecutors. That she could walk in sunlight and not cower was a boon and it helped her assimilate into identities and stories. Still, she enjoyed playing in the shadows and darkness.
She grew manipulative in her meekness (quick to appear agreeably subservient in order to avoid retribution and/or conceal her true thoughts/motives) and her uncommon beauty flourished and drew as much as it repelled. She never received a modicum of affection or love – caretakers would often take to slapping and switching her – acts she garnered a little pleasure from; yet not so far as to throw her lot in with the Dark Prince, Zon-Kuthon (she preferred the Queens of the Night). The child’s heart was never engaged in any true, warm feelings and so she gave in to her darkness and did not regret it.
After escaping her last orphanage at the age of twelve, Damla lived off the streets and her wiles. She was given little formal learning or training, yet she was observant and determined to overcome any challenge and prosper. She was a beguiling grifter - demurring where she had to, stealing and manufacturing opportunities. Her loyalties (to others and things) shifted with the wind (though none would be privy to this as she guarded her secrets). However, she was ever careful (thorough smoke and mirrors) to hide her dark longings, aspirations and machinations. Her loyalty was saved only for herself. Damla had not (yet) killed anyone other than her mother at birth; yet it didn’t mean she wouldn’t kill to save her own skin and keep her secrets. She had hurt many people, and, bitten a number of them - not necessarily for the taste of their sanguine blood, but for the power to get them to heel. And, she enjoyed the sounds her quarry made when her incisors broke skin – a sweet, delightful pleasure. Much like the pleasure she received at finding just the right spot to press the tip of a blade into or the point of a rapier. She was a graceful adversary/assailant.
Yet, she understood she would need a powerful benefactor and she decided to ingratiate herself with House Thrune and serve them in whatever manner would best serve her. She wished to rise through the ranks - become a sought after and influential "resource". There was a given loyalty (the rest she affected with aplomb and due meekness). She was afterall a patriot of Cheliax and House Thrune was a powerful force in the empire. This is how she found herself on the road to the charmless town of Longacre – a place where Cheliax’s unwanted veterans openly criticised House Thrune. Perhaps, she could help weed out the “undesirables” from undermining Thrune’s authority – at least that’s what she would say her simple purpose is, if questioned by those she serves.
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Damla Zaris
Dayborn Dhampir UnRogue (Shadow Rebel) 1
NE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +7/+8; Sense Motive +5
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Defense
-------------------- AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armour)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. disease and mind-affecting effects, -1 vs. positive energy damage Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to positive energy
--------------------
Offense
-------------------- Speed 30 ft.
Melee: Dagger +3 (1d4+1, 19-20/x2, P or S)
Melee: Rapier +3 (1d6+1, 18-20x2, P, finesse)
Melee: Light Mace +3 (1d6+1/x2, B)
Ranged: Dagger +3 (1d4+1, 19-20/x2, P or S, 10 ft range increment)
Special Sneak Attack +1d6
--------------------
Statistics
-------------------- Str 12, Dex 16, Con 12, Int 10, Wis 13, Cha 16 (Ability Modifiers +2 Dex, +2 Cha, -2 Con)
Base Atk +0; CMB +1; CMD 14
Skills Background Skills (2)
• Appraise +4 (1 rank)
• Sleight of Hand +7/*+9 (1 rank, *+2 to conceal dagger on body)
Adventuring Skills (8+1FC=9)
• Bluff +9 (1 rank, +2 for Manipulative)
• Diplomacy +7/*+8 (1 rank, *+1 to gather info via Thrune Informant)
• Disable Device +7/*+8 (1 rank, +1 to disarm traps)
• Disguise +8 (1 rank, +1 from Thrune Informant)
• Know. Local +5 (1 rank, +1 from Thrune Informant)
• Linguistics +5 (1 rank, +1 from Unintentional Linguist)
• Perception +7/*+8 (1 rank, +2 from Manipulative, *+1 to locate traps)
• Sense Motive +5 (1 rank)
• Stealth +7 (1 rank)
Languages Taldane (Common), Infernal (bonus from trait), Celestial
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Special Abilities
--------------------
• Darkvision (60 feet): You can see in the dark (black and white only).
• Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
• Negative Energy Affinity (Ex): You are alive, but react to positive/negative energy as though you were undead.
• Resist Level Drain (Ex): Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
• Undead Resistance: +2 bonus to saves vs. disease and mind affecting effects.
• Weakness to Positive Energy: -1 to save vs. effects that deal positive energy damage.
• Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks.
• Dayborn (alternate racial trait): A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
• Life-Dominant Soul (from feat): You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.
• 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.
• Sneak Attack +1d6
• Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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Gear
--------------------
Starts play with Explorer's Outfit valued at 10gp.
Equipment:
• Common Thieves' Tools (30 gp, 1 lbs)
• Canteen (2 gp, 1 lbs)
• Common Backpack (2 gp, 2 lbs)
• Grooming Kit (1 gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2 sp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• 1 flask of Inflict Light Wounds Potion (50 gp, - lbs)
• Trail Rations (4 days worth, 20 sp, 4 lbs)
Total Cost of Gear/Equipment: 137 gp & 2 sp out of 140 gp (approx 3 gp remaining)
Total Weight of Gear/Equipment: 40 lbs (light load) (STR 12: Light 43 lbs or less, Medium 44-86 lbs, Heavy 87-130 lbs)
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Shadow Rebel archetype:
Shadow Rebel
Shadow rebels are quick to appear agreeably subservient in order to conceal their noncompliance and avoid retribution.
Sophisticated Stealth (Ex)
At 3rd level, a shadow rebel gains a +1 bonus on Knowledge (nobility) checks. In addition, she gains a +1 bonus on Bluff checks to convey a secret message and on Sense Motive checks to discern secret messages. These bonuses increase by 1 every 3 rogue levels thereafter.
This ability replaces trap sense.
Misdirection (Sp)
At 4th level, a shadow rebel gains the ability to cast misdirection on herself once per day, though instead of choosing an object for the second target, she must choose a creature in range. The caster level for this ability is equal to her class level, and the save DC for this spell is 12 + the shadow rebel’s Intelligence modifier. The save DC of this ability increases by 1 if the secondary target is lawful or evil.
This ability replaces uncanny dodge.
Rogue Talents: The following rogue talents complement the shadow rebel archetype: canny observer, charmer, false friend, fast getaway, honeyed words, obfuscate story, and quick disguise.
Advanced Talents: The following advanced rogue talents complement the shadow rebel archetype: hard to fool, master of disguise, skill mastery, slippery mind, and thoughtful reexamining.