Female Human

Daria "Mia" Hearth's page

658 posts. Alias of MordredofFairy.


Full Name

Daria Hearth alias "Mia"

Race

Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |

Classes/Levels

Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

Size

S

Age

24

Alignment

Neutral Good

Deity

Shelyn

Location

Nex

Languages

Common, Halfling, Kelish, Vudrani, Gnome, Lip Reading(as per Perception/Linguistics)

Occupation

Junior Guard Sorceress

Strength 8
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 8
Charisma 16

About Daria "Mia" Hearth

DARIA "MIA" HEARTH

Neutral Good Small Humanoid (Halfling)
Level 6 Bard(Archeologist)

Init 5
Speed 30ft.

=====Defense=====
AC 20= 10+4(Dex)+5(Armor)+1(Size)+1(Natural) Touch=15 Flatfooted(Uncanny Dodge)=17
(+2 vs Traps)
hp 45
Saves: +1 all(racial, halfling), +1(resistance, cloak)
Fort 6=2+2+2
Refl 11=5+4+2(+2 vs traps), Evasion
Will 6=5-1+2(+2 Fear)
CMD 15

=====Offense=====
BAB 4 Range 9 Melee 4
Light Crossbow+1 : +11/1D6+1 (19-20/x3) (Lesser Designating)
Sap: +3/1d4-1(20/x2) nonlethal
CMB 2

=====Race Features=====
Fleet of Foot(30 feet speed, no surefooted)
Fearless(+2 Will Save vs Fear)
Halfling Luck(+1 all Saves)
Keen Senses(+2 Perception)
Halfling Weapon Familiarity(Slings+Halfling)
Small(+1 AC, +1 Attack, -1 CMB/CMD, +4 Stealth)

=====Class Features=====

Bardic Knowledge (Ex):

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Currently +3 all knowledge checks.

Archaeologist’s Luck (Ex):
, swift action.
+1 luck bonus: attack rolls, saving throws, skill checks, weapon damage rolls
4 + Charisma modifier rounds.
Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
+2 at 5th level, +3 at 11th level, and +4 at 17th level.

Currently: swift action, +3(2 from Class, 1 from Trait) luck bonus(attack, saves, skills, damage), 7 rounds/day.

Clever Explorer (Ex):

At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Currently: +3 Disable Device/Perception. Open Lock=Standard Action, Disable complex device in half time(min 1 round)

Uncanny Dodge (Ex)

Trap Sense (Ex) +2

Rogue Talents:
Level 4: Trap Spotter(Automatic Perception Check if within 10 feet of Trap)

Lore Master (Ex): Take 10 on Knowledge skill check with ranks. Once per day, take 20 on any Knowledge skill check as a standard action.

=====Feats=====
Level 1: Childlike
Level 3: Pass for Human
Level 5: Rapid Reload
(Planned Level 7: Lingering Performance, to pulse Archeologists Luck every 3 rounds if used in combat)

=====Skills=====

Racial Favored Class:
+½ Bluff checks to pass secret messages, +½ on Diplomacy checks to gather information, and +½ on Disguise checks to appear as an elven, half-elven, or human child.

Currently: +3

(each of the 10 Knowledge Skills has 1 rank)
Knowledge (all) 10 = 1(rank)+3(class)+3(int)+3(bardic)

12/15 Diplomacy = 6(ranks)+3(Class)+3(Cha) /+3 to gather information.
12/37 Disguise = 6(ranks)+3(Class)+3(Cha) +15 to appear as human child(Feats+FC)=> 27, can take 10=> 37
17 Stealth = 6(ranks)+3(Class)+4(Dex)+4(racial)
18 Disable Device = 6(ranks)+3(Class)+4(Dex)+3(Clever Explorer)+2(Masterwork Tools)
12/15 Bluff = 6(ranks)+3(Class Skill)+3(Cha), can take 10 to appear innocent, +3 to pass secret message
16 Perception = 6(ranks)+3(Class)-1(Wis)+3(Clever Explorer)+2(Keen Senses)+3(Competence)
9 Acrobatics = 2(rank)+3(class)+4(Dex)
7 Craft(Alchemy) = 1(rank)+3(class)+3(Int)
7 Craft(Clockwork) = 1(rank)+3(class)+3(Int)
3 Profession(Guard) = 1(rank)+3(class)-1(Wis)
8 Sleight of Hand = 1(rank)+3(class)+4(Dex)
7 Linguistics = 1(rank)+3(class)+3(Int)
7 Spellcraft = 1(rank)+3(class)+3(Int)

=====Gear=====
Backpack+bedroll, a belt pouch, flint and steel, mess kit, soap, waterskin, basic cosmetics kit(comb&co).

Signal Whistle(Property of Guard)

30 GP Thieves Tools
4000 GP Bracers of Falcon's Aim
2000 GP Gloves of Reconnaissance
18335(base) GP +1 Designating(Lesser) Light Crossbow(Small)
9168(discount)
4800 GP +1 Glamered Mithral Chainshirt(AC 5, Max Dex 6, ACP 0)
1000 GP +1 Cloak of Resistance

20998 GP

Amulet of Natural Armor

=====Traits=====
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Nimble Fingers, Keen Mind: +1 disable device, class skill.

Campaign-specific:
Know a guy: crossbow-related stuff 50% discounted, one free +3 bolt of my choice per sub-arc.
Slip through: able to use crowds as concealment/make stealth checks in/near crowds while observed.

=====Spells per day/Spells Known=====

Level 0: x per day, 6 known: Detect Magic, Ghost Sound, Mage Hand, Message, Sift, Light
Level 1: 5 per day, 4 known: Heightened Awareness, Innocence, Ear-Piercing Scream, Timely Inspiration
Level 2: 4 per day, 4 known: Cacophonous Call, Silence, Cure Moderate Wounds, Blood Biography

Description:

Daria is a Halfling, at 2ft 9 and 28 lbs. However, possibly by some genetic chance, some typical features of her race are missing. Her ears are only very subtly pointed, and her feet never took to growing hair. In fact, she looks very much like any human child would. Taking advantage of that, she dresses in a childish fashion, has wild, untamed brown hair and eyes that always seem to look for the next opportunity to play a prank.

History/Background:

But that childish look is just an act. In fact, she's a travelled and very smart Halfling woman. But she soon learned that more often than not, it can be a boon not to be noticed. People get careless. She grew up among human children, and back then it annoyed her that adults did not seem to take her seriously when she grew older. But soon after she left home, she discovered that it was very easy to take advantage of this. People let their guard down when only children were nearby. She stole, she blackmailed, she cut purses. Most of the time without any problems, and the one or two times authoritys picked her up, she managed to get away with a slap on the wrist, being the poor street child that only wanted food.

This all turned sour when a Blackmail attempt on her part went wrong big time. Unknowingly, she attempted to extort money from a local crime boss. When she went out of her hiding spot to pick up the money, she found some of his man were waiting for her under magical cover. They brought her to him, and he decided Daria had too much potential to kill her over this. Henceforth, she was forced to run errands for him.

Smuggling illegal goods, digging up dirt on local leadership, all kinds of things. She disliked this work, her payout was low and some of the things she was forced to do really hurt good people. While she had little qualms about taking what she needed by trickery and finesse herself, this felt utterly different. Killing a puppy to send a message? That had nothing to do with living free.

But the crime lord had assured her that his resident mage would be able to track her down if she ever left, and there were other ways he could turn a profit using her, chained to a wall in a cellar. Not wanting to even imagine what he meant, she did as she was told, but kept a close watch on the mage whenever she could. She always enjoyed reading about faraway places and old stories, but now, she also started reading up about magic, hoping to find some way she could make sure that old fart would not be able to track her if she left. She also pondered getting herself arrested on purpose, or turning herself in. But she did too many things, was in too deep, to hope she would come out of this unscathed.

So her errands and her research went on for several month, and crime became so prevalent that the city was forced to bring in reinforcements. Among them, a young human Captain that happened to be from the same village as her, a former childhood friend of Daria. When soon after these soldiers arrival she got an order to slip poison into the barracks food, to make an exempel of them for any future would-be meddlers, she instead secretly met up with her human friend and told him her story under cover of confidentiality.

He reported upwards asking for a deal for this crown witness, and together with his superiors a plan was devised that would bring down the local crimelord and his closest henchman.
Daria was operative in this, helping a infiltration team get into his mansion to prevent him from fleeing. Several high-ranking criminals were brought to justice that day, killed in battle or thrown in jail. For her role in the operation and the proof she helped secure, Daria was given a pardon for her crimes. However, not ALL members of the criminal network were apprehended, and it would have been dangerous for her to stay there. One of the guard captains arranged for her to be placed with a contact of him, with a safe place to stay and a job. Far away from there, in a large City.

That is how Daria came to Quantium, and came to work for the City Watch there. They also quickly found that her ability to infiltrate and work undercover was incredibly helpful. During her off times, Daria learned and learned in the Archives and Libraries. She had not yet really found friends here, and many things seemed alien, but books, they were reliable everywhere. It was ...good. Not how she imagined her life to be, but no real reason to complain. Then, one day, she got told she would be transferred to another department.

Personality:
Daria is a very smart person, but out of habit, is not always acting the way, sometimes being slightly impulsive or not thinking things through properly. She is very helpful towards others, especially towards collegues that her life may depend on. She knows that in a battle, she will only just barely pull her own weight(as little as that may be), and thus makes sure to contribute as much as possible outside of these confrontations. She is generally a good sport and can't hold a grudge over small things. During her off-hours, she will usually be found in a library, or spending her salary on books.
As she often is out on the streets pretending to be a child, she also kept a very playful nature. This includes gambling with colleagues-