Almah Rovshki

Dejah Simin's page

493 posts. Alias of Ariarh Kane.


Full Name

Dejah Simin

Race

Changeling

Classes/Levels

Bard (Archaeologist) 2 [HP: 13/13 | AC: 16 T: 12 FF: 16 | F: +0 R: +5 W: +4 Init: +2, Perc: +7

Gender

Female

Size

M (4'8", 88 lbs)

Age

19

Alignment

Neutral

Deity

Brigh

Location

Numeria

Languages

Common, Hallit, Androffan, Aklo, Orc

Strength 12
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 13
Charisma 16

About Dejah Simin

Pronunciation: DAY-zhah

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Name: Dejah Simin
Gender: Female, Race: Changeling, Class: Bard (Archaeologist) 2 Age: 19

N Female Medium Humanoid (Changeling)
Hero Points 0
Init +2; Senses Darkvision 60ft, Perception +7

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DEFENSE
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AC 16; touch 12; flat-footed 16 (+3 armor, +1 natural armour, +2 dex)
hp 13 (2d8)
Fort +0; Reflex +5; Will +4

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OFFENSE
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Speed 30 ft land, 10 ft climb
Melee Scorpion Whip +2 (1d4+1/x2)(S, disarm, performance, reach, trip)
Melee Boarding Pike +2 (1d8+1/x3/brace, reach 10 ft)
.......... Unarmed Strike +2 (1d3+1/x2) (B, non-lethal)
Ranged Sling +3 (1d4+1/x2/50 ft range) (B) (If hurling stones +1 to hit, 1d3+1 damage)
............. Lt Crossbow +3 (1d8/19-20x2/80ft range) (P)
............. Shortbow +3 (1d6/x3/60ft range) (P)

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 12; Dex 14; Con 10; Int 14; Wis 13; Cha 16 (Ability Modifiers +2 Wis, +2 Cha, -2 Con)
BAB +1; CMB +2; CMD 14

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TRAITS
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Numerian Archaeologist (Campaign trait) : Numeria is a land ripe for archaeological exploration, since many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked away by the Technic League, leaving them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins – you gain Androffan as an additional language. In addition, you posess a knack for technological items; when you use a timeworm technological item, roll twice when determining any glitches the item might cause and choose which result to use as the actual result.

Nimble Fingers, Keen Mind (Religion trait): You have studied clockwork mechanisms and other mechanical wonders. You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.

Maestro of the Society (Bard, Society) (Social trait): The skills of the greatest archaeologists and treasure-seekers are at your fingertips, thanks to the vast treasure trove of knowledge in the vaults you have access to. You may use bardic performance (Archaeologist's Luck) 3 additional rounds per day.

DRAWBACK :Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

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FEATS
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Technologist: You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

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SKILLS
(2 Background Skills and 8 Adventuring Skills +1 FC)
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Background Skills:
Appraise +7 (2 ranks)
Knowledge: Engineering +8 (2 ranks, +1 BK)

Adventuring Skills:
Acrobatics +7 (2 ranks)
Bluff +7 (1 rank)
Climb +13/+18 (1 rank, climb speed 10 ft (+8), +5 for icy or slippery surfaces)
Diplomacy +7 (1 rank)
Disable Device +10 (1 rank, +1 trait, , +1 Clever Explorer, +2 from m/w thieves tools)
Escape Artist +6 (1 rank)
Knowledge, Arcana +4 (0 rank, +1 BK)
Knowledge, Dungeoneering +8 (2 ranks, +1 BK)
Knowledge, Geography +4 (0 rank, +1 BK)
Knowledge, History +4 (0 rank, +1 BK)
Knowledge, Local +7 (1 rank, +1 BK)
Knowledge, Nature +7 (1 rank, +1 BK)
Knowledge, Nobility +4 (0 rank, +1 BK)
Knowledge, Planes +4 (0 rank, +1 BK)
Knowledge, Religion +4 (0 rank, +1 BK)
Perception +7 (2 ranks, +1 Clever Explorer)
Sense Motive +5 (1 rank)
Spellcraft +6 (1 rank)
Stealth +7 (2 ranks)
Use Magical Device +7 (1 rank)

LANGUAGES
Common, Hallit, Androffan, Aklo, Orc

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SPECIAL ABILITIES
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Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Ice Climber (Winter Hag): The changeling gains a +5 racial bonus on Climb checks on icy or slippery surfaces.
Climbing Claws (Alternate Racial Trait): Changelings with this racial trait possess nails which are better served as an aid to climbing than as a weapon and gain a climb speed of 10 feet. This racial trait replaces claws.

Climb Speed:
Climb Speed: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex) (10/day as per trait boon): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving her a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half her class level on Disable Device and Perception checks. She 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.
This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.

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BARD SPELLS KNOWN (CL 1st; concentration +5)
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Orisons (at will) (DC 13): Detect Magic, Mending, Prestidigitation, Message, Sift
1st level (3/day) (DC 14): Cure Light Wounds, Feather Step, Grease

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GEAR & EQUIPMENT
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Starts play with Explorer's Outfit valued at 10gp, weighing 8 lbs

Armour
Leather (+2 to AC, 0 ACP) 10gp, 15 lbs
Masterwork Studded Leather (+3 to AC, 0 ACP, from loot sacks given by Skulks)

Weapons
Light Crossbow 35gp, 4 lbs
Light Crossbow Bolts (20) 2gp, 2 lbs
Sling -gp, - lbs
Scorpion Whip (It deals lethal damage, even to creatures with armor bonuses. If you are proficient with both scorpion whips and whips, you can use a scorpion whip in either the normal way, as a typical light performance weapon, or as a whip. Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.)) 5gp, 3 lbs
Weapon Cord 1sp, - lbs

Equipment
Common Backpack 2gp, 2 lbs
Canteen 2gp, 1 lbs
Bedroll 1sp, 5 lbs
Flint & Steel 1gp, - lbs
Mess Kit 2sp, 1 lbs
Rope (Silk, 50 ft) 10gp, 5 lbs
Thieves Tools (Common) 30gp, 1 lbs
Trail Rations (3 days) 15sp, 3 lbs
Pouch, Belt 1gp, 0.5 lbs
Inkpen 1sp, - lbs
Stationery 1gp, - lbs
Masterwork Thieves Tools (Claimed from loot sack given by Skulks. Grant a +2 circumstance bonus on Disable Device checks.)

Total Cost and Weight: 101gp out of 105gp (4gp remaining), 50.5 lbs (medium encumbrance)
(STR 12: Light Load 0-43, Medium Load 44–86, Heavy Load 87–130)

*With 100gp advance given by Councillor Freddert for expedition, Dejah bought the following:

* 1 Waterproof bag (4sp with 20% discount from writ)
* 1 Boarding Pike (6gp &4sp with 20% discount from writ)
* 1 Vial of Antitoxin (40gp with 20% discount from writ)
* 1 Vermin Repellent (4gp with 20% discount from writ)
Spending 50gp &8sp out of 100gp. (Bought 1 new vial of Antitoxin for 2nd expedition for 40gp, leaving 10gp & 8sp from advance.)

Found on male corpse (via his belt pouch) in pond:
8gp (her share)
1 CLW potion

* From burlap sack with 50 unmarked silverdisks found inside Garmen's warehouse: Dejah's portion: 7 silver discs (valued at 7 platinum pieces). (Used 4 silver dics at General Store to purchase second vial of antitoxin, 3 silver discs remaining.)
* 1 black card with brown stripe (technology key) (valued at 3gp).
* An addition 27 gp from the distribution of gold in the loot.
* Purchased/Commissioned a Scroll of Heightened Awareness from Tabitha for 10gp.
* Purchased 2 new vials of antitoxin from Inkrit @ General Store for 80gp.
* Claimed from 1st expedition: 1 shortbow with quiver with 11 common arrows.
* Received 120gp from portion of sale of loot.
* Received 7 batteries/silver disks valued @ 10gp per battery from loot distribution.

Remaining coin: 29gp+30gp+70gp worth of silver disks/batteries=59gp plus 120gp = 179gp plus 10gp&8sp remaining from Councillor Freddert's advance

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Tracked Resources
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Trail Rations 0/3
Archaeologist's Luck 0/7
Lt Xbow bolts 0/20
Common Arrows 0/11
Antitoxin 1/1
Vermin Repellent 0/1
CLW Potion 0/1
Scroll of Heightened Awareness 0/1
Antitoxins 0/2

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APPEARANCE
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Standing at 4'8" tall and weighing 88 lbs, Dejah possesses a delicate/ethereal beauty. Her hair is long and black, with some silver-white strands through it, (sometimes kept loose and other times in a single braid down her back), skin very pale and has large, expressive, mismatched coloured eyes (left eye is silver, right eye is brown). She wears practical explorer's attire; carrying a scorpion whip, sling and light crossbow on her person.

Pic of Dejah

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PERSONALITY
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Curious to a fault. Determined and at times a little restless/relentless. Sharp wit. Personable manners. She is kinder to those a little different from the norm. A quieter demeanour than most young women of her age, however she can be social when the mood takes her (or out of necessity). Loyal to those she trusts and cares for. Undaunted by the opinion of naysayers and would-be rivals, Dejah embraces her "uniqueness".

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BACKGROUND
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She never knew her hag mother and was left as babe on her father's doorstep in the town of Torch in Numeria. Her father (Adelmar Simin) used to tell her bed-time stories of the enchantress from the far Lake of Mists and Veils who lured innocent men to their doom, and, the young Dejah would come to believe that it was her mother of which he spoke of in tales. When she was twelve years old, she heard a voice (in the back of her mind) beckoning her come - the young Dejah pushed it aside, for she had no desire to heed its call. She never heard it, again.

Dejah was unlike other humans -- her beauty too ethereal and her cleverness (and charm) apparent from the moment she could walk and talk. Her health was not always the best -- her father called her his frail swan -- yet he never rejected her and began her lessons early - through books and field work.

Together they could be found scouring the rugged landscape of Numeria for strange wonders. Caves did not make her anxious and her keen eyesight could see well through their inky depths. In addition, she had her strong nails for climbing slippery surfaces. Caves provided places of wonder and mystery. Her father's passion were the buried metallic ruins beneath Numeria. And he passed this love and curiosity to his only child and Dejah could be found in the study tinkering with something mechanical and interesting. When her father became ill and withered quickly, Dejah, when she was not by his bedside, would go exploring on her own - mindful of the more dangerous caves and would then report back to her father. She was desolate when he died in his sleep. Then she was alone. Her father had never been some covetous treasure-seeker. He was a man of science and history, a man who sought answers. And his daughter, Dejah, continued in his footsteps. The prominent wizard in Torch, Khonnir Baine, had been a casual business associate and friend of her father's and offered invaluable advice and information, from time to time, on their various finds. Dejah kept the association going after her father's passing, until the wizard's abrupt and mysterious disappearance.