About Dejah SiminPronunciation: DAY-zhah --------------------------- Name: Dejah Simin
N Female Medium Humanoid (Changeling)
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Space 5 ft., Reach 5 ft. --------------------
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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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Background Skills:
Adventuring Skills:
LANGUAGES
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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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Armour
Weapons
Equipment
Total Cost and Weight: 101gp out of 105gp (4gp remaining), 50.5 lbs (medium encumbrance)
*With 100gp advance given by Councillor Freddert for expedition, Dejah bought the following: * 1 Waterproof bag (4sp with 20% discount from writ)
Found on male corpse (via his belt pouch) in pond:
* 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.)
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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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. --------------------
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". --------------------
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. |