About Dounia Mehar Mehek GhaliDounia Mehar Mehek Ghali
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Dagger +7
Ranged
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SKILLS (11/lvl +2 bkgrnd)
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Evasion: If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. Rogue Talent (level 2): Peerless Maneuver - Roll two dice when making a Acrobatics check and take the better result. Danger Sense (level 3): a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for the purpose of any feat or class prerequisite. Debilitating Injury (level 4): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. --Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). --Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). --Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. Rogue talent (level 4): Resiliency: Once per day, you can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. Uncanny Dodge (level 4):A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. Feats
Traits
Racial Modifiers (human):
Languages: Aerthane(Common), Limaninite(Zhayalahmar), Sahradhuron(desert), Latronic(gyspy)
Weapons/Armour
Adventuring gear
Misc gear
Dounia Mehar Mehek Ghali
Raised by her sister, Cyra, in an isolated oasis, a day's ride from Zhayalahmar. Her sister told her they were princesses in hiding, and that when it was safe, their father and seven brothers would come for them, and they would live in a great palace. They made a game out of everything, and her sister taught her how to play the qanun and silk screening, and they memorized long poems and epic tales. They learned archery by trial and error after stealing a bow. Soon Dounia was shooting desert rats and roadrunners for their dinner. Everything they had, they stole from nearby towns or caravans. Three weeks ago, they slipped into the wrong house, and were caught. Cyra was imprisoned, but as Dounia was so young, it was deemed more profitable to sell her quietly into slavery. Dounia is short and skinny – maybe she hasn’t blossomed yet. She wears as much jewelry and fancy clothes as she can, though she doesn’t know a piece of cut glass from a fine diamond. Her ears are pierced in several places, and she wears gold hoops and “precious stone” studs. She has a ruby stud in her nostril and a gold hoop in her eyebrow. She keeps her black hair covered under a shayla – a decorative scarf worn for modesty. She wears baggy, flowing pants and long blousy tops, in colourful silk. Friend: Jumanah, an urchin in a nearby town. They steal honey cakes and cups of strong coffee, and pretend they are fancy ladies at the palace. Enemy: Kala, a rich woman whose house they were arrested when breaking into. Fear: buried deep, not admitted: she’s not royalty, and nobody is coming for her. Goal: Reunite her family: Rescue her sister, find her father and brothers and take her place with them. |