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Dounia Mehar Mehek Ghali's page

809 posts. Alias of Angie H.


Full Name

Dounia Mehar Mehek Ghali

Classes/Levels

HP 24nl/31| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

About Dounia Mehar Mehek Ghali

Dounia Mehar Mehek Ghali
Level 4 Human unchained rogue
Init +6; Perception +8 (9 vs traps)

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DEFENSE
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AC 16 (17 vs traps), touch 14, flat-footed 12
HP 31
BAB +3
Fort +3 Ref +8 (+9 vs traps) Will +2
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OFFENSE
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Speed 30 ft.
Melee

Dagger +7
Damage 1d4+4, 19-20 x2

Ranged
Shortbow +7
Damage 1d6-1, 19-20 x2

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STATISTICS
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Str 8, Dex 19, Con 14, Int 14, Wis 12, Cha 10
Base Atk +3; CMB +2; CMD 16

SKILLS (11/lvl +2 bkgrnd)
*Acrobatics 11 = 4r+ 3c + 4Dx
*Bluff 6 = 3r +3c +0Ch
*Climb 6 = 4r+ 3c -1St
*Diplomacy 0= +0Cha
*Disable Device 14 = 4r + 3c + 4Dx +2 tools +1 trait
*Disguise 0 = 0Ch
*Escape Artist 10 = 3r + 3c + 4Dx
Heal 2 = 1r + 1W
*Intimidate 0 = +0Ch
*Knowledge (dungeoneering) 6 = 2r +3c + 1W
Knowledge (geography) 8 = 2r +3c + 1W +1 trait
*Knowledge (local) 8 = 4r +3c +1W
*Perception 8 = 4r + 3c +1W (+1 vs surprise by foe)
*Sense motive 5= 1r + 3c+ 1W
*Stealth 11 = 4r + 3c + 4Dx
*Swim 3 = 1r +3c -1St
*Survival 9 = 4r +3c + 1W +1 trait
*Use Magic Device 5 = 2r +3c +0Ch
Background skills
*(b)Appraise 6 = 1r +3c +2Int
(b)Handle Animal 0 = +0Ch
*(b)Perform (qanun) 5 = 2r +3c +0Ch
*(b)Sleight of Hand9 = 4r +3c +2Int ???
*(b)Perform (Dance) 8 = 1r +3c +4Dex
* - class skills

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SPECIAL ABILITIES
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Class Features
Weapon Finesse as a bonus feat
Sneak attack +2d6
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.

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
Level 1: Point blank shot: +1 attack and damage within 30 feet.
Human bonus feat: Rapid shot: 1 extra attack, both at -2
Level 3: Two weapon fighting: -2 penalty for both hands when weapons are light.

Traits
1)Reactionary - +2 to Initiative.
2)Nomadic (Human) - +1 bonus on Knowledge (geography) and Survival, and one of these skills (your choice) becomes a class skill.
3) Rich parents (Starting wealth = 900)
Drawback: Envy For each day you spend without stealing at least 10 gp worth of valuables or other wealth, attempt a DC 20 Will save. If you fail, you take a cumulative –1 penalty on Will and Reflex saving throws and concentration checks (up to a –5 penalty). If you succeed, the penalty is reset to 0.

Racial Modifiers (human):
Favoured class bonus: The rogue gains +1/6 of a new rogue talent.
+2 to one stat: Dexterity
+1 feat
+1 skill per level

Languages: Aerthane(Common), Limaninite(Zhayalahmar), Sahradhuron(desert), Latronic(gyspy)
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GEAR/POSSESSIONS
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Wealth
Starting wealth: 900 gp
Current wealth: 0

Weapons/Armour
Dagger, 2gp
Shortbow 30gp
arrows (20) 1gp
Leather armour, 10gp, +2AC, 0ACP

Adventuring gear
Blinkback Belt
Thieve's tools, concealable 190 gp
Potion CLW 50gp
Potion spider climb 300gp
Talisman of Beneficial winds 50 gp
Glittering trinket 120 gp

Misc gear
Courtier's outfit 20gp
Various jewelry 30 gp 10 gp
Fake jewelry 1gp
Perfume 10gp (10 doses)
mirror 10 gp
twine/chalk/bell 1gp
sunrod 2 gp
compass 10gp
bloodblock 25 gp
waterskin
spices (saffron etc) 10 gp

Dounia Mehar Mehek Ghali
15 years old

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.