Selaxasp

Edith 'Edie' Squire's page

227 posts. Alias of Wei Ji the Learner.


Full Name

Edith 'Edie' Squire

Race

Statline:
Bldrg3(Drc)|HP: 29NL/29NL 25/29|AC: 13/T:11/ FF: 12|F: +5/R:+2/W: +3|CMB:+6|CMD: 14/13FF|BAB: +3|Init:+1|Darkvision|ResFire/Cold/Elec: 7|Per/Prof(Merch):+6|Craft(Alch)/K:Loc/Spcft:+4|K: Arc/K:Rel:+5l|Srv:+2

Classes/Levels

Consumables/Status:
Bloodrage: 8/10 per Day Statuses: Fatigued (4 rounds)

Gender

Female Tiefling

Size

M

Age

47

Special Abilities

Angelic Attacks, Bloodrage, Darkvision 60', Energy Resistance Cold/Electricity/Fire 7, Fast Movement, Prehensile Tail

Alignment

NG

Deity

Shei, the Ibis Matron

Languages

'English', Celestial, Draconic, Infernal

Occupation

Stock clerk and Customer Service expert for Gem Crabbies

Strength 13
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 14
Charisma 14

About Edith 'Edie' Squire

Edie 'L1':
Edith 'Edie' Squire
Female div-spawn tiefling bloodrager 1 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +2
Resist cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee cold iron dagger +4 (1d4+1/19-20) or
. . cold iron dagger +2 (1d4+1/19-20) or
. . cold iron dagger +2 (1d4+1/19-20) or
. . gauntlet (from armor) +2 (1d3+1) or
. . greataxe +2 (1d12+4/×3) or
. . unarmed strike +2 (1d3+1 nonlethal) or
. . 2 claws +2 (1d4+1)
Special Attacks angelic attacks, bloodrage (6 rounds/day)
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 11, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Armor Of The Pit[ARG], Cosmopolitan[APG]
Traits child of the temple, unscathed
Skills Craft (alchemy) +4, Fly +3, Knowledge (arcana) +4, Knowledge (local) +4, Knowledge (religion) +5, Perception +6, Profession (merchant) +6, Spellcraft +4; Racial Modifiers +4 Fly
Languages Celestial, Common, Draconic, Infernal
SQ fast movement, prehensile tail[ARG]
Combat Gear potion of goodberry; Other Gear mwk lamellar (horn) armor[UC], cold iron dagger, cold iron dagger, cold iron dagger, greataxe, silk rope (50 ft.), 117 gp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Cold iron dagger - 0/1
Cold iron dagger - 0/1
Cold iron dagger - 0/1
Potion of goodberry - 0/1
--------------------
Special Abilities
--------------------
Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
--------------------
Edie's life has been a painful ball of contradictions and frustrations leading up to this breaking point.

When she was a child, she was always chided for being 'smarter' than 'this', as if that meant anything. And it was true, she WAS smarter -- as long as she didn't have to do homework. Schoolwork should be done at school, not at home.

As a result, when it started to come time for looking at future career options and the like, her options were rather limited -- either get a job straight out of school or go into the military. She eventually chose the Navy, because that way she'd at least get a chance to put her smarts to use -- so she thought.

It turned out that while she was reasonably intelligent for her age, she simply did not have the academic or intellectual chops to keep up with the needs of the Applied Elemental Programme, and washed out.

A couple of years in Fleet serving as a non-rated fireman kind of killed her desire to stay, and after the results of the First Persian Gulf War she took advantage of an 'early out'.

Unfortunately, that left her with even LESS of an education and put her into a job market that was flooded with other job applicants just like herself. She fell into a bit of a depression and it took nearly two years to find a job, during which talk radio and isolation were the only entertainments in her life -- well, that and the Beatles, but that's neither here nor there.

When she got hired at Crabbies -- the drug side of the multistore chain 'Gem Crabbies' she was a dedicated hard worker with an ethic that surpassed any of the other recruits, and she found the job enjoyable, the workplace environment sort of like a family, and she was productive... for a time.

After many corporate buy-outs of the company, though, the culture of the workplace had changed, and it was becoming increasingly toxic and terrible. She viewed the 'Mandatory Mummy Flu Shot' as the deal-breaker, but she had been working for the company for so long that the idea of any other job or arrangement terrified her, and despite her fears she took the shot.

She was one of the lucky .001 percent that developed side effects from the Shot.

Well, 'lucky' as in 'she didn't die horribly'. After what happened to her body, she was almost wishing she did. Still, after two months of recovery (which the company DID pay for) but the legal settlement still wandering it's happy way through the courts (which the company DOES NOT want to pay for) she's stuck in a bit of a Limbo -- she needs to keep working to make sure the legal folks keep her case moving.

At the same time, though, it's just a matter of time before she loses her temper at work and either murders her overly-touchy manager who doesn't understand that 'No means no' or one of her customers.

The idea of being able to go on an adventure and 'blow off some steam' is incredibly appealing.

Edie 'L2':
Edith 'Edie' Squire
Female div-spawn tiefling bloodrager 2 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 24 (2d10+4)
Fort +5, Ref +2, Will +2
Defensive Abilities uncanny dodge; Resist cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee cold iron dagger +3 (1d4+1/19-20) or
. . cold iron dagger +3 (1d4+1/19-20) or
. . cold iron dagger +3 (1d4+1/19-20) or
. . gauntlet (from armor) +3 (1d3+1) or
. . mwk lucerne hammer +4 (1d12+1) or
. . unarmed strike +3 (1d3+1 nonlethal) or
. . 2 claws +3 (1d4+1)
Ranged composite longbow +4 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lucerne hammer)
Special Attacks bloodrage (8 rounds/day), claws
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 11, Wis 14, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Armor Of The Pit[ARG], Cosmopolitan[APG]
Traits child of the temple, unscathed
Skills Acrobatics +3, Climb +2, Craft (alchemy) +4, Fly +3, Knowledge (arcana) +5, Knowledge (local) +4, Knowledge (religion) +5, Linguistics +1, Perception +6, Profession (merchant) +6, Sleight of Hand +0, Spellcraft +4, Survival +6, Swim +2; Racial Modifiers +4 Fly
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ fast movement, prehensile tail[ARG]
Combat Gear potion of cure light wounds (4); Other Gear mwk lamellar (horn) armor[UC], arrows (20), blunt arrows[APG] (20), cold iron dagger, cold iron dagger, cold iron dagger, composite longbow (+1 Str), mwk lucerne hammer[APG], backpack, masterwork backpack[APG], silk rope (50 ft.), 655 gp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Bloodrage (8 rounds/day) (Su) - 0/8
Blunt arrows - 0/20
Cold iron dagger - 0/1
Cold iron dagger - 0/1
Cold iron dagger - 0/1
Potion of cure light wounds - 0/4
--------------------
Special Abilities
--------------------
Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------

Edie 'L3':
Edith 'Edie' Squire
Female div-spawn tiefling bloodrager 3 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural)
hp 30 (3d10+7)
Fort +5, Ref +3, Will +3; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, uncanny dodge; Resist acid 7, cold 7, electricity 7, fire 7
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee cold iron dagger +4 (1d4+1/19-20) or
. . cold iron dagger +4 (1d4+1/19-20) or
. . cold iron dagger +4 (1d4+1/19-20) or
. . gauntlet (from armor) +4 (1d3+1) or
. . mwk lucerne hammer +5 (1d12+1) or
. . unarmed strike +4 (1d3+1 nonlethal) or
. . 2 claws +4 (1d4+1)
Ranged composite longbow +5 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lucerne hammer)
Special Attacks bloodrage (10 rounds/day), claws
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 11, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Armor Of The Pit[ARG], Cosmopolitan[APG], Expanded Fiendish Resistance[ARG]
Traits child of the temple, unscathed
Skills Acrobatics +3, Climb +3, Craft (alchemy) +4, Craft (armor) +4, Fly +3, Intimidate +6, Knowledge (arcana) +6, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +2, Perception +6, Profession (merchant) +6, Sleight of Hand +0, Spellcraft +4, Survival +6, Swim +2; Racial Modifiers +4 Fly
Languages Abyssal, Celestial, Common, Draconic, Infernal, Orc
SQ fast movement, prehensile tail[ARG]
Combat Gear potion of cure light wounds (4); Other Gear mwk lamellar (horn) armor[UC], arrows (20), blunt arrows[APG] (20), cold iron dagger, cold iron dagger, cold iron dagger, composite longbow (+1 Str), mwk lucerne hammer[APG], armorsmithing tools, backpack, masterwork backpack[APG], silk rope (50 ft.), 1,650 gp
--------------------
Tracked Resources
--------------------
Arrows - 0/20
Bloodrage (10 rounds/day) (Su) - 0/10
Blunt arrows - 0/20
Cold iron dagger - 0/1
Cold iron dagger - 0/1
Cold iron dagger - 0/1
Potion of cure light wounds - 0/4
--------------------
Special Abilities
--------------------
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Expanded Fiendish Resistance (Acid) You gain extra fiendish resistances.

Prerequisite: Tiefling.

Benefit: Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type.\
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------

Gem Crabbies!:
Gem Crabbies! See, they even have a cute crab as their logo encrusted with shiny precious rocks! is but an example of the many retail chains on this world.

The 'Mummy Flu Shot':

The PandeMagicSerum
AKA 'The Mummy Flu Shot' is available at your local Gem Crabbies! It may even be covered by your insurance! Some side effects may include a bad temper, self-destructive tendencies, extraplanar markings, an urge to murder customers, an increased willingness to toil for the Lords of the Abyss and Hell, and skin discoloration.

CORPORATE: "Soooo.... I'm not seeing a downside here? I say we make this mandatory for all our associates."