Red Mantis Assassin

Eilidh "Allie" Tilernos's page

313 posts. Alias of Aest.


Classes/Levels

NG Female Human Inquisitor 5 | HP 45/45 | AC 18, T 14, FF 14 | F 6, R 6, W 7 | Init +6 | Per +10

About Eilidh "Allie" Tilernos

Character Sheet:

Eilidh “Allie” Tilernos
Female Human Inquisitor 5
NG Medium Humanoid (human)
Initiative +6; Perception +10
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Defense
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AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor)
HP 45 (5d8+5)
Fort +6, Ref +6, Will +7
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Offense
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Speed 30 ft.
Melee

Ranged
“+1” Adaptive Longbow +8 (1d8+3/x3)
Special Attacks: Judgements, Bane
Spells (Concentration +7)
0th (DC 12): Daze, Detect Magic, Guidance, Light, Resistance, Stabilize
1st (3/day, DC 13): Bless, Expeditious Retreat, Cure Light Wounds, Comprehend Languages
2nd (1/day, DC 14): Flames of the Faithful, Invisibility, Communal Protection from Evil
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Statistics
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Str 14 Dex 18 Con 12 Int 10 Wis 14 Cha 08
BAB +3, CMB +5, CMD 19
Feats:
{1st} Point-Blank Shot: +1 attack/damage rolls within 30 feet.
{Human} Precise Shot: No penalty to shoot into melee.
{Bonus} Rapid Shot: Extra shot at a -2 penalty to all shots.
{Bonus} Skill Focus (sense motive): +3 with selected skill (+6 if 10+ ranks).
{Bonus} Deadly Aim: +2 damage/-1 attack w/ ranged weapons for a turn.
{TW 3rd} Coordinated Shot (TW): +1 bonus on ranged attack rolls vs. threatened targets (+2 if they’re flanked).
{3rd} Judgement Surge: 1/day, +3 to class level for judgements.
{Bonus} Enfilading Fire (TW): +2 bonus on ranged attack rolls vs. flanked targets.
{5th} Extra Bane: +3 rounds of Bane/day.
Traits:
Suspicious (social): +1 trait to Sense Motive, is class skill.
Silent Hunter (regional): +1 trait to Stealth, is class skill.
Masterful Demeanor (race): +3 trait to Intimidate vs. nonhuman humanoids.
Skills (Format is name: total (explanation for total) (8 Ranks/level, 40 total)
Disable Device: 12 (5 ranks, 4 ability, 3 CS)
Intimidate: 12 (5 ranks, 2 ability, 3 CS, 2 class) (+3 vs. nonhuman humanoids)
Knowledge (dungeoneering): 10 (5 ranks, 2 ability, 0 ability, 3 CS)
Knowledge (planes): 10 (5 ranks, 2 ability, 0 ability, 3 CS)
Perception: 10 (5 ranks, 2 ability, 3 CS)
Ride: 9 (2 ranks, 4 ability, 3 CS)
Sense Motive: 14 (5 ranks, 2 ability, 3 CS, 3 feat, 1 trait)
Stealth: 13 (5 ranks, 4 ability, 3 CS, 1 trait)
Survival: 8 (3 ranks, 2 ability, 3 CS) (+2 to follow tracks)
Languages: Common
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Equipment
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Equipment (On Person): Adaptive Longbow (1375, 3), 50 Arrows (3, 9), Mithral Shirt (1100, 10), Gold Holy Symbol (100, 1), Handy Haversack (2000, 5)
Equipment (In Haversack): Inquisitor’s Kit [backpack, bedroll, belt pouch, 10 candles, holy text, flint and steel, manacles, mess kit, rope, soap, spell component pouch, 10 torches, 5 days’ trail rations, waterskin, wooden holy symbol] (28.2, 27)
Encumbrance: 28 (58/116/75)
Finances: 643 GP, 8 SP
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Race/Class Features
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ABP: Resistance +1, Armor Attunement +1, Weapon Attunement +1
Human
Favored Class (inquisitor): +1 skill points/level
Skilled: +1 skill points/level
Bonus Feat: 1 Bonus Feat at first level.
Inquisitor
Heresy Inquisition:
Righteous Infiltration: +Wisdom to Bluff and Intimidate instead of +Cha.
Blessed Infiltration: Wis/day, may roll a Bluff, Diplomacy, or Stealth check twice.
Judgement: Swift action, 2/day, gain a bonus in a fight.
Destruction: +1 sacred to damage, +1 per 3 levels.
Healing: +1 fast healing, +1 per 5 levels.
Justice: +1 to sacred to attack, +1 per 5 levels. Doubles to confirm crits at 10th.
Piercing: +1 sacred on concentration and to overcome SR, +1 per 3 levels.
Protection: +1 sacred to AC, +1 per 5 levels, doubles to avoid crits at 10th.G
Purity: +1 sacred to Saves, +1 per 5 levels, doubles vs. curse/disease/poison at 10th.
Resiliency: DR 1/Magic, +1 per 5 levels. At 10th, changes to DR_/Evil.
Resistance: +2 energy resistance, +2 per 3 levels. (acid, cold, fire, electricity, or sonic)
Smiting: Weapons are Magic for DR bypass, plus other stuff at other levels.
Monster Lore: +Wis and +Int to Knowledge checks.
Stern Gaze: +1/2 level morale to Intimidate and Sense Motive.
Cunning Initiative: +Wis and +Dex to Initiative.
Detect Alignment: Can cast the detect spells as a paladin.
Track: +1/2 level on Survival to follow tracks.
Solo Tactics: Can pretend allies have TW feats for the purpose of using them.
TW Feats: Gain TW feats at 3rd, 1 per 3 levels after, can trade TW feats out as a standard action.
Bane: Can apply Bane to a weapon and change its target as a swift action.
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Old Iteration:

Backstory:The pressure was on, Eilidh knew. As she stepped into the Knight’s training facility, she felt like all eyes were on her and her nerves felt close to breaking. She’d known this day would come, and she'd dreaded it for years.

She’d grown up privileged, the daughter of the famous Manon Tilernos. Everyone knew her, and when she’d been little, she’d thought this was just wonderful. Sure, her mother was gone a lot, but she had the run of most of Castle Firrene, whenever it wasn't playing host to a group of Knights. There was a lot to see, and she saw everything she could. She also saw how the servants and the soldiers looked at her with a certain…admiration. Of course, it was only when she grew older that she saw the pity in their eyes as well. She'd never asked why, and they'd never told her.

”Scrubs. That is what you are, each and every one of you. Look around now at the sorry faces at your side. These are not your companions. These are not your compatriots, no, not yet. These are not even your fellow Knights. Each of you may have something special that got you this far—but you'll need a lot more to continue. Only forty of the eighty of you will make it into the Knights lowest ranks and begin training in earnest. Some of you will die. Some of you will leave. Others will get drummed out at the end of each month.”

Andabar-no, it was Commander Cerban now, not the family friend who'd visited her mother sometimes-was giving the recruits their dose of drill sergeant. She gave a quick eye-roll, in case any of the recruits were watching her. Eilidh had known him for years, but she knew there’d be no hope of special treatment, except perhaps to make things harder for her. She’d first met him only days before being sent to the Crusader War College in Vigil as an understudy. There, she’d learned much about how Lastwall’s crusaders waged war, and what against. She’d come home terrified that her mother was going to die. She'd begged her mother to quit the crusader business, tears streaming down her face. Her mother had held her close and explained that the job wasn't one a person could walk away from, and that Eilidh would need to follow in her footsteps. Family honor, reputation to uphold, and all of that, she'd said. The next time her mother left for battle, she'd alternated between fear and fury, snapping at everyone she saw in the castle's halls one day and hiding in her room the next. Commander Cerban had visited several times at her mother's request, trying to convince Eilidh that it was her duty to uphold the family's honor. I suppose he succeeded, in the end. I am here, after all.

"We expect the best. The enemies of Lastwall are endless and many immortal. Zombie hordes, vampires hiding among your best friends and horrific creatures of the Abyss are simply some of the monsters you will face in our ranks. As the best of the best, you will be expected to walk into suicidal conditions and come out alive—or at least accomplish your mission with your last breath. This is not for the faint of heart. If you are here for glory or riches, you may as well leave now. You won't survive the coming trials. The rest of you...good luck. Try your hardest, show us your talents and skills. Show us the best you have and we will make you even better.”

She saw several people look around as the commander mentioned the "vampires hinding among your best friends" bit. Silly recruits,she thought, suppressing a shudder of her own. There're no vampires here right now. It's mid-day. As Cerban looked her in the eye, Eilidh suppressed an urge to look away. She’d been shy for years, withdrawn or angry with everyone but her mother, and terrified of losing her. The one exception was a servant-boy, Renyard, and that hadn't amounted to much before mother had sent him away, two years ago. She was sure her mother had taken more and more missions to try to break Eilidh's dependency on her presence, and she'd tried her best. Still, even after her first kill (a raiding party from Belkzen had tried to attack the castle, and she'd shot one with a crossbow), she remained fiercely dependent. Getting her involved in the Knights of Ozem had to be her mother's most recent ploy. Ploy or not, though, the family honor is at stake here, she thought. She launched a silent prayer to Sarenrae, asking for strength and courage, as she glanced around for any faces she recognized.

Personality:
Eilidh has grown up in a position of both privilege and responsibility. Her early life was spent being pampered by a multitude of servants, with the run of a castle at her disposal, and without many cares in the world. That ended a few years ago, and now she lives in terror that those she’s close to will die. She keeps up a façade of bravado as a result of this, but inside, she’s scared to make close friends and nervous, both about death itself and about not living up to the Tilernos reputation. This fear and anxiety is dealt with in the usual way; by bottling it up and then exploding in frustration or anger. Recently, she's let her faith in Sarenrae have a larger impact on her life, and it's helped with both her fear and her anger problems, so she's grown more dependent on it. (Very self-conscious, mild case of an anxiety disorder)

Jokes aren't Eilidh’s strong suit, but when she tells them, she prefers those with an incredible let-down as the punchline. She likes to read, has a habit of pulling on her bangs when she’s talking, and enjoys music, although she’s tone-deaf when trying to make it herself. She pretends to enjoy talking about tactics, combat, engineering, logistics, and everything else her mother likes, and she’d like nothing more than for her mother to renounce the crusader lifestyle and free her from this obligation. Of course, that’s highly unlikely, so Eilidh is staying the course. After all, war is a family tradition, and she can’t very well abandon that, can she?

Appearance, Etc.:
Eyes: Blue-grey, Hair: Strawberry Red, cut above the shoulders, Skin: White, lightly tanned, with freckles on her face, Height: 5’4”, Weight: 113 lbs, Birthday: 17th of Pharast, Age: 16

Eilidh stands near average height for a human woman, but is still slim and coltish, like a teenager. What muscles she has are well-defined. When she’s standing, she almost seems a caricature of confidence, and close inspection can usually catch her left knee shaking a bit when she’s under pressure. Even when she’s relaxed, she seems a bit shaky, as if there’s some sort of nervous tension she can’t get rid of. Her family crest is tattooed on the back of her right hand, and her left bears a callous between her thumb and finger, the result of long hours with the scimitar.

Eilidh prefers mobility over heavy armor, in contrast to her family’s history. She wears a red-dyed set of studded leather and, directly against the image of a typical Crusader, a light blue cloak, held to her armor by a holy symbol of Sarenrae on her right shoulder. (If it’s against regulations, she can change it out for a red one, but the Sarenrae-blue one is going to be in her room/on her bed.) She keeps her mother’s crossbow slung over her shoulder, and wears a scimitar at her right hip, a gift from her church’s eldest priest. She doesn't like jewelry, and a holy symbol around her neck is the only pendant she permits herself.

Goals:
If Eilidh had been born to any other family, she'd be totally content as a cleric of Sarenrae, working to keep the common folk safe and healthy. Her family traditions, though, precluded that role, forcing her into the more militant path of the inquisitor. She's sworn an oath to the Dawnflower that she'll hunt her enemies as a way of protecting the innocent, and she's managed to justify joining the Knights of Ozem as being a way to hunt them more effectively. Her first goal is to obey that oath to Sarenrae.

She also sees a sense of obligation to her family. Though it hasn't brought her much happiness, Eilidh has seen some of the good her mother's done, and more importantly, she's seen the evil the orcs of Belkzen are capable of. These experiences have given her a reason beyond just the family honor to follow her mother's footsteps, and her second goal is to, somehow, make her mother proud.

Finally, and somewhat strangely, she wants to learn how to bake. It's got nothing to do with her faith or family, it's just something that she never got to learn. She was always too busy learning about warfare or completing her religious training to learn the art of baking.

Eilidh “Allie” Tilernos
Female Human Inquisitor of Sarenrae 1
NG Medium Humanoid
Initiative +4; Perception +6
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Defense
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AC 17, Touch 14, Flat-Footed 13 (+4 Dex, +3 Studded Leather)
HP 10
Fort +4, Ref +4, Will +4
Speed 30 ft
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Offense
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Melee
Scimitar +1 (1d6+1/18-20)
Ranged
Heavy Crossbow +4 (1d10/19-20, 120 ft.)
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Statistics
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Str 12 Dex 18 Con 14 Int 10 Wis 14 Cha 8
BAB 0, CMB +1, CMD 15
Feats:
Combat Expertise: Trade attack for AC
Weapon Finesse: Use Dex instead of Str for attack rolls with light and certain 1-handed weapons.
Elven Accuracy: If you miss due to concealment, you can reroll once to see if you actually hit (longbow/shortbow only).
Exotic Weapon Proficiency (sawtooth sabre): Can use sawtooth sabres without non-proficiency penalty
Point-Blank Shot:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
{Human Bonus}Rapid Reload (Heavy Crossbow): The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
{Campaign Bonus}Skill Focus (Sense Motive): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
{Week One Bonus} Improved Unarmed Strike:You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Maneuvers:
Brawler's Attitude: +4 competence to CMB when using unarmed strike to; dirty trick, disarm, grapple, trip
Brawler's Strike:Make two attacks at full attack bonus as standard action
Traits:
Family, Field, and Fury: You gain a +2 trait bonus on diplomacy checks in Lastwall due to your family name and Diplomacy is always a class skill. Additionally, you start with 3 Fame in Vigil and 2 Prestige Points.
Crusader Tactician: You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you. (Nobility)
Skills (Format is name: total (explanation for total)
Bluff: 3 (1 Rank, -1 Ability, 3 CS)
Climb: 4 (1 Rank, 1 Ability, 3 CS, -1 AC Penalty)
Intimidate: 4 (1 Rank, -1 Ability, 3 CS, 1 Stern Gaze,)
Knowledge (Religion): 4 (1 Rank, 3 CS)
Knowledge (Nobility): 5 (1 Rank, 3 CS, 1 Trait)
Knowledge (Engineering {Untrained}): 1 (1 Trait)
Perception: 6 (1 Rank, 2 Ability, 3 CS)
Sense Motive: 10 (1 Rank, 2 Ability, 3 CS, 1 Stern Gaze, +3 Skill Focus)
Languages: Common
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Equipment
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{On Person:} Holy Symbol (Wooden) Studded Leather Armor, Heavy Crossbow, Bolts (20), Father Richelieu's Scimitar (not a magic weapon, just an RP gift, it was paid for though), Wand of Cure Light Wounds (30 Charges) Spell Component Pouch, Purse Pouch (86 gp, 8 sp) (36.5 pounds, light encumbrance)
{Owned}: candles (10), flint and steel, soap, two traveler’s outfits, bedroll, flat-topped chest
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Spells Known/Per Day/Domain Powers/Class Features
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0th: (DC 12) Detect Magic, Guidance, Light, Stabilize {FC} Daze
1st:2/day (DC 13) Cure Light Wounds, Expeditious Retreat

Healing Domain (Restoration Subdomain)
Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Class Features: Judgment 1/day, Monster Lore, Stern Gaze, Proficiency with Scimitar (Sarenrae Favored Weapon)
Taking the Human Alternate Favored Class Bonus: +1 Spell/level, not of highest level known