Pirate Queen

Elaessa The Mouse's page

46 posts. Alias of JohnnyBlack.


Full Name

Elaessa The Mouse

Race

Halfling

Classes/Levels

Rogue 1 | HP 10/10 | AC 17 FF 13 T 15 CMD 12 | F +3 R +7 W +2 | Init +4 | Speed 30' | Perc +7

Gender

CG Female

Size

Small

Age

22

Special Abilities

Sneak Attack

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common Dwarven Elven Halfling

Occupation

Rogue

Strength 8
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About Elaessa The Mouse

Elaessa The Mouse
Female Halfling Rogue 1
CG Small Humanoid (Halfling)
Init +4 (+4 Dex), Senses Perception +7

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USES
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Inspired Trait (1/day): 0
Young Reformer Trait (1/day): 0
Fearless Zeal Feat (1/day): 0
Well Prepared (1/day): 0
Well Prepared Charges: 0

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DEFENSE
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AC 17, Touch 15, Flat-Footed 13 (+4 Dex, +2 Armor, +1 Size)
CMD 12 (10 + 0 BAB -1 Str +4 Dex -1 Size)
HP 10 (1d8 +2 Con)
Fort +3 (+2 Con +1 Halfling Luck Racial)
Ref +7 (+2 Class +4 Dex +1 Halfling Luck Racial)
Will +2 (+1 Will +1 Halfling Luck Racial)
Conditional: +2 vs. Fear (Fearless Racial)

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OFFENSE
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Speed 30 ft. (Fleet of Foot Alternate Racial Trait)
Base Attack Bonus +0
CMB -2 (0 BAB -1 Str -1 Size)
Melee Rapier (Small) +0 (1d4-1/18-20) (0 BAB -1 Str +1 Size)
Melee Dagger (Small) 0 (1d3-1) (0 BAB -1 Str +1 Size)
Ranged Dagger (Small) +5 (1d3-1) (0 BAB +4 Dex +1 Size) - 10' Range
Special Attacks Sneak Attack +1d6

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ABILITIES
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Str 8 (0 Buy -2 Racial)
Dex 18 (10 Buy +2 Racial)
Con 14 (5 Buy)
Int 14 (5 Buy)
Wis 12 (2 Buy)
Cha 10 (-2 Buy +2 Racial)

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SKILLS
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Ranks: 12 Level (8 Class +2 Int +1 Preferred Class +1 Craft)
Acrobatics +8 (+4 Dex +1 Rank +3 Class)
Appraise +6 (+2 Int +1 Rank +3 Class)
Bluff +4 (0 Cha +1 Rank +3 Class) - Young Reformer Trait
Climb -1 (-1 Str)
Craft (Beer) +6 (+2 Int +1 Rank +3 Class)
Craft (Untrained) +2 (+2 Int)
Diplomacy 0 (0 Cha)
Disable Device +12 (+4 Dex +1 Rank +3 Class +1 Trapfinding +1 Trait +2 MW Thieve's Tools) - Can disarm magical traps
Disguise +6 (0 Cha +1 Rank +3 Class +2 Disguise Kit)
Escape Artist +8 (+4 Dex +1 Rank +3 Class)
Fly +6 (+4 Dex +2 Size) - Not Available
Heal +1 (+1 Wis)
Intimidate 0 (0 Cha) - Young Reformer Trait
Knowledge (Local) +7 (+2 Int +1 Rank +3 Class +1 Trait)
Perception +7 (+1 Wis +1 Rank +3 Class +2 Keen Senses Racial)
Perception (Trapfinding) +8 (Perception +1 Trapfinding)
Perform (Untrained) 0 (0 Cha)
Ride +4 (+4 Dex)
Sense Motive +1 (+1 Wis)
Sleight of Hand +8 (+4 Dex +1 Rank +3 Class)
Stealth +12 (+4 Dex +1 Rank +3 Class +4 Small)
Survival +1 (+1 Wis)
Swim -1 (-1 Str)
Use Magic Device +6 (+2 Int +1 Rank +3 Class) - Pragmatic Activator Trait

You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body

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TRAITS / DRAWBACKS
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Community Ties (Drawback): (Based on Family Ties Drawback) Your community is extremely important to you, and you feel disheartened when you can't do what they ask. When a community member makes a request of you, you must fulfill that request or take a -2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day.

Inspired: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Young Reformer: Perhaps you were born at the bottom of Taldan society and you're tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you've dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You've got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you'll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have "made arrangements" on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make-for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find-must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you're a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don't have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

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FEATS
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Fearless Zeal (Story Feat): You're willing to lay down your life for your faith. You have been ordained as a sacred champion of your faith by a high-ranking member of its clergy. Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. If you have 10 or more levels or hit dice, this bonus increases to +4. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. Goal: Die in pursuit of your faith’s goals and be brought back to life. If you die in circumstances that don’t involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.

Well-Prepared: Somehow, you always seem to have the right tools or supplies close at hand. Change "You must pay for these items normally" to "You must steal these items normally." That means you'll need to actively steal throughout the campaign. Rather than taking specific items, you will gain charges. There will be a common-sense standard, though. You can't pickpocket a beggar and then produce a noble signet ring. Also, you will need to keep a lot of available encumbrance.
Original:
Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and "acquire" new items. You must pay off these items normally.

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LANGUAGES
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Common
Dwarven
Elven
Halfling

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GEAR
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Carrying capacity: Light 22.5 lbs, Medium 45 lbs, Heavy 67.5 lbs
Carried: 15.47 lbs Light (7.03 lbs. Available as Light)
Starting Gold: 240 gp
Rapier (Small) 20 gp 1 lbs.
2 Daggers (Small) 4 gp 1 lbs. - You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger
Pickpocket's Outfit (Small) 0 gp (starting outfit) 0.75 lbs. - Gives you a +2 bonus on hiding small objects
Leather Armor (Small) 10 gp 7.5 lbs. +2 Armor Bonus +0 Armor Check Penalty +6 Max Dex
Masterwork Thieves' Tools 100 gp 2 lbs.
Disguise Kit (Small) (10 charges) 50 gp, 2 lbs.
Masterwork Backpack (Small) 50 gp, 1 lbs.
Belt Pouch (Small) 1 gp 0.12 lbs.
5 Gold Pieces 0.1 lbs.
Still (for Craft Beer) - Free, not carried

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SPECIAL ABILITIES
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Fearless: Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 bonus on Perception skill checks.

Sneak Attack: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding: You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

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DESCRIPTION
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Deity: Cayden Cailean
Size: Small
Height: 2' 10"
Weight: 28 lbs.
Age: 22 Years
Eyes: Dark Brown
Hair: Short Curly Dark Brown

She is a champion for the cause of halfling equality on Taldor. She fights not for her, but for them all, and she thinks of herself not as a lone individual, but as an embodiment of the halfling community and sense of justice and equality for them all. She is helped by a vast network of anonymous halflings servants, low-level bureaucrats, and commoners. And in turn, she is willing to risk everything for them.
She is a daredevil, and follows Cayden Cailean, having the Craft (Beer) skill (I hope she can leave her still in a friendly temple, as it is not good for carrying it around).

Oath: "Follow Cayden Caylean path of bravery, daring and trust in our own luck to fight for the liberty and equality of all halflings of Taldor, allowing them to enjoy life, freedom, and happiness as full citizens of the empire. To risk everything in these times of change to be the difference for the betterment of halflings, all the citizens and the empire itself."
A fearless zealot of Cayden Cailean must be of chaotic good alignment and loses all benefits of Fearless Zeal if she ever commits an evil act or breaks this code.
The code requires that she disobey illegitimate authority, support halflings whenever possible (aid when needed or requested, not cause harm, give preferential treatment over other races, and so forth), never decline an alcoholic drink and punish those who harm or threaten halflings.

Missions: Theft
Martella's list mentions five items: a buckler, dagger, fan, journal, and spyglass, but she only needs three to go missing and does not mind if you keep the objects stolen.
Each theft will require its own Sleight of Hand check. The items are in the Arcade of Triumphs (A1). Once we get to that part of the adventure, you may attempt to Appraise them. You can either spend a social round to evaluate all five items or evaluate a single item as a free action while performing another action in area A1.