Red Mantis Assassin

Elara Myre's page

22 posts. Alias of Professional Calvinball.


Full Name

Elara Myre

Race

Fetchling

Classes/Levels

Slayer (Deliverer) 1/Investigator (Infiltrator) 1; HP 13/13, AC 17; CMD 18; Fort +4, Ref +7, Will +0; Init +5; Perception +2

Gender

Female

Size

Medium

Age

29

Alignment

LE

Deity

Achaekek

Homepage URL

http://s11.postimg.org/r6ty3hyc3/Elara_Myre.jpg

Strength 14
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 6
Charisma 16

About Elara Myre

Physical Description:

Elara is a tall Ulfen woman with dull gray tones that seem to blanch the color from her features. Her red hair stands in stark contrast to the lack of vibrancy in her ash-colored skin, yet even so, her hair is the color of rust rather than the fire-like tint of the Ulfen. Aside from her coloration - or lack thereof - Elara's features are largely unremarkable. In fact, the most extraordinary aspect of her looks is how utterly ordinary they are.

Mechanics Summary:

Elara Myre
Female Fetchling, Slayer (Deliverer) 1/Investigator (Infiltrator) 1
LE Medium outsider (native)
Init +5; Senses Darkvision 60ft., Low-light Vision 120ft., Perception +2
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DEFENSE
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AC 17, touch 15, flat-footed 12
hp 13
Fort +4, Ref +7, Will +0
Resist cold 5, electricity 5
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OFFENSE
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Speed 30 ft.
Melee
sawtooth sabre +6 (1d8+2 / 19-20)
Ranged
composite longbow +6 (1d8 / x3)

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STATISTICS
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Str 14, Dex 20, Con 14, Int 14, Wis 6, Cha 16
Base Atk +1; CMB +3; CMD 18
Feats
Weapon Finesse
Traits
Indomitable Faith:
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.

Vengeful:
During your childhood, you suffered occasional or frequent abuse from those too powerful for you to resist. Now you thrill at the chance to get back at those who wronged you.
Benefit(s): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.

Campaign Trait: Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Punishment:
Death by beheading
Benefit:
You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Racial Traits
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp): A fetchling can use memory lapse (subtle manipulator alternate racial trait) once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Skills
Acrobatics +9, Bluff +7, Disable Device +9, Disguise +7, Knowledge (local) +6, Knowledge (planes) +2[untrained], Perception +2, Sleight of Hand +9, Stealth +11
Languages Common, Aklo, Draconic
SQ
Master of Disguise
At 1st level, an infiltrator can use disguise with great results. When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. For example, if the infiltrator disguises himself as a female two age categories older than himself, he would take a –2 to the check instead of a –6. Also, an infiltrator can disguise himself with 1d3 minutes of work (instead of the normal 1d3 ? 10 minutes of work).

Inspiration
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Studied Target
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Combat Gear
Other Gear

Fluff:
Renault Ashebury knew something was wrong as soon as he opened the door. The house felt still and dead, and a sickly sweet smell lingered in the air. The creak of hinges broke the quiet, but only just. Hesitantly, he crossed the threshold.

“Father…?” he called into the darkness, but it offered only silence. “I’m home!” The young boy carefully set his travelling effects upon the floor. His hands shook lightly as he did so; with a conscious effort, he stilled them, and walked into the living room. The faint echo of boots on wooden floor seemed a thundering cacophony in his ears.

A slight movement of shadows flickered in the corner of his eye, and he halted. He stopped breathing and listened for a heartbeat. A glint of steel, placed lightly across his throat jarred him from the thoughts that danced in his head. He tried to crane his neck to see make sense of his new circumstances, only to have the blade at his neck dig in, drawing blood. A firm hand grasped the back of his head and held it facing forward.

“The son?” mused a feminine voice from behind him. Renault’s mind raced, but came up with nothing. The blade dug in again. “Yes?”

Realizing that an answer was required, Renault opened his mouth and tried to speak. The words that stumbled out formed a vague approximation of the word, “Yes.” The woman behind him gave a tired sigh. There was no malice in it, it simply held the exasperation of someone who suffered an annoying inconvenience.

“Prayers?” she asked with an air of indifference. “Or prefer to meet your father now?”

The air went out of Renault’s lungs, and at last he understood. The boy’s eyes flicked over to a slumped figure in the living room, and he instantly knew whose body it was. The stench of blood and bile rose to his throat, and he tasted the sharp tang of iron on his tongue. A brightening light filled his eyes, until it was blinding. Strength forced its way into his muscles until they cracked and threatened to break his small frame. His senses focused in and out, pulsating with his rapid heartbeat. And then he moved.

He didn’t remember breaking free from the killer’s hold. He didn’t recall grabbing the family greatsword from the wall, either. How or why the weapon glowed and hummed in his grasp were beyond his reasoning. All that existed of Renault was replaced with a white-hot rage, and the desire to hear the satisfying crunch of his sword swing breaking flesh and bone. The light intensified, and Renault’s mind went blank. The world faded to black.

Renault awoke among the rubble of his father’s mansion. The figure standing over him slowly shifted into focus. It was a tall Ulfen woman who looked as if someone had grayed out all her features. Her skin was the color of ash, her eyes almost black, and even her red hair seemed to be rust-colored, rather than the vibrant color common in the Ulfen. Renault tried to will his arm into moving, into drawing a weapon, but it refused.

“Impressive rage,” she complimented. Although her face remained a mask of stony indifference, her eyes sparkled with merriment. She bent down to bring her face closer to his. He flinched despite himself. “Today, a seed of hatred has been planted. Grow it. Nurture it. Train,” she said, emphasizing the word, almost pleading. “Find me when your rage can sunder the heavens.”

The woman removed a dagger and made three quick slashes across the boy’s right cheek, forming deep cuts. “Something to remember me by,” she explained, re-sheathing the blade. Renault tried once again to move, but his body disobeyed. He opened his mouth and let out a cry of pure hatred and watched, powerless, as his father’s murdered strode off into the dark of night.

Ten years later, Elara Myre sat on a bed in a cheap inn in Talingarde. She hated it. The town was pristine and dull, and the populace spoiled. If she hadn’t been sent here, she would have paid good money to avoid the city entirely. Absentmindedly, she ran a finger over the blade she was sharpening, a cruel sawtoothed thing. A knock on the door interrupted her reverie.

“Yes?” she called, dropping the whetstone and readying the weapon.

The door exploded inwards, and shrapnel and bits of wood flew towards Elara. She peered through the cloud of dust at the figure standing in the doorway. It was a tall, powerfully-built man clad in well-used, yet well-polished, full plate. He held an enormous sword, and his body radiated pure divine wrath.

Elara took note of the scar on his right cheek and, for the first time in months, gave a true smile. “Kept me waiting,” she said as the armored hulk advanced. “Make it worth it.”