Ulfen Guard

Elise "Finch" Grimms's page

239 posts. Alias of feyrial.


Full Name

Elise "Finch" Grimms

Race

| ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 |

Classes/Levels

| Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Gender

CG Female Rogue 2

Size

M

Age

27

Languages

Common, Draconic, Elven, Goblin

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Elise "Finch" Grimms

Action Symbols:
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Elise Grimms, a.k.a., Finch
The only person who knows her as Finch is Mr. Serpens at this time.

Versatile Human
Mastermind Rogue 1
Background: Local Scion

Picture: I had Aloy from Horizon: Zero Dawn/Forbidden West in mind while imagining her appearance.

Backstory & Personality:

Elise Grimms has lived in Breachill her entire life, descended from a long line of adventurers. It’s become a Grimms family tradition to answer the Call for Heroes, one that Elise had no issue adhering to. Elise spent much of her childhood blending into the shadows, listening to the adults talk around her without realizing just how much a child understood. Years of hoarding information led to finally realizing what could be done with it: selling it, using it, turning it into something that smooths out any encounter. She learned to be pretty sneaky to collect all this information, as her first few attempts led to some hairy situations that she barely scraped out of. She wants to make bigger connections and expand her web of influence and feels that anything that comes of The Call for Heroes can further those aims.

Elise is a witty, smooth-talking social butterfly and knows most people in town, even if only in passing. She has a knack for coaxing information out of people gently but doesn’t balk from violence, should it be necessary. She’s known as a little bit of a flirt and is equally well-known for cutting and running when something dares to get serious. She has left a few folks heartbroken and angry around town. She values knowledge and those who know how to wield it. While she does tend toward furthering her own aims, she is fiercely loyal to those she is lucky enough to call “friends.”

Elise is in her late 20s and is relatively friendly, although she’s always looking for a way to turn a situation to her advantage in the smoothest way possible. Recently, she’s been working closely with an old family friend, Mr. Serpens. She goes by the name “Finch” when doing her shady dealings, guarding her real identity very carefully–only Mr. Serpens knows that Elise Grimms and Finch are one and the same. They work well together so far and she respects his work and relationship with her family, but sometimes his elven vanity can get on her nerves.

Appearance:
Elise is relatively tall, standing 5’6”, and is a typical redhead: long, wavy red hair, usually done up in braids; green eyes; pale skin smothered in freckles. She gets even more freckly when she’s been out in the sun for a while. She’s usually seen wearing some kind of forest green top and black pants when out and about; she prefers to keep her clothing pretty understated so it’s easier to blend into the background.

Connections:
Elise would probably know Morta Valaskin and buy and sell information from her; she’d also probably know Roxie Denn and Trinil Uskwold, as folks like those women tend to hear things worth listening to.

Feats & Abilities:

Versatile Heritage: Streetwise

Ancestry Feat:General Training: Additional Lore (Politics) (1st)

Background Feats: Specialty Crafting (???); Lore: Breachill

Class Feats: Trap Finder; Bon Mot; Streetwise

Class Features/Abilities: Sneak Attack; Surprise Attack; Rogue’s Racket: Mastermind

Feat and Ability Mechanics:
Mastermind: If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it’s flat-footed against your attacks for 1 minute.

Sneak Attack: When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Trap Finder: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Streetwise: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Wary Disarmament: If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.


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Vital Stats
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Str +0, Dex +3, Con +1, Int +2, Wis +0, Cha +3
AC 18, Fort +5, Ref+9, Will +6
HP 26 (Leather Armor)
Speed 25 feet
Perception +6

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Weapons & Attacks
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Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 (P)

Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 (P)

Ranged Shortbow +6 (Deadly d10), Damage 1d6 (P)

Quick Draw
You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Bon Mot
Auditory; Concentrate; Emotion; General; Linguistic; Mental; Skill
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

Weapons Rolls:

[dice=Dagger]1d20 + 7[/dice]
[dice=Dagger damage, piercing/slashing]1d4[/dice]
[dice=Sneak Attack damage]1d6[/dice]

[dice=Dagger]1d20 + 3[/dice]
[dice=Dagger damage, piercing/slashing]1d4[/dice]
[dice=Sneak Attack damage]1d6[/dice]

[dice=Dagger]1d20 - 1[/dice]
[dice=Dagger damage, piercing/slashing]1d4[/dice]
[dice=Sneak Attack damage]1d6[/dice]

[dice=Rapier]1d20 + 7[/dice]
[dice=Rapier damage, piercing]1d6[/dice]
[dice=Sneak Attack damage]1d6[/dice]
[dice=Deadly d8]1d8[/dice]

[dice=Rapier]1d20 + 2[/dice]
[dice=Rapier damage, piercing]1d6[/dice]
[dice=Sneak Attack damage]1d6[/dice]
[dice=Deadly d8]1d8[/dice]

[dice=Rapier]1d20 - 3[/dice]
[dice=Rapier damage, piercing]1d6[/dice]
[dice=Sneak Attack damage]1d6[/dice]
[dice=Deadly d8]1d8[/dice]

[dice=Shortbow]1d20 + 7[/dice]
[dice=Shortbow damage, piercing]1d6[/dice]
[dice=Sneak Attack damage]1d6[/dice]
[dice=Deadly d10]1d10[/dice]

[dice=Shortbow]1d20 + 2[/dice]
[dice=Shortbow damage, piercing]1d6[/dice]
[dice=Sneak Attack damage]1d6[/dice]
[dice=Deadly d10]1d10[/dice]

[dice=Shortbow]1d20 - 3[/dice]
[dice=Shortbow damage, piercing]1d6[/dice]
[dice=Sneak Attack damage]1d6[/dice]
[dice=Deadly d10]1d10[/dice]


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Equipment & Items
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Total Bulk: 3; Enc: 5; Max: 10

Main Inventory: Backpack, Climbing Kit, Disguise Kit, Thieves’ Tools, Healer's Tools
Backpack: Bedroll, Flint & Steel, Rope, Torch (5), Chalk (10), Rations (2), Soap, Waterskin
Money:
Platinum: 0
Gold: 3
Silver: 8
Copper: 0

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Skills
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Expert:
[dice=Thievery]1d20 + 8[/dice]

Trained:
[dice=Acrobatics]1d20 + 7[/dice]
[dice=Arcana]1d20 + 6[/dice]
[dice=Athletics]1d20 + 4[/dice]
[dice=Crafting]1d20 + 6[/dice]
[dice=Deception]1d20 + 7[/dice]
[dice=Diplomacy]1d20 + 7[/dice]
[dice=Intimidation]1d20 + 7[/dice]
[dice=Lore: Politics]1d20 + 6[/dice]
[dice=Lore: Breachill]1d20 + 6[/dice]
[dice=Medicine]1d20 + 4[/dice]
[dice=Performance]1d20 + 7[/dice]
[dice=Society]1d20 + 6[/dice]
[dice=Stealth]1d20 + 7[/dice]
[dice=Survival]1d20 + 4[/dice]

Untrained:
[dice=Nature]1d20 + 0[/dice]
[dice=Occultism]1d20 + 2[/dice]
[dice=Religion]1d20 + 0[/dice]