Tarrin Dars

Eliseera Tulman's page

193 posts. Alias of Eric Swanson.


Race

Female Human Rogue (Unchained) 7; hp 44/44; AC 15, T 13, FF 12 ; Init +2; F+3, R +8, W +4; Perc +11

About Eliseera Tulman

Eliseera Tulman 'Elsie'
Female Human Rogue 7 (Investigator archetype) (Favored class: Rogue)
AL: Lawful Neutral
Senses: Perception +11
Languages: Common, Elvish, Dwarvish, +1 language

STR 10 (0)
DEX 15 (+2)
CON 10 (0)
INT 14 (+2)
WIS 12 (+1)
CHA 16/18 (+3/+4)

Combat:
Defense
HP 44 [8 + 6d8 (30) +6], currently 44
AC 15 (+2 armor, +2 dex, +1 dodge), Touch 13 , FF 12 , CMD 16
Saves: Fort +3; Refl +8; Will +4

Offense
Init +2, Move 30'
BAB +5 , CMB 15
+1 Rapier (+8 to hit, 1d6+5 dam, 18-20/x2, P)
Punching Dagger (+7 to hit, 1d4 dam, x3, P)
Sap (+5 to hit, 1d6 dam, x2, nonlethal, B)
Sling (+7 to hit, 1d4 dam, x2, 50', B)
SA: Sneak attack +4d6

Skills Total: 76 (56 class, 14 INT, 2 Favored, 4 human) + 14 BG

+12 Acrobatics (7 + 2 dex +3)
+9 Appraise (BG) (4 +2 int +3)
+17 Bluff (7 +4 cha +2 feat +1 trait +3)
+5 Climb (2 +0 str +3)
+14 Diplomacy (7 +4 cha +3)
+13 Disable Device (4 +2 dex +3 +4 vest)
+16 Disguise (7 +4 cha +2 feat +3)
+16 Escape Artist (5 +2 dex +3 +6 vest)
+14 Intimidate (7 +4 cha +3)
+7 Knowledge (dungeoneering) (BG) (2 +2 int +3)
+10 Knowledge (local) (7 +2 int +3)
+3 Knowledge (nobility) (BG) (1 +2 int)
Linguistics (1 BG)
+11 Perception (7 +1 wis +3)
+9 Perform (dance) (BG) (2 +4 cha +3)
+11 Sense Motive (7 +1 wis +3)
+7 Sleight of Hand (BG) (4 +2 dex +3)
+17 Stealth (7 +2 dex +3 armor +5)
+2 Survival (0 +1 wis +1 trait)
+12 Use Magic Device (5 +4 cha +3)

Feats

  • Deceitful (Bonus)
  • Dodge (1st)
  • Mobility (3rd)
  • Canny Tumble (5th)
  • Fencing Grace (7th)

  • Trait: Poverty Stricken. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
  • Trait: Fast-Talker. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

    Class Abilities

  • Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
  • Sneak Attack +4d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
  • Follow Up (Ex): An investigator can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false. This ability replaces trap-finding.
  • Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Rogue Talent: Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. The following rogue talents complement the investigator archetype: coax information, fast picks, follow clues, hard to fool, and minor magic*.
  • Danger Sense +2 (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
  • Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
    Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
  • Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
  • Rogue's Edge (Ex) Diplomacy: At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
  • Rogue Talent: Follow Clues (Ex) A rogue with this talent can use Perception to follow tracks as per the Survival skill.

    Equipment
    Murderers Blackcloth (silk +1 Shadow Padded armor)
    +1 Leather armor (1,110 gp)
    +1 Cloak of Resistance (1,000 gp)
    Headband of Alluring Charisma (+2) (4,000 gp)
    Vest of Escape (5,200 gp)
    +1 Ghost Touch Rapier (8,020 gp)
    Punching Dagger 2 gp
    Sling w/10 bullets 1 sp
    Sap 1 gp
    Travelers Outfit (worn)
    Courtiers Outfit 30 gp
    Entertainer's outfit 3 gp
    Disguise Kit 50 gp
    Thieves tools 50 gp
    Locket*
    Gem w/Continual Light cast on it (inside pouch)
    Rope of Climbing
    Potion of Cure Moderate wounds
    2 PP, 6 GP, 9 SP
    +800 equipment

    Background:

    Eliseera, or 'Elsie' as she prefers to be called, was born in the slums of Castorage [Endhome] the youngest of 5 siblings. Her birth was an unusual one as she was the last born of triplets, an almost unheard of event. The midwife who assisted in her delivery thought she was stillborn because she had never seen triplets born before.

    Her mother raised her as best she could, considering the poverty her family struggled with. Her father tried to provide as best he could for his sons and daughters but long hours of toil exacted a heavy price on him. She was left without him now, now to rely on her older siblings for help.

    As she grew into adolescence, her natural beauty and charm came to the fore and she started to garner male attention. She kept all of her suitors at arms length and kept her heart free of entanglements.

    Numerous gangs operate out of the slums in Castorage [Endhome]. Some just work for themselves but others are organized by someone higher up, though no one knows who. I would imagine s/he would have worked for one of these gangs, yet would have no idea who s/he actually worked for. Looking for a way out of her situation, she joined one of the lesser known gangs involved with minor thefts, robberies, enforcing protection rackets, and various sundry activities. She was employed as a spy, a lookout, and in certain cases, an escort.

    Her life took a dramatic turn (for better or for worse) when her gang leader made a fateful choice to assault and rob one of the Barons in order to increase the gang's standings in the criminal hierarchy. The plan failed, and Elsie was captured and imprisoned to spend 10 years in the stocks. Her life may have ended then, but for the intervention of the man who she ended up robbing: Baron Larrieux Montpierre. After showing regret for the incident, he endeavored to have her sentence commuted, in exchange for her working for him doing various tasks. She eagerly accepted. In a token of friendship he gifted her a platinum and amethyst locket thus showing his trust in her.

    Now she enjoys her role in working for the Watch as a condition for her parole for past crimes committed...as long as she is available to take on missions for the Watch at a moments notice. Refusal carries a large consequence so she does try making the best of it. As for the gangs she worked with before, none of them like her for her betrayal of them. It is a balancing act for her as she plays each gang against the others. Of course having a relationship with the Watch for protection as the ace in the hole doesn't hurt...

    Poverty Stricken trait.
    Fast-Talker trait.

    Personality:

    *She always has a smile on her face (except when you look into her eyes) when she is working for her superiors.
    *She is a driven and intense individual, desiring to prove herself to others.
    *She enjoys dancing in her free time, and practices unique and obscure dances.

    Motivations:

    *She wishes to make extra money so as to free her mother and sibling from their wretched poverty.
    *She wishes to find who set her up during the heist against Baron Montpierre.
    *She would like to destroy the leader of the Endhome gangs.

    Description:
    One thing about Elsie is she is quite striking in appearance. She is 5'9" tall and a trim 145 lbs, with blue-green eyes and long brown hair. Her favorite style is a coiled braid, adorned with a headdress consisting of peacock feathers. Most of the time her hair is either pinned up or combed down the back and side of her face. She usually dresses more non-descriptly, especially when she is on an assignemnt. If she is relaxing, she loves to wear a dark blue dress that compliments her trim, shapely body. I think THIS looks very much like her, although she would be more covered up, he he. (May be NSFW)

    HERE is another good shot of her, except for the eye color.

    Old Character Creation Guidelines:

    *2nd Level
    *150 GP
    *20 Point Buy
    *No starting stat below 7 after racial adjustment, no starting stat above 18 after racial adjustment.
    *Bonus Feat
    *No Traits, except Rogues (Rogues get 2 Traits)
    *Fighters get 4+ Int skill ranks
    *CRB: everything (some changes to leadership and crafting and few spells but nothing that matters at this level)
    *APG: Most archetypes, most feats and spells, most rage powers and bloodlines etc.
    *UM: Most feats and spells, ask first on archetypes and additional class features like bloodlines.
    *UC: Some archetypes, some feats.
    *Anything ARG ask first.
    *Nothing AP or Golarion specific in flavor
    *Races: CRB plus drow, tiefling, aasimar.
    *Base Classes: Cavalier, Inquisitor, see spoiler
    Exceptions:
    Anything else ask first, if I can see that someone is excited about something for RP reasons, and it strongly fits the flavor of the setting and campaign, I will make some exceptions to the above guidelines, but if I tried to explain my rationale we'd be here all day because I'm actually completely nuts, and make no sense to anyone but myself (*_*)
    For example, I don't have oracle listed, but if someone wanted to make a Rage Prophet I'm suddenly cool with oracle levels as part of that build. So you have to just run things past me sometimes, just please don't send me builds out of the blue that don't follow the guidelines.
    Short backstories are ok.
    Present them as three sections: Background, Personality, Motivations. A few sentences for each is enough.
    Check out the obsidian portal wiki page for inspiration.
    Lost Lands Wiki