Monk

Emileva Mavrakis's page

1,415 posts. Alias of rdknight.


Full Name

Emileva Mavrakis

Race

Human Slayer (Vanguard) 8 | HP: 34/83 | AC: 23 (T: 13, F: 20) | CMB: +12, CMD: 24 | F: +9, R: +8, W: +5 | Init: +6 | Perc: +11, SM: +10 | Speed 20'

Gender

Female

Size

Medium

Age

19 (Birthday: 18 Gozran)

Alignment

NG

Deity

Lythertida

Location

Korvosa

Languages

Common, Varisian, Shoanti

Occupation

Guard / Security Work

Homepage URL

Emileva 1 Emileva 2

Strength 19
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 13
Charisma 10

About Emileva Mavrakis

Statistics:
Female Human Slayer (Vanguard) 8
NG Medium Humanoid (Human)
Init +6; Senses Perception +12
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DEFENSE
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AC 23, touch 13, flat-footed 20 (+7 Armor, +2 Dex, +1 Dodge, +1 Nat, +2 Shield)
hp 83
Fort +9, Ref +8, Will +5
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OFFENSE
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Speed 20 ft.

Melee +12/+7

Ranged +10/+5
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STATISTICS
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Str 19, Dex 14, Con 14, Int 14, Wis 13, Cha 10
Base Atk +8/+3; CMB +12; CMD 24
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Traits

Drug Addict (Personal)
Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord named Gaedren. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.

Armor Expert
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace.
Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Trustworthy
People find it easy to put their faith in you.
You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Drawbacks

Feats

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Dodge
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Improved Dirty Trick:
You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Intimidating Prowess:
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Skills (63 points; 42 class, 14 INT, 7 Skilled)
ACP -1

Acrobatics* +11 = DEX 2+6+3
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Appraise +2 = INT 2+0+0
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Bluff +10 = CHA 0+6+3+1 (Trait)
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Climb* +8 = STR 4+1+3
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Craft +2 = INT 2+0+0
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Diplomacy +10 = CHA 0+6+3+1 (Trait)
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Disable Device*† +19 = DEX 2+8+3+4+2 (+4 Trapfinding) (+2 MWK Tools)
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Disguise +4 = CHA 0+1+3
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +0 = CHA 0+0+0
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Heal +5 = WIS 1+1+3
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Intimidate +11 = CHA 0+4+3+4
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K (Arcana)† +2 = INT 2+0+0
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K (Dungeoneering)† +8 = INT 2+3+3
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K (Engineering)† +3 = INT 2+1+0
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K (Geography)† +6 = INT 2+1+3
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K (History)† +2 = INT 2+0+0
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K (Local)† +12 = INT 2+7+3
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K (Nature)† +2 = INT 2+0+0
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K (Nobility)† +2 = INT 2+0+0
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K (Planes)† +2 = INT 2+0+0
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K (Religion)† +2 = INT 2+0+0
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Linguistics† +2 = INT 2+0+0
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Perception +12 = WIS 1+8+3
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Perform +0 = CHA 0+0+0
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Profession (Military)† +5 = WIS 1+1+3
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Ride +6 = DEX 2+1+3
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Sense Motive +10 = WIS 1+6+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +2 = INT 2+0+0
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Stealth* +13 = DEX 2+8+3
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Survival +6 = WIS 1+2+3
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Swim* +9 = STR 4+2+3
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Use Magic Device† +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Varisian, Shoanti

Special Abilities:

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SPECIAL ABILITIES
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Studied Target (Ex)
[Errata] 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 rolls, damage rolls, and skill checks and to slayer 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.

Lookout (Ex)
At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks.
This ability replaces track.

Tactician
At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.

Sneak Attack
At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Vanguard’s Bond (Ex):
At 4th level, a vanguard forms a bond with his fighting companions. As a move action, he can choose one of his current studied targets and grant half his studied target bonus against that target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the slayer’s Intelligence modifier (minimum 1). This bonus does not stack with any favored enemy or studied target bonuses possessed by his allies; they use whichever bonus is higher. This ability replaces the slayer talent gained at 4th level.

Ever Ready (Ex):
At 7th level, a vanguard is never considered an unaware combatant and is always able to act in the surprise round. The vanguard is still flat-footed in the surprise round until he acts. This ability replaces stalker.

SLAYER TALENTS

Trapfinding:
The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
-Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
-Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Rogue Talent (Underhanded Trick):[/b]
A rogue who selects this talent gains Improved Dirty TrickAPG as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty TrickAPG (although she must take the feat as normal). If she succeeds in giving her target the blinded condition, the target cannot remove the condition during the first round of blindness.

Spells:

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Spells
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0th (at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Armored Coat (Home)
+1 Breastplate
Chain Shirt (Home)
+1 Rapier
Falchion
Composite Longbow
Arrows (20)
Dagger (Cold Iron)
MWK Kukri
Club
Rapier (Home)
Sling
Bullets (20)
MWK Thieve's Tools
Fighter's Kit
Gear Maintenance Kit
Grooming Kit
Basic Dress (Home)
Silversheen
Oil of Keen Edge
Arrowhead (unknown metal)
Amulet of Natural Armor +1

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 0 lb.

Money 29 GP 6 SP 0 CP

Background:

By the time she was nine years old, both of Emileva’s parents were dead of illnesses. She was taken in by her Uncle Franzus, who was the only member of her extended family with the means to do so. Franzus, a lifelong bachelor, had become very successful in the cargo storage business and owned a number of warehouses around the Warehouse Way area.

Franzus did care for Emileva in his own way, he even loved her to the extent that a man who was completely dedicated to business and profit could find room and attention for it. For her part Emileva was certainly comfortable, but her new house was a cold one, and Franzus, although fair, was an exacting man who tolerated no misbehavior or laziness.

When Emileva reached her early teens, Franzus had to consider what to do about her future. Without any direct heirs of his own, leaving his business to her was an option. But, Emileva showed little ability in that area. She lacked precision with accounting and bookkeeping. She was also too good natured and altruistic for the cut-throat business world of the waterfront. Franzus knew that if he turned his little empire over to Emileva, everything he had spent his life building would be eaten away to nothing in a few years. Instead he settled on the idea of a military career for her. She had grown into a very physical girl, and although he disapproved of such things, Franzus knew she already had the talent to handle herself well in a street fight. Emileva was also smart enough that an officer’s commission would not be a stretch with the proper schooling.

When her uncle made the proposal to Emileva, she accepted the idea readily. She loved her uncle, but hated working for him. The business was a dreary occupation to imagine, and the life of a military officer was exciting to imagine. What child had ever watched the Sable Company overhead and not wanted to be one of its marines?

Franzus made some inquiries and found an academy that was willing to admit Emileva for an initial bribe and a guarantee of an acceptable yearly percentage in kickbacks above the price of standard tuition. It wasn’t Endrin Military Academy, but it was good enough. The problem as it turned out, was finding a school that would take an unpedigreed student. Emileva’s father was a Mavrakis, and although they were an old family in the city, there were no ancestors of note. Franzus’s own Porcini family was as common as dirt.

Uncle Franzus’s wealth bought Emileva admittance to the school, but not acceptance. The only commoner student, she was treated with disdain by both students and instructors. In her second lonely, friendless year there she was approached by a small group of students who ran a cheating ring. They sold old essays and exam answers, and wanted Emileva to steal test answers from instructors. She agreed, hoping that she could make some friends among them.

Inevitably they were discovered. Emileva was the only student among the guilty who did not have the connections to make the problem go away. So in the end she alone was blamed as the ringleader and recruiter and expelled.

Emileva was too ashamed to return home and face her uncle. Her prospects were ruined and his investment in her wasted. Instead she disappeared into Old Korvosa, where it would be unlikely he could find her if he tried. Emileva found work where she could, usually guarding a person or property. Such jobs pay less than others available to persons with her talents. Her qualms about taking on work as an enforcer or cutthroat, which could tie her to the Cerulean Society or the Sczarni keep her very poor. It’s difficult to make a living in Bridgefront without getting one’s hands dirty.

For a few months Emileva kept her life very simple. She worked or looked for work, lived in a bare-bones rented room, and mostly read the cheap books she bought with any spare pinch she had. Over time she drank more, and one night out she met Ansel. Ansel was good-looking and had some charm, but mostly Emileva was attracted to him for other reasons. He had a dry, knowing sense of humor and a relaxed, playful view of life that helped her unwind from her brooding over recent events. From the night they met, Emileva and Ansel began a romantic relationship.

Ansel did street performances, which mostly involved rigged games of chance with a Harrow deck; traded in information; and sold shiver. He was up for anything that wasn’t too dangerous and didn’t involve much work. He also used shiver, and soon so did Emileva. Before too long taking shiver was their main way of spending time together. One evening Emileva didn’t wake up from the dose she had taken. Ansel found her unconscious with blue lips. He thought she was dead, or nearly dead, and panicked. He gathered up his possessions and slipped out of her building.

Emileva did wake up several hours later. She had been near death, and was weak and sick. When Ansel didn’t return during the next couple of days as she recovered, she realized what he had done. Furious that he had done nothing to help her, she searched him out when she recovered. She knew Ansel merely worked for someone else who supplied him with the drug, and she decided that she had to make sure his supplier was put out of business. Emileva wrung a name out of Ansel, Gaedren Lamm, and began looking for him.

Appearance and Personality:

Height: 5'7" | Weight: 140 | Hair: Dark Brown | Eyes: Gray

Emileva is tall and solidly built, but still stronger than her appearance would suggest. Her skin tone is light which, with her dark hair, suggests a heritage that is more Chelaxian than Varisian. She is pleasant looking, but doesn't stand out in a crowd.

Emileva is strong, agile, and fairly smart, but she has also been easily influenced by others. She grew up fairly lonely, and that has made her a pleaser. She's made some bad decisions due to the influence of others because she wanted their approval. This has very nearly ruined her life. Finding Gaedren Lamm to protect others whom he might poison with shiver, and for her own revenge, is the first big decision that she's made by and for herself. If it doesn't end badly maybe she will gain more confidence in herself.

Emileva is a decent, even good, person who is willing to help and take risks for others. In fact, she finds a lot of pleasure in helping others. She is not, at least yet, much of a leader, but would make a very capable second to someone who is. She is not particularly outgoing and prefers reading to socializing.

Emileva is a new follower of Lythertida, possibly the only one in Korvosa. When she locked herself away in her room to wait out her shiver withdrawal, she spent time rereading books she had around. One was part of a set she had bought when she was thinking about leaving Korvosa for Magnimar.The book discussed mystery cults and the Empyreal Lords they followed. Emileva had never been religious in the past. The first she had read the book she found it interesting but amusing. This second time the Cult of Lythertida spoke to her. Lythertida's concerns of idealism and potential seemed to her things she had lost, but could maybe regain. Her concern of young death was something Emileva had very nearly found. Emileva thinks of herself more as Lythertida's fellow traveler than as her worshipper.

Character Progression:

Vanguard Slayer 1 / Lore warden-Martial Master Fighter 2 - Campaign End.

My idea is to make a character who is a flexible and adaptable fighter with an expanded skill set for greater non-combat contributions in a urban setting. While she won't have enough skill points to take the lead in knowledge or social situations, she should be able to offer assistance by aiding others, or filling in if the party is split and multiple characters need particular skills.

Her advancement can also be very flexible depending on party composition. She can focus more on front line melee or be a switch hitter depending on party composition. Looking at the other full BAB submissions so far, switch hitter looks like the one more likely to be needed.

Sample Post:
The Resurrection

People on the street who saw her coming were quick to step out of her way. Emileva’s expression was both angry and determined. Her walking pace was rapid, and she looked like nobody should dare to get in her way or slow her down.

She knew exactly where she would find Ansel. There were three or four street corners he preferred for shows, and she had already checked the others. Sure enough, as she got closer Emileva saw a small knot of people gathered. Ansel would be on the other side of them, probably running one of his card guessing games to swindle people out of their change.

She didn’t make a sound when she reached the gathered people. She wanted to surprise him, scare him. Supposedly he thought she was dead. She didn’t slow down at all, pushing two onlookers aside like she was parting a set of curtains. Emileva didn’t say a word as she flipped the little table in front of Ansel away, then she shout-screamed “You pathetic limp worm! You left me for dead!”

Ansel’s eyes bugged and he looked like he might scream. He started to stand up from his stool, but Emileva snatched him by the front of his shirt and yanked him up before he could finish. She still didn’t slow down, walking him backward and pinning him roughly against the building wall behind him.

She slid her left forearm up against his throat to hold Ansel on the wall, and reached back with her right hand to draw the dagger she wore sideways on the back of her belt. Emileva brought the dagger up and place the point against his skin directly under his left eye. “You ran off and left me for dead!”

Ansel didn’t struggle much. He was taller than Emileva, but gangly. She was decidedly stronger than him so he wasn’t going to break free. Besides the dagger sitting a fraction of an inch away from his eye discouraged him from doing anything that might cause it to slip. Ansel answered back, “Em, you’re okay! Thank all the gods!” He tried to smile, but Emileva pushed harder against his throat and made him cough.

“No, you have it wrong! I went to find some help but ran into some trouble on the street. I had to make myself scarce and wait to come back.”

Emieva narrowed her eyes and brought her face in closer to his. “You’ve been gone for six bloody days. So you were hurrying back just fast as you could today? But just had to stop and screw some people out of a few pinch first. Liar. You’re not a good one either. It’s going to get you killed. You forgot that you were in such a hurry to get me some help that you gathered up everything you had in my room and took it with you.”

Ansel slumped a slightly, he wasn’t squirming at all anymore. “Em, what was I supposed to do? Huh? Call the guard? You know I can’t do that. I thought you were dead” Ansel says pleading.

“What could you do? Not leave me for the rats!” Emileva’s voice was cold and furious. “I’m warning you now. If I ever so much as catch a glimpse of you out of the corner of my eye again, I will take your eye, and then I will take your tongue. I swear it. You’ll never sweet talk or lie your way out of anything ever again.”

Ansel just nodded his understanding.

“One last thing. I know that you sell shiver for someone else. Who gives it to you?”

Ansel let out a small gasp. “I can’t tell you that Em. I’d be killed for it!”

Emileva added just a tiny bit of pressure to the dagger. “Unless you want to wear an eye patch when you go tell your boss what a good, loyal boy you’ve been, you’ll give me the name.”

Ansel lowered his voice. “Alright. It’s Gaedren Lamm. But he’s very dangerous. You should just drop this. Please.”

Emileva lowered the dagger and sheathed it at the small of her back. Then she pulled Ansel away from the wall. Still holding him by his shirt, she gave him two hard punches to the kidney with her free hand and let him go. Ansel fell to the ground and curled into a ball, groaning.

The little crowd who had been watching parted to let Emileva through as she walked away. She had broken out into a cold sweat and her head was swimming.

Six days without shiver isn’t enough. I’m going to need more time. I could barely hold myself together for that, and Ansel isn’t remotely dangerous.

Thinking about Ansel again might have made tears come, but she had used all those up in the last few days.