Rosie Cusswell

Eveline Bleakrock's page

612 posts. Organized Play character for Deussu.


Full Name

Eveline Bleakrock

Race

Halfling

Classes/Levels

Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Gender

Female

Size

Small

Age

24

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Halfling

Occupation

Undead hunter, explorer, marksman

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

About Eveline Bleakrock

Picture of Eveline

Female Halfling Ranger 2/Paladin of Sarenrae 2
Lawful Good Small Humanoid (halfling)
Player Deus (2205-17)
Xp 9
Faction Scarab Sages
Prestige/Fame 16/18
----
Init +6
Senses Perception +10
----
AC 21, touch 15, flat-footed 17; (+5 armor, +4 Dex, +1 size, +1 shield)
hp 32 (4d10+4)
Fort +10, Ref +10, Will +8; +2 vs. fear
----
Speed 20 ft.
Melee Scimitar +6 (1d4+1/18-20) or dagger +6 (1d3+1/19-20) or club +6 (1d4+1) or spiked gauntlet +6 (1d3+1)
Ranged +1 darkwood composite longbow +10 (1d6+2/x3) or dagger +9 (1d3+1/19-20)
Special attacks Point blank shot, favored enemy (undead), rapid shot
----
Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 18
Feats Point Blank Shot, Precise Shot (Combat Style), Rapid Shot
Skills (ACP 0;18 sp) Acrobatics +10 (1), Climb +8 (2), Diplomacy +5 (1), Handle Animal +6 (2), Knowledge (geography) +4 (1), Knowledge (nature) +4 (1), Perception +10 (4), Stealth +13 (2), Survival +6 (2), Swim +6 (2)
Traits Indomitable Faith, Reactionary
Languages Common, Halfling

Special Qualities:

  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Favored Enemy (Ex): Undead. A ranger gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
  • Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
  • Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
  • Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
  • Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
  • Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
  • Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

    In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

    The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

  • Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
  • Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.


On person +1 Mithral shirt (5 lbs), masterwork buckler (2½ lbs), scimitar (2 lbs), +1 darkwood composite longbow (str +1) (¾ lbs), alchemical silver spiked gauntlet (½ lb), cold iron spiked gauntlet (½ lb), dagger (½ lb), club (1-½ lbs), 40 arrows (3 lbs), 20 cold iron arrows (1-½ lbs), wand of cure light wounds [32/50], wand of cure light wounds (CL 3rd) [8/8], antitoxin, wayfinder, alchemist's fire (2, 2 lb), oil of magic weapon (2), oil of bless weapon (2), scroll of darkvision, scroll of remove curse, scroll of remove blindness/deafness, scroll of see invisibility
In backpack Backpack (½ lb), Bedroll (1-¼ lbs), Flint and steel (–), Ink (1 oz. vial) (–), Inkpen (–), Paper (sheet) (–), Waterskin (1 lb), Whetstone (1 lb), Sunrod (1 lb), Holy symbol, wooden (–), Belt pouch (1/8 lb), Scroll tube (1/2 lb), Explorer's outfit (2 lbs)
Wealth Check the chronicle
Encumbrance 23-¾ lb. without backpack, 31-⅜ lb. with backpack (32-¼ lb. light/64-½ lb. medium/97-½ lb. heavy)

Other info:

Gender: Female
Age: 24
Height: 3'2"
Weight: 33 lbs.
Eyes: Brown
Hair: Brown

Background:

Eveline was born in Oppara, Taldor to a wealthy halfling familiar focusing on art. The family was sizable, with a dozen siblings both younger and older. He grew up with the rest, but was calmer and more focused even at a young age than her brothers and sisters, and just like any kids in big families she was constantly fighting with her siblings. She did, however, often stay clear of trouble, secluding herself to ponder and observe the surrounding world.

Eveline's parents wished for her to pursue a career as an art model. This was because she had developed an exceedingly well-endowed, voluptuous body much to her dismay. As a halfling who valued solitude, she strongly disliked the attention she was gathering both amidst her siblings and on the streets. She took it as a habit to wear as covering clothes as possible, but her physique made that nigh impossible. She settled on what she could find, and delved even further into solitude.

Refusing to work on a profession Eveline's parents suggested soured the atmosphere at home. Snide remarks made across the dinner table had gotten to a point too far for her to tolerate. She wasn't confident on running away from home, but chose to spend more time away. It was then she ran into some acolytes worshiping an outlawed deity; Sarenrae. Initially she was only intrigued in their covert operations, she started to spend more and more time with them, eventually hearing and learning about the teachings of Sarenrae. Convinced she found the faith that represented her beliefs, she soon abandoned her family as they had supported Taldor with its banishment of the Sarenrae's worship.

Knowing Taldor was no longer a home to her, Eveline carefully weighed her options. Spending time in Osirion's Sothis she came to a conclusion; join the Pathfinder Society. She knew she might run into her brother, Alestair, who left the family to see the world and adventure almost 7 years ago. But Eveline knew her older brother was reckless and easy to anger, and would likely be dead by now.

Eveline's motivation for joining the Pathfinder Society are multifold. She has left the family which she never felt very connected to begin with, she now has the opportunity to see the world to the fullest, and she can put her focused discipline to good use. Eveline strives to do the best she can whatever she is doing, and she keeps work and leisure completely separate from each other.

Boons:

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent adn given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters (yes), you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if yo uassign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder eenhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. THe GM then informs you whether the action's impact would be postiive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the pC's fulfillment of the secodnary success conditions, the GM may respond with a phrase of fire words or less. Once you use this boon, cross it off your Chronicle Sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform researc h, granting you a +1 bonus on KNowledge checks attempted while you are in the Grand Lodge.

Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.

Savior of the Sages (Osirion Faction): With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.

After her first adventure:
Eveline took up with Lionel's offer to attend to a massage after an exhausting dungeon crawl in Absalom's Precipice district. Evading all shady figures and repeatedly seeking assurance there would be no monkey business, she eventually left the temple of Calistria with a slight smile. With the gold she received from all the stuff brought back to the lodge, she invested in a proper, well-tailored set of explorer's clothes. In her shopping spree she also saw her old longbow being at its end, and thus ordered for a quality bow from a masterful bowyer.

Eveline was almost happy with her shoppings until she noticed nearly all of her earnings had been wasted on that one bow. She sure did have a properly fitting set of clothes, but her armor... it was still ill-suited and revealed parts she didn't want exposed and felt uncomfortable. The halfling woman let out a sigh and tightened her armor's excruciatingly tight clasps with a battle of its own. Here's hoping another halfling would not be joining the team when the next mission begins.

After her second adventure:
Eveline rushes out from the cold environment, and immediately after getting her part of the treasure she seeks out an armorer and commissions a well-suited chain shirt, ditching her way too tight studded leather armor back to the armorer. After that she leisures around the Pathfinder Grand Lodge, avoiding contact and reading literature about Sarenrae and practicing her marksmanship skills.

After her third adventure:
Eveline was given a wayfinder for the successful mission, a notion she's now a true pathfinder. Given her new status she feels much more confident. She finally feels she is going to bypass the barrier; having people recognize her for her deeds instead of just her body. Still many lustful gazes remind her of the unfortunate fact she will never get rid of the unwanted fame.

After her fourth adventure:
It seems Reed and Lionel have been tagged alongside her for the remainder of her career. Although she disapproves Lionel's profession since it deprives women and objectifies them—at least so Eveline thinks—she has tried to loosen up a little and make the best of it. She even allowed herself to drink a little at a drinking establishment, although she did make a hasty retreat once too many men, halflings even, flirted with her. Maybe some day she'll learn to trust men in more romantic circumstances.

After her fifth adventure:
Reed was absent this mission, but Numair and that obnoxious Calistrian, Lionel, was with Eveline during the mission to Riddleport. Although the town disgusts Eveline, somehow she managed to gather a reputation when the pathfinder team defeated Alejia. Exhilarated by their huge success, she felt pride for the first time in a long time. She quickly came to her senses and left with the first ship back to Absalom, and narrowly avoided going to a tavern or such other establishment.

Eveline has also noticed a discomfort in her wardrobe. The clothes she ordered had been tailor-made, but the constant patching due to numerous injuries and such has torn the fabric so much it has become too tight. Knowing their next mission takes them to the hot deserts of Osirion, Eveline will equip herself as well as possible. She does not want to go around with a sweaty shirt.

After her sixth adventure:
There was a new addition, Pimwrick, to the group, in addition to Charis and Kailun. Contrary to what Eveline thought, Pim was nervous and awkward most of the time when near Eveline, but remained polite and didn't say anything rude. Eveline would have guessed otherwise from others of her species, most being the rogueish type. It might just be Pimwrick is the first polite male halfling she has come across.

They've been travelling for quite some time in the dessert, and seems like they will travel some more. She doesn't have many sets of clothing with her, and those she has are already dirty, sandy, and sweaty. Donning the icky shirts and all is necessary though. She's longing for a proper bath after the ordeal.

After her seventh and eighth adventure:
Much adventure was had, and apparently Pimwrick has laid his eyes on Eveline. Although she has been reserved all her life, she admits she is interested to get to know this peculiar halfling who behaves well and is polite, aside from being terribly nervous around her. Maybe it's just a height issue, Eveline is, after all, taller than him. Or maybe it's the more probable cause down on his level.

Lionel was a lot more quiet this time, maybe he feels his work here is done seeing Pimwrick buzz about Eveline. Oddly, she misses the snarky remarks, but truthfully is still glad to have some solitude. For the moment at least. Another assignment awaits, no doubt.

Build notes:

1. Ranger 1 — Point Blank Shot
2. Ranger 2 — Precise Shot (bonus)
3. Ranger 2/Paladin 1 — Rapid Shot
4. Ranger 2/Paladin 2 — +1 charisma
5. Ranger 2/Paladin 3 — Deadly Aim
6. Ranger 2/Paladin 3/Bard 1 —
7. Ranger 2/Paladin 4/Bard 1 — Manyshot
8. Ranger 2/Paladin 4/Bard 2 — +1 dexterity
9. Ranger 2/Paladin 5/Bard 2 — ??
10. Ranger 2/Paladin 5/Bard 3 —
11. Ranger 2/Paladin 5/Bard 4 — Improved Precise Shot
12. Ranger 3/Paladin 5/Bard 4 — +1 dexterity