Efni Raan

Farya Najjar's page

16 posts. Alias of theasl.


Full Name

Farya Najjar

Race

Decadent Zadjite [ HP: 10/10 | AC: 15 (TAC: 13, FFAC: 12) | CMB: +1, CMD: 14 | Fort: +1, Ref: +5, Will: -2 | Init: +3 | Perception +4 ]

Classes/Levels

Unchained Rogue 1 [ Speed 30 ft | Composite (+0) Shortbow +3/1d6; Curved Dagger +3/1d4+1 | Active conditions: none ]

Gender

F

Size

M

Age

22

Deity

Sacred Flame

Languages

Zadjite, Old Jairanian, Khazistani, Susrahnite

Homepage URL

Myth-Weavers sheet

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 13

About Farya Najjar

Creation Rules:
20 point buy, 140 starting gp (average)
Background and Description:
Though Zadj is known as a land of great wealth and luxury, not all of its people are able to partake in it. After falling on hard times, Farya's parents gave up the girl, then just a baby, in exchange for forgiveness of their debts. Farya has never known these parents, and all that she has left of them is her name. Instead, she grew up in relative comfort in a wealthy trader's household in Iraab. Though her status was unclear - neither slave nor adopted child - she was treated well, always having enough to eat and drink and play with. However, she was never allowed to leave the merchant's estate, becoming somewhat used to the solitude that her existence brought.

From her adolescence, though, the trader's plans for Farya became clear - she would become a servant for him, carrying out the dirty work he needed under the table while remaining unconnected on the surface. At first, he tried to have her trained in seduction, taking advantage of the stereotypical Zadjite image abroad, but Farya showed neither interest nor aptitude for such tasks. Realizing that his desires would not work out, the trader instead looked to Farya's strengths - quickness, sneakiness, and a good nose for finding weak points. As Farya matured, the trader let her take on simple tasks in the city, and when she succeeded flawlessly, on bigger missions abroad - smuggling, assassination, theft, and anything else he could think of.

Over the years, Farya has travelled extensively over the region, doing all sorts of unsavory activities at her patron's request, often out of touch with home for months at a time. After one of these stretches, about three years after she first left Iraab, Farya received a different kind of message. The message - with a seal of authenticity that she trusted - stated that the old merchant had unfortunately become sick and died after a night of drunken revelry, and that among his last wishes were that Farya be set free from her servitude. Unfortunately, the message also said that she would no longer be receiving support - monetary and otherwise - from abroad, at least for the time being. Stuck alone in the strange lands of Belthaar, far to the north of her homeland, Farya is suddenly forced to hire out her services to survive. She hopes that one day she can return home, but she has to make it back to Zadj first...

Unlike her more lavish brethren back home, Farya's line of work demands that she not draw attention to herself. While a hint at her heritage is sometimes enough to crack open closed doors, she prefers careful application of lethal force instead. Trading revealing desert garb for leather armor and a dark cloak and glittering gold armbands for a pair of dull gold-hilted steel daggers that rarely see the light of day, Farya's looks won't kill, but her weapons surely can.

As a child, Farya's isolation caused her to be quite reserved, a trait that has helped her maintain her operations thus far. However, she's learned over the course of her training and her time in the field the value of interaction, both as a means to achieve her goals and to maintain her own sanity. While she usually tries to keep others at a distance out of habit, she's smart enough to know that that won't be possible going forward. Once blades are drawn, though, Farya turns into a different beast, unashamedly reveling in the slaughter around her.

Statistics and Skills:
F Unchained Rogue 1
M Humanoid (human)

Languages Zadjite, Old Jairanian, Khazistani, Susrahnite

HP 10/10 Initiative +3 Speed walk 30 ft Senses perception +4, trapfinding

STR 12(+1) DEX 16(+3) CON 12(+1) INT 14(+2) WIS 10(+0) CHA 13(+1)

Acrobatics +7 Appraise +6 Bluff +7 Diplomacy +5 Disable Device +8 Escape Artist +7 Knowledge (Local) +8 Perception +4 Sense Motive +4 Sleight of Hand +7 Stealth +9

Offense:
BAB +0 Melee +1 Ranged +3 CMB +1

Weapons
Composite (+0) Shortbow (+3, 20/x3, 70/700 ft, 1d6 P)
Curved Dagger (+3, 18-20/x2, 1d4+1 P or S)

Defense:
AC 15 TAC 13 FFAC 12
CMD 14 FFCMD 11
Fort +1 Reflex +5 Will -2
Damage Resistance none
Energy Resistance none
Spell Resistance none

Armor/Shield
Leather Armor (+2 AC, -0 ACP, +6 max DEX)

Feats and Traits:
Feats
Weapon Finesse [Finesse Training]
Point-Blank Shot [Human]
Precise Shot
Special Abilities:
Race
Skilled
Bonus Feat

Culture
Insidious
Arcane Adept
Corrupt

Class
Weapon Proficiency: Simple/Rogue
Armor Proficiency: Light
Finesse Training (Ex)
Sneak Attack +1d6
Trapfinding +1

Favored Class Rogue: +1 HP

Gear:
pp 0 gp 0 sp 4 cp 0

Weight 75.5 (39 in backpack)
Carrying Capacity 43/86/130

Traveler's Outfit
Leather Armor
Composite (+0) Shortbow
Common Arrows x60
Curved Dagger x2
Common Backpack
-Bedroll
-Waterskin x2
-Trail Rations x5
-Rope (50 ft)
-Grappling Hook
-Crowbar
Belt Pouch
-Flint and Steel
-Caltrops
-Common Thieves' Tools