Merisiel

Haria Lalaslith's page

81 posts. Alias of DarkOne the Drow.


Race

HP: 20/20; Regression: 0/1; Blood Surge: 0/4; Kai: 0/5; Status: normal; Arrows: 20/20

About Haria Lalaslith

Haria Lalaslith

Game: Varingia
Game master: nightflier
Setting: Custom setting
System: Pathfinder with custom setting rules

Levels: Rogue 1

Race: Morgral (humanoid) (elven parents)

Alignment: Neutral

Progression:
1: Rogue: 20 = 4+4+1(Con)+10(bonus)+1(fc) HP, 2 feats, 2 traits, Max GP, FC: 1 HP

Achievements:
...

Statistics:
Ability Scores
STR: 14 (+2) = 14
DEX: 18 (+4) = 18
CON: 13 (+1) = 15 -2(morgral)
INT: 12 (+1) = 12
WIS: 11 (+0) = 13 -2(morgral)
CHA: 20 (+5) = 16 +4(morgral)
Creation: Set of 18, 16, 15, 14, 13, 12

Size: Medium
Speed: walk: 30' / 30'
Vision: Low-light 2x, Darkvision 60'

Deity: none
Home territory: Solitude castle of Aliatar
Association/tribe: Last Watch, special operatives

Languages: low imperial(r), low elven(a)

Favoured class: Rogue
Animal Companion: Not applicable

Archtypes used: 0 (race)

Skills:
*+Acrobatics: 8 = 1(ranks) +4(Dex) +3(class)
*+Appraise: 1 = 0(ranks) +1(Int)
*+Bluff: 5 = 0(ranks) +5(Cha)
*+Climb: 6 = 1(ranks) +2(Str) +3(class)
*+Craft (Untrained): 1 = 0(ranks) +1(Int) [1sp / day]
*Disable Device: 8 = 1(ranks) +4(Dex) +3(class)
*+Disguise: 5 = 0(ranks) +5(Cha)
*+Escape Artist: 8 = 1(ranks) +4(Dex) +3(class)
+Fly: 4 = 0(ranks) +4(Dex)
Handle Animal: --
+Heal: 0 = 0(ranks) +0(Wis)
*Knowledge (dungeoneering): --
*Knowledge (local): --
*Linguistics: --
*+Perception: 4 = 1(ranks) +0(Wis) +3(class)
*+Perform: 5 = 0(ranks) +5(Cha)
*+Persuasion: 13 = 1(ranks) +5(Cha) +3(class) +4(morgral) [+2 intimidate and -4 diplomancy (morgral in vampiric state)]
*Profession (none): --
+Ride: 4 = 0(ranks) +4(Dex)
*+Sense Motive: 0 = 0(ranks) +0(Wis)
*Sleight of Hand: 8 = 1(ranks) +4(Dex) +3(class)
Spellcraft: --
*+Stealth: 8 = 1(ranks) +4(Dex) +3(class)
+Survival: 0 = 0(ranks) +0(Wis)
*+Swim: 2 = 0(ranks) +2(Str)
*Use Magic Device: 9 = 1(ranks) +5(Cha) +3(class)
* = class skill
+ = untrained

Skill ranks per level
Rogue: 8 + Int

Special qualities and feats:
Racial abilities
  • Ability Scores: -2 Con, -2 Wis, +4 Cha
  • Armour Proficiency: No armour or shield proficiency
  • Blood Surge (Su): Ability to drain blood of target to heal wounds. Is action (move, damage, pin, tie up) part of standard action to maintain grapple. Can still only perform 1 action when maintaining grapple. Usage: ability mod (Str or Dex selected) / day. Target being grabbed take 1d6 + ability mod + 1/2 character level. Heal = damage done. Willing target, Morgral chooses amount of damage for healing = 2x damage
  • Darkvision: range 60'
  • Favoured Class Options: Mostly Channelers or Rogues. Can take levels in Noble Dead class. Channeler: Gain + ¼ caster level when casting spells of necromancy school. Rogue: Add ½ bonus on Stealth and Perception checks when made in dim light or darkness.
  • Favoured Region: none
  • Languages: start: primary language of region; Additional: parental, other languages of region
  • Low-light vision: see 2x as far as humans do in dim conditions
  • Persuasive: +4 Persuasion
  • Reduced Healing: Halve the effects from healing spells, scrolls, potions and other healing effects. Natural healing also affected
  • Size: Medium: no special bonuses or penalties
  • Speed: walk 30'
  • Type: humanoid, subtype: morgral (always takes appearance from mother race)
  • Undead Immunities: Gain Arcane Defense (necromancy) feat. Also Morgals take no penalties from energy drain effects. Can still be killed if negative levels > normal total level. After 24 hours, all negative levels removed without additional saving throw.
  • Vampiric Empathy (Su): Gain the ability to communicate with bats, rats and wolves as if under effects of Speak with Animals spell (caster lvl = 1/2 character level). Also gain +2 Diplomacy when dealing with these animals. Animals begin with starting attitude of indifferent
  • Vampiric Remnants: Under direct sunlight, vision is dazzled and looses all racial skill bonuses. Also Morgral gets emotional (combat, angered, or passion) old vampiric traits emerge (eyes glow and incisors extend, also gains +2 Persuasion and -4 Diplomacy)
  • Weapon Proficiency: None

Class abilities

  • 1: Armour Profeciency: light armour and no shield proficiency
  • 1: Bonus Feat: Sixth Sense: Conditions: surprise rounds; traps: Effect: +1 dodge bonus to AC and Reflex save; +1 bonus to initiative. Additional Conditions: all rounds including surprise. Additional Effect: extra +1 per 4 Perception ranks, maintain bonus to AC for confirming critical hits against you.
  • 1: Talent: Assassination discipline: Effect: gain pool of discipline points (points = ½ rogue level + (Cha or Int: choice at taking talent) mod, min: 1); jumps are treated as running start when using Acrobat skill checks; at rogue level 10, jumps using Acrobatic skill checks reduce DC by half (though can't move further than speed allows). Activate: swift. Additional effect: while performing full attack, make 1 additional attack at highest attack bonus. Additional effect: increase speed by 20 feet for 1 round. Additional effect: +4 insight bonus to Stealth checks for 1 round. Cost: free for basic effect; 1 discipline point for each additional effect. Special: discipline pool size = total of all other class levels that provides discipline pool, and only one ability mod is applied. Restrictions: each morning after 8 hours rest or meditation replenishes, does not need to be consecutive.
  • 1: Weapon Proficiency: all simple weapons, hand crossbow, rapier, sap, shortbow and sword sword

Feats

  • Race: Arcane Defense (necromancy): Effect: +2 vs against spells and effect of school. Special: each time taken choose a different school
  • Trait: Point-Blank Shot: Conditions: ranged weapons up to 30 feet. Effect: +1 bonus on attacks and damage rolls
  • 1: Precise Shot (scaling): Conditions: ranged weapons. Effect: attack opponent engaged in melee without taking -4 penalty on attack rolls; at BAB is +11, range attacks ignore AC bonus granted to targets by anything less than total cover, and miss chance granted to targets by anything less than total concealment. Normal: see normal rules on effects of cover and concealment in Combat.
  • 1 Gesalted: Gral Traits (Supernatural Speed): Effect: No longer provoke opportunity attacks when leaving threatened squares

Traits

  • Trait: Sunlight Veteran: Learned to suffer the harsh light of sun, although still rarely enjoy it. Effect: suffer no penalty due to daylight (negates Vampiric Remnants bright light effect)
  • Trait: Regression: Activate: swift. Effect: gain +1 Str-based attacks, +2 Str-based damage, temp HP = 5 + Con mod. During effect, can't use Cha, Wis or Int based skills, except Persuasion(Intimidate). No provoke attacks of opportunity. Duration: 5 + cha mod rounds. Uses: per day (1 per 5 levels)
  • Flaw: Healing Resistant: Resist to magical healing. Effect: halve HP gained from spells, potions and supernatural abilities. Special: take complete immunity to arcane healing and grain 2 additional traits instead of 1
  • Trait: Gifted: Must meet prerequisites for feat

Limited use abilities:
Daily:
Blood surge: 0/4
Regression: 0/1
Kai pool: 0/5

Defences:
HP: 20 / 20 [temp HP = 5+1 regression] [no arcane healing, natural is 1/2]
AC: 16 = 10 +2(armour) +0(shield) +4(Dex) [+1 surprise round]
FF: 12
Touch: 14 [+1 surprise round]
Initiative: +4 = +4(Dex) [+1 surprise round]
CMD: 16 = 10 +0(BAB) +2(Str) +4(Dex) +0(size)

Extras:
Energy drain effects: immune (though negative levels are still count, but auto cleared 24 hours later)
No Provoke Attacks of Opportunities when leaving threatened areas.
While regression: No Provoke Attack of Opportunity for any action.

Saves
Fort: +1 = 0(base) + 1(Con)
Ref: +6 = 2(base) + 4(Dex) [+1 surprise round]
Will: +0 = 0(base) + 0(Wis)
+2 vs spells and effects for necromancy school

Offence:
BAB: +0
CMB: +2 = +0(BAB) +2(Str) +0(size)
Attacks (melee): +2 = +0(BAB) +2(Str) +0(size) [+1 regression]
Attacks (range): +4 = +0(BAB) +4(Dex) +0(size) [+1 range <= 30"]

Melee
Unarmed Strike: 1d3; x2; type: B; nonlethal
Dagger: 1d4+2 [+2 regression]; 19-20/x2; type: P / S
Rapier: 1d6+2 [+2 regression]; 18-20/x2; type: P

Range
Dagger: 1d4 [+1 range <= 30"]; 19-20/x2; type: P; range: 10'
Shortbow, arrow: 1d6 [+1 range <= 30"]; x3; type: P; range 60'

Spells:
None

Equipment:
Encumbrance
Light: 58 (66 backpack masterworks)
Medium: 116 (133 backpack masterworks)
Heavy/Overhead: 175 (200 backpack masterworks)
Max lift: 350
Push/Pull: 875

Weight calculations done in spreadsheet

Body
Outfit: Traveler's Outfit
Armour (over outfit): Leather
Back: Quiver (20/20 arrows)
Shoulder: Shortbow

Outfit
Pouch (in tunic)
Backpack (back)
Rapier (left side)
Dagger (right side)
4 Dagger (inside leather armour)

Backpack
Thieve's Tools
Chalk 5
Mirror, small steel
5 Rations, trail per day
Canteen
Fishhook 2
Flint and Steel
Sack
Silk rope

Pouch
Coin, copper pieces 5
Coin, gold pieces 1
Coin, platinum pieces 9
Coin, silver pieces 11

Total weight carried: 52.8 lbs
Current load: Light

Storage (camp, room, wagon, etc)
None

Special items

  • None

Notes

  • None

Group equipment
None

Description:
Height: 6'3"
Weight: 110 lbs
Gender: Female
Eyes: brilliant green
Ears: Sharply pointed upwards and jagged
Nose: Normal
Hair: Long white hair
Skin: clear light skin, cool to touch
Dominant Hand: Right
Age: 16 Max: ---
Special: lack reflections in mirrors, unable to cry. When emotional exicited: eyes become red, canines sharpen and extend, nails grow long

Appearance
She stands taller than humans, and even taller than the average Silvarim. When not wearing her cape and armour, she carries her body with elegance, while she radiates exquisite beauty. Her whitish hair neatly tied back into a tail flowing onto her back. she wears two simple triangles and square shaped silver earrings on each ear, to hide the slight jagged edging of her pointed ears. When one sees her eyes, they intrigued by the brilliant emerald coloured eyes. In general she speaks with her mouth fairly closed to hide her incisors in case they have lengthened, and always takes small bites so not to open her mouth unnecessary. When she is wearing her armour and weapons, her rapier hangs on her left side while one dagger is on her right side, with remainder hidden inside her armour. She always has a dagger at all times somewhere on her body. When travelling she wears a hooded cape over her armour, and backpack. Her shortbow usually strung over her shoulders, with arrow quiver tied against her backpack right side.

Personality
Knowing of her cursed origins and it's effects, Haria generally remains by herself, or on the edge of the scene of discussions, not to draw too much attention to herself. But when amongst persons who already know of her eerie attributes, she is at home and very comfortable speaking out her mind, and being very charming at times to get her way. Even with adopted family she does try her best not to get too emotional, either with sadness or with joy, to prevent her facial appearance from changing to unease them a little. Always doing her best to avoid any mirrors, so that strangers don't discover her heritage.

Background:
Haria has always been conscious of her strange curse she carries all her life. The curse began long before her birth, when her parents were on a raid in the Wasteland to reduce the Hordes numbers. At the time not knowing to In'elnynua, that she was indeed pregnant as the usual pregnancy effects had not manifested before setting off to the Wasteland. The raid took three weeks travelling deep into the cursed lands, coming close to a powerful necromantic nexus. Only after another week once they had returned home in Heasieplithurdrenn did she realize that she was pregnant. Colonel Ferahaldre was extremely proud to hear the news that he would be a father in a few months time. The pregnancy did not go as expected, the infant was growing faster than normal, In'elnynua was feeling weak often.

After nine months, In'elnynua gave an early birth to a beautiful child, though had an unusual hair colour for the Silvarim, being white instead of black, with ears being slightly jagged, incredible brilliant green eyes, and skin was slightly lighter in colour. After a few days, her parents noted her skin was always cooler than normal, and decided to take her to their legion's channellers to inspect her. After a few hours, the channeller called the parents into the room, to inform them of his discoveries. Haria was no ordinary Silvarim, but indeed a morgral, the product of the necromantic curse of the Wastelands. She was also no ordinary morgral either, being completely immune to magical healing. He could not say what other effects would manifest as Haria grew older, but that she would age to adulthood as a typical human.

Her parents knew that keeping her in Heasieplithurdrenn would be a bad idea, and would raise too many questions of Haria as she grew older and she most likely be ostracised by the Silvarim. Armed with the knowledge that Haira would grow old as fast as humans, her parents made the decision to approach the Last Watch colonel Feoras, who resided in Heasieplithurdrenn in order to help organize joint raids into the Wasteland for the benefit of both the Great Elven Forest and Solitude. The Feoras agreed to help his elven counterpart with their request for Solitude to raise Haria to adulthood and to protect her from harm. He arranged for Haria to be taken to Solitude and to be placed under the care of sword lieutenant Birkita, as she could not have children of her own as a result of severe injury taken during a raid.

For the early years of Haria's life, she remained close by her foster mother, and if Birkita had to be away on a raid or important business up north, she would ensure Haria had one of her most trusted officers look after her. Once Haria reached the age to comfortable walk about the castle, Birkita arranged with colonel Creighton, commander in charge of Solitude, to have at least one of the castle's permanently based squads' soldiers to be with Haria at all time to ensure her protection. Haria often irritated her protectors when she was getting herself into dangerous situations resulting from climbing and jumping on various structures of Solitude. Though many times she got away without being reprimanded by her foster mother, for she had convinced her protectors, in her usual charming way, that there was no need to report her.

One day while exploring Solitude, she slipped off a wall she was climbing up, to fall against protruding stone, causing her to be seriously injured. She was quickly rushed off to Birkita, where she yet again received a scolding for climbing the walls. Birkita knew she was immune to magical healing, so she kept a close eye on Haria to make sure she recovered. She had noticed Haria was healing naturally much slower than normal, and at times saw Haria was staring at her minders' necks and wrists, often with her incisors extending slightly. She quickly summoned for an advisor on necromantic effects and creatures of the Wasteland, to explain why Haria was behaving so strangely while recovering. After some studying, the advisor replied, that Haria needed blood to heal faster. She secretly took Haria to the dungeons, where she let Haria bite a magically induce sleeping prisoner that was secured, so she could take some blood, and to see if prisoner suffered vampriric effects afterwards. Once Haria had healed, she was order to be extremely careful, explaining she could not receive magical healing, and could only heal quickly by drinker blood of others, and taking blood forcibly was no good act.

Being aware that Haria could not see herself in mirrors or reflections on water, Birkita organized for a local artist to do a painting portrait of Haria every two years. All the portraits were hung on the walls of her bedroom, which was adjacent to Birkita's bedroom.

As she grew older, roughly every couple months had passed, either one or both of her Silvarim parents would come to visit her after taking part in a raid in the region nearby Solitude. During their short time they stayed at Solitude, they would spend the entire time teaching Haria her native language and Silvarim culture.

When she was twelve years old, while her parents visited Solitude, they spoke to Birkita about her abilities that had developed already. Together they also asked her what she liked doing, in order to see what career would be most suited for Haria. Eventually her parents and Birkita settled on the idea of training her to be an assassin for First Watch, though also for elven needs too. She began her training firstly only within Solitude, learning skills of using various weapons that included daggers, hand crossbow, and the elven shortbow given by her Silvarim parents. After a few months she started to venture outside of solitude, in the accompany of her protectors or with her mentor, in order to learn how to interact with strangers. Her mentor also arranged for tasks within Solitude and Company for her to do on her own, though outside Solitude her protectors would be in disguise amongst the people keeping an eye for her. Part of the tasks was picking locks, and disarming traps.

On the last day of her Silvarim parents visiting Solitude, when she was sixteen years old, Brikita entered the study closing the door behind, taking a seat by the elves. With a nod from In'elnynua, Brikita told Haria that she is ready to go on her first actual secret operation, and that the target of her mission lay in Varingia, to the north of Aliatar. Once Brikita gave her her full instructions, she went to the door to open it, speaking to the protector standing guard outside, before returning to the table. A few minutes later the door opened and half naked man wearing an armoured kilt walked in bearing a large steel tower shield.

“Haria, this is Alex Armstrong, from the Imperial Capital, he will be accompanying you on your missions. He need not know of your mission objectives, his sole duty is to provide protection against unexpected events. He has been informed of your curse and special requirements.”, waving for Alex to take a seat by the table.

Haria smiles and studies her new protector for missions.

“You will be departing tomorrow morning on the zeppelin, that will take you to Varingia. You will have plenty time to get to know each other on the way there.”, before Brikita departed the room to attend to other arrangements needed to be done before the zeppelin arrived.

Adventure history:
Experience: 0 / 2000
  • 0 xp: Starts on the zeppelin docking at the Town of Blackthorn.

Notes:
  • Future possible feats: more Morgral, Dodging types, assassin based talents

Animal Companion/Familiar:
None