Rosie Cusswell

Hellebore Bloodroot's page

1 post. Alias of Treppa.


Classes/Levels

Halfling Arcanist (blade adept)1/Slayer 2; Init +7; Per +6 (+8 v surprise); AC 14/t 14/ff 11; F +5, R +7, W +3; CMB +1; CMD 14; HP 29/29

About Hellebore Bloodroot

Halfling Arcanist (blade adept)1/Slayer 2; Init +7; Per +6 (+8 v surprise); AC 14/t 14/ff 11; F +5, R +7, W +3; CMB +1; CMD 14; HP 29/29

Hellebore Bloodroot
Female halfling arcanist (blade adept) 1/slayer 2
NG Small humanoid (halfling)
Hero Points 2
Init +7; Senses Perception +6 (+8 Prior to combat to avoid surprise)
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 29 (3 HD; 1d6+2d10+4)
Fort +5, Ref +7, Will +3; +2 vs. fear
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Offense
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Speed 20 ft. (15 ft. carrying everything)
Melee mwk rapier +7 (1d4/18-20) or
. . sap +6 (1d4 nonlethal)
Ranged sling +6 (1d3)
Special Attacks arcane reservoir (1/4), consume spells, studied target +1 (1st, move action)
Arcanist (Blade Adept) Spells Prepared (CL 3rd; concentration +6)
. . 1st (3/day)—mage armor, snowball[UW]
. . 0 (at will)—acid splash, dancing lights, detect magic, ray of frost
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Statistics
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Str 10, Dex 17, Con 12, Int 17, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Improved Initiative, Weapon Finesse
Traits magical knack, - custom trait -
Skills Acrobatics +10 (-4 to jump), Appraise +7, Bluff +6, Climb +2, Diplomacy +1, Disable Device +12, Escape Artist +2, Intimidate +4, Linguistics +7, Perception +6 (+8 Prior to combat to avoid surprise), Profession (merchant) +4, Sense Motive +4, Sleight of Hand +3, Spellcraft +9, Stealth +13, Use Magic Device +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Common, Dwarven, Gnome, Halfling, Infernal
SQ hero points, slayer talent (trapfinding[ACG]), sword bond, track +1, trapfinding +1
Combat Gear oil of magic weapon, potion of cure light wounds, wand of mage armor (25 charges), wand of protection from evil (28 charges), wand of shield (33 charges), acid, alchemist's fire; Other Gear mwk rapier, sap, sling, sling bullets (20), spell lattice (1st)[ACG], spell lattice (1st)[ACG], arcanist starting spellbook, bedroll, belt pouch, book lariat[ACG], flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], piton (2), silk rope (50 ft.), soap, speed sheath[UW], speed sheath[UW], spell component pouch, spellbook, sunrod, trail rations (5), waterskin, whetstone, wire[UE], 19 gp, 1 sp, 8 cp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Sword Bond (Rapier, 1/day) Arcane bond with proto-black blade.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Campaign Trait - Wanted: (Latecomer Trait) You came to Haugin's Ear to get away from enemies who have both the will and resources to harm you as a result of something you did (or are believed to have done), and the town and it's "no questions asked" nature provided you with an excellent place to hide. Still, your enemies aren't the type to forgive, forget or give up -- you know that, deep down, one day, they'll find you. This has made you paranoid and quick to react to danger even before you're fully aware of it, giving you a +2 trait bonus to Surprise checks and a +2 trait bonus to AC before you have acted in combat.

Hellebore was raised in Chelish households as a halfling slave. They were traded or sold so often that she didn't have a clear idea of which of the staff were her real parents and which were aunties and uncles. By the time she reached her teens, she had been separated from everyone she grew up with, but the halfliing slaves in a great house always seemed like family to her.

When she was owned by the Dioso family in Remesiana, she became fascinated by the trophy case in the library, and often sought to help clean and tidy in there. The case contained a number of family treasures, some heirlooms and some trophies of past victories. An agent of the Bellflower Network infiltrated the slave ranks of the household, and after months of persuasion, training and preparation, the household slaves revolted at a time most of the family was absent from the estate.

Though horrified at the violence, Hellebore realized this was a blood commitment, and did whatever was necessary to secure their escape. But one of the first things she did was to break into the trophy case in the library and grab several treasures to sell to help finance their freedom. Among them was a well-used rapier - just her size! - and a tattered book that she couldn't read.

When the group paused for a rest, the tiller guiding them collected what treasures they'd gathered so he and his allies could help finance the group. Hellebore found she couldn't let go of the rapier, and something told her not to surrender the tattered book. She hid the rapier and book, but had plenty of expensive trinkets to turn over, which seemed enough for her.

As the group went from safe house to safe house, escorted by different tillers, she heard whispering quite often, especially in her dreams, though she could never quite make it out. She had gut feelings about things that turned out to be accurate. So when she had the urge to leave the group and make off on her own, she followed it, living rough and foraging in the wilds as best she could. She stole food on occasion, learning to be silent and wary. And during her travels, the whispering - which she decided was coming from the rapier itself - helped her decipher the book, somehow. Her excitement grew as she realized it was some sort of magic book, and when she tried her first spell - balls of light appeared in the air, obeying her directions - she was delighted.

Studying on her own, even with the blade's help, was slow and tedious. So when Hellebore reached the Isger settlement of Haugin's Ear, she decided to find a job and become a merchant. Sadly, though she worked hard, she did not understand the merchant trade, nor did she have an in with any of the great merchant families. Time and time again, she tried to use her hard-earned money to start a business, but never made enough to keep it afloat. She chose to take the year with the guard to hone her martial skills, liking this little place and feeling far enough away from Cheliax to be safe -- sort of. The realization that the blade must be special and the book was full of spells gave her the sinking feeling that the family would be upset about losing them, so she was never really comfortable anywhere, particularly around strangers.

But becoming a citizen helped her feel that maybe she'd have the protection of the community if someone came hunting her. She changed her looks and clothing until she no longer looked like the runaway house slave of a great Chelaxian house. She developed some proficiency with her blade, though she still relied heavily on her skills of silence and observation when in trouble. And she only relieved households of their posessions at night when she was in great need.

Now she is trying to figure out what to do with her life. She really does not want to be a thief, nor does she wish to leave the town she's invested a year of her life serving. She has been studying the book diligently and learning quite a few spells, helped along by her native intelligence and the strange rapier. But now what? Slavery has not prepared her for the workaday world most people happily follow. She feels inept at being a normal, productive member of society, despite her best intentions.