Sabriyya Kalmeralm

Ihrin Ardlean Dracul's page

441 posts. Alias of Critzible.


Full Name

Ihrin Ardelean Dracul

Race

Human

Classes/Levels

Unchained Rogue 11th/Samurai[Warrior Poet] 3rd HP:152|AC:32(t:22,ff:22)|F:+11|R:+15|W:+11|CMD:25|CMB:+12|Init:+4 Per:+23(+28)|Dagger+16/+11/+6,Lgt Mace+15/+10/+5,Hvy Wrist Launchers+15/+10/+5,Cestus+15/+10/+5,Katana +16/+11/+6 Wakizashi +16/+11/+6

Gender

female

Size

M

Age

25

Alignment

N

Deity

God and the Old Gods

Languages

Arabic,Latin,Slavic, Romanian,English,German,Russian,Italian,Greek,French,Spainish,Draconic,Japa nese,Infernal, Slyvan,Celestial

Strength 12
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 14
Charisma 12

About Ihrin Ardlean Dracul

Ihrin Ardelean Dracul, Sister to the Dragon, Twice Dead, Deathless
Neutral
Human Unchained Rogue 11th/Samurai(warrior poet)3rd
Init: +3 Perception+21
Defense:Mithral Shirt
Speed:40ft
AC:32(10+1(dex)+11(+2 Full Plate)+1 (Dodge)+8(Bracers of Defense)+1(Natural Armor)
HP:128
Fort:+11[6+2+3]Reflex:+15[8+4+3] Will:+11[4+2+3+2]
Statistics:
Str:12 Dex18 Con 14 Int16 Wis13 Cha12
BAB:+11/+6/+1 CMB +11 CMD:24
Speed:30ft
Melee:+11/+6/+1
Ranged:+14/+9/+5
Dagger(x20) (2gp)+15/+10/+6 1d4+4 19-20/x2 10ft Piercing
Cestus(5gp)+14/+9/+5 1d4+1 19-20/x2 Bludgeoning
2 Heavy Wrist Launchers(500gp)+14/+9/+5 1d4 19-20/x2 30ft Piercing
-20 bolts
Light Mace(5gp)+14/+9/+6 1d6+1 x3 Bludgeoning
+1 Katana +15/+10/+6 1d8+5 17-20/x2 Slashing
+1 Katana +15/+10/+6 1d8+5 17-20/x2 Slashing +1d6 Lighting
+2 Katana +17/+12/+7 1d8+6 18-20/x2 Slashing +1d6 Fire, +1d6 Holy
+1 Wakishasi +15/+10/+6 1d6+2 17-20/x2 Slashing +1d6 Corrosive
+2 Wakishasi +17/+12/+7 1d6+3 18-20/x2 Slashing +1d6 Cold, +1d6 Holy

Feat: Fast Learner,Cunning,Weapon Finesse*, Dodge*,Weapon Focus(Dagger)*, Deft Hands, Quick Draw, Close Quarters Thrower, Cosmopolitan, Two-Weapon Fighting, Heavy Armor Proficiency,Iron Will
Traits:
Keen Ears:You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.
Resurrected:You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.
Languages:Arabic,Latin,Slavic, Romanian,English,German,Russian,Italian,Greek,Spainish,French,Draconic,Japa nese,Slyvan, Infernal, Celestial,Kunai

Skills: 164(8+3+1(race)+1(Favor)+1(cunning) Background:26
Acrobatics:+23[+18][13+3+3+5*-5**]
Appraise+11[5+3+3]
Bluff +14[10+1+3]
Climb+13[+8][10+1+3-5**]
Diplomacy+13[10+1+3]
Disable Device+21(+26)[+16(+21)][13+3+3+2+5*-5**]
Disguise:+11[7+1+3]
Escape Artist+13[+8][7+3+3-5**]
Intimidate:+11[7+1+3]
Knowledge(Dungeoneering)+11[5+3+3]
Knowledge(Local)+11[5+3+3]
Linquitics+18[12+3+3]
Perception:+23(+28)[14+2+3+4+5*]
Sense Motive:+16[13+1+3]
Sleight of Hand:+21[+16][13+3+3+2-5*]
Survival*
Stealth +20[+15][14+3+3-5**]
Swim:+12[+7][8+1+3-5**]
Use Magic Device:+11[7+1+3]
Background
Craft(Trap)+12 [6+3+3]
Craft(Alchemy)+9[3+3+3]
Knoiwledge(Nobility)*+6[2+3+3]
Profession:(Cook)+8[3+2+3]
Profession:(Courtesan)+8[3+2+3]
Perform(Dance)+7[3+1+3]
Perform(Sing)+7[3+1+3]

Special Abilities:
Weapon and Armor:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:+6d6
,If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue 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 rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:+3
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.

Finesse Training:Weapon Finesse, Dagger
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level..

Evasion:At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
Combat Trick:Dodge
Weapon Training:Weapon Focus:Dagger
Stand Up:A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
Canny Observer:+4 Perception
Cutting Edge; Gain Two more Skills that now are part of your Rogues' Edge:

Danger Sense:+3
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

-Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

-Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

-Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogues Edge: Perception,Acrobatics, Disable Device,Slieght of Hand
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
-Perception:

5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.

20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.

-Acrobatics:

5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

15 Ranks: You do not provoke attacks of opportunity when standing up from prone.

20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

-Disable Device:
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.

15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).

20 Ranks: You halve the penalties for performing a quick disarm as described in the 5 Ranks entry. If you possess the trapfinding ability and accept a –20 penalty while using the ability unlocked at 15 ranks, all nearby allies gain the benefit, and you disable the trap as an immediate action before it can trigger if you exceed the DC by at least 10.

-Stealth:
5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Improved Uncanny Dodge:
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Samurai[Warrior Poet]
Weapon And Armor Proficiencies:
Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi.

Dancers' Grace:
When wearing no armor and not using a shield, the warrior poet gains a bonus to Armor Class equal to her Charisma bonus (to a maximum of her samurai level). A warrior poet loses this bonus while flatfooted or otherwise denied her Dexterity bonus.

Graceful Warrior:
The warrior poet gains Weapon Finesse as a bonus feat and can apply its benefits to glaives, katanas, and naginatas as if they were light weapons. This does not alter the weapons’ properties for the purposes of any other effects.

Challenge:1/day
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The warrior poet adds her samurai level to her damage rolls only on her first successful attack against a challenged target each round. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Aid Allies:
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Resolve:
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Flourish:
The warrior poet is skilled at performing elegant moves in battle. At 1st level, the warrior poet gains a flourish of her choice from the list below. She gains another flourish at 3rd, 5th, 9th, 13th, 17th, and 20th levels.

-Exodus of Speed: As long as the warrior poet is wearing light or no armor and carrying no more than a light load, her land speed increases by 10 feet. A warrior poet can select this flourish up to three times.

Harmony of the Tranquil Garden: The warrior poet can focus her senses as a move action to gain blindsense out to 5 feet for 1 round. For every 5 samurai levels she has, the range of this blindsense increases by 5 feet.

Equipment(23,500gp)

Grooming Kit:1gp, 2lbs, This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Courtesans’ Kit:10gp, 5lb.This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.

Perfume kit: 40gp,10lb. A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.
You must choose the type of check when you apply the fragrances.
This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.
Cooking kit:3gp,16lbs, This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Masterwork Dungeoneering:130gp,15lbs, A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.
Forgers’ kit:200gp,6lbs These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries
Gear Maintenance Kit:5gp,2lb This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Shaving kit:15gp,½ lb A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Masterwork Survival kit:(50gp)5lb A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Trappers’ Kit:(263gp)90lb This kit is particularly useful for dungeon explorers who specialize in trapping or taming whatever vile quarry they find. A trapper’s kit contains an average lock, a bear trap, a container of bone paste, a Small cage, a set of manacles, a bag of marbles, 50 feet of silk rope, two tanglefoot bags, 50 feet of twine, and a wire
Thieves’ RIng:(300gp)This slightly over-sized ring conceals a few lockpicks and other tools coiled inside its band. These discreet tools, made of a metal alloy that springs straight once the tool is removed from the band, are sufficient to attempt Disable Device checks without penalty, and long enough to pick locks on manacles fastened around the wearer’s hands (once she slips off the ring). The wearer gains a +2 circumstance bonus on Sleight of Hand checks made to conceal the ring’s nature from anyone searching her.
Concealable Thieves Tools:(190gp)1/2lb Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks)
Bandoleers(x2):1gp,This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).
Burglars’ Outfit:(5gp) 5lbs,This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.
Courtesans’ Outfit(x2):16gp,4lbs each, This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Explorer's’ outfit:(free) 8lb. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Eye Patch:1sp,An eye patch covers one eye and ties around the head. Pirates usually wear eye patches to cover injured or blind eyes, but some wear eye patches to look more intimidating, or to keep one eye covered and thus retain their night vision when transitioning from the relative darkness belowdecks to the sunlight above.
Waterproof bag:5sp,1/2lb This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.
Canteen:2gp,1lb,This hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
Flask:A flask holds 1 pint of liquid and weighs 1 lb. when full.
Waist pouch:5sp,1/2lb,This leather pack is supported by two straps that can be loosened or tightened to fit most body types. It can be adjusted to any facing along its wearer’s waist. The pack can store up to 1/2 cubic foot of material.
Belt pouch(x2):A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.
Inside Pocket:4gp,This is an extra pocket sewn on the inside of a piece of clothing. You gain a +2 circumstance bonus on Sleight of Hand checks to conceal an item in an inside pocket. Detecting the compartment requires a successful DC 15 Perception check at minimum (DC 20 if empty), even if you aren’t trained in Sleight of Hand.
The inside pocket is 1 inch deep. Different styles open from the top or from the side, and some have button flaps to secure the contents.

Wrist Sheaths,Spring loaded:10gp(x2)
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
This item works like a standard wrist sheath, but releasing an item from it is an swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).

Tattoos:

Magical Items:
Belt of the Weasel:10,000gp
This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it’s crafted in the shape of a smiling weasel’s face.

It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability.
Boots of Striding and Springing:5,500gp
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.
Cloak of Resistance:1,000gp
This garment offers magic protection in the form of a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Barrette(Hat) of Disguise:1,800gp
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
Bag of Holding(type 1):2,500 gp,15 lbs. Holds:250 lbs. 30 cubic ft.
Bracers of Defense:+8

pp-
gp- 887
sp- 8
cp-

Background:

Did you grow up poor, middle-class, or upper-class and wealthy?
Irhin remembers that she was vaguely was from a family of travelling entertainers. It is where her singing and dancing comes from.Currently she is the Adopted daughter of Lord Dracul of Wallachia a princess in title only.
Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot? Currently she travels dealing her families justice to the vile Ottomans with guile and tact.
Are you from the local area where the adventure begins, or a foreign land? She is a foreigner
Who was your father, and what did he do for a living?She does not necessarily know but she currently is the adoptive Princess of House Dracul. She knows her father, birth father was part of a travelling entertainers
Who was your mother, and what did she do for a living?Her mother was about the same as her father an entertainer
Do you have any siblings? She remembers some but currently she has step siblings
Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)? Her original family was wide as the entertainers bonded and trained together. Her current one is smaller and rigid
Was your family religious?Yes her family is devout Christians, She is less so following the older ways alongside Christianity.
What was your education like?In her first life it was Songs and Dancing with thievery and devices. Her second life taught her guile, infiltration and Nobility. Somethings few others would really understand.
What were your friends like? She has few. Those she does are more servants, or know her as someone other than her true self.
Who was your first love, and what happened to them? She knew love before death. After death she has used love as a weapon. It has helped her time and time again to kill and infiltrate places in the name of her family and God
What was the happiest moment of your childhood? Music, The old music of the campfire is what makes her happy.
What was the scariest moment of your childhood? She isn’t sure, but the scent of freshly turned earth in the mist unnerves her
What was the saddest? After her first resurrection it was the Loss of her past
Why did you become the class you are? Family tradition? Just fell into it?She is an Unchained Rogue. She had roguish talents when she was recovering from being found. Her adoptive family allowed her and paid for her to train even more, facilitating her with gear and items to make her an effective weapon in the war against the Arabs.
Who taught you your class's skills? Her family brought in dozens of teachers, most nefarious spies and thieves to help hone her skills as well as the church itself aiding in her training.
What's your relationship with your family now?She is a tool to her Adoptive family. A deadly viper that they send to retrieve, kill and spy.
If your character wasn't adventuring, what would they be doing instead?Probably working and singing in a tavern. A simple easy life where she can entertain and laugh.
What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them? She believes in the Christian God, but also the old gods. The ones who guard the roads and those who roam it.
If you could pick one emotion to describe your character, what would it be?Sorrow
What terrifies your character? Her tattoos scare her. They are unnatural. They are written in something she cannot read nor can others decipher.
What emboldens your character? Unlocking her mind is what she wishes the most, aside form the curse and tattoos she wants to know who she is
Do they have any goals? If so, what? She has goals. One to figure out who she is and what has cursed her. The other is to retire from all this spying and killing open a tavern or a music school
Why do they adventure?She adventures on order of her Brother the Current regent of Wallachia, and the Church.
What role do they fill in the group?She is a scout and inflitraitor. Able to sneak in and out, spy and take out things discreetly
How does your character get along with members of a group? She knows her role and does them. Otherwise she keeps to herself preferring to sit back and sing. She will if drunk be more receptive to others and open up but even then if they ask too much about her past she will clam up and keep to herself.
How do they feel about other races, like humans, dwarves, halflings, elves, etc.? She judges people on there skills and actions and not there words. Be them Human or not that is what she has learned.
How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls? Same as above
How does your character feel about magic? Magic is a tool, but like all tools to much reliance on them dulls you. So she tends to focus not only on items that enhance her already formidable skills instead of just the items or spells.
How does your character dress? When on a mission she dresses the part. When relaxing in as little as possible.
What does your character look like? Do you have distinguishing birth marks, deformities, hair color? She has a limp and a gnarly scar on her right hip. After that she has deeply etched tattoos of some alien language on her left shoulder blade and one on her stomach below the belly button. Has a sword scar under her breasts form a stab through the heart.
Do they have any personality quirks? She hums alot when concentrating. She limps, but when necessary she can move without restriction on her leg. She will also twirl her hair when she is reading or thinking.

15 years ago was what changed Ihrins life forever. She woke up in the dark, cramped box. She could barely breath and had to claw her way free. For over 6 hours she made her way from the tiny box to the surface, Ihrin Ardelean was lying in her own grave. The grave of a child! Confounded the priests that found her in that little Shrine side graveyard were shocked and quickly took her in. There she was examined and put through a variety of spells and incantations. They feed her and clothed her. After a few months she began to pick locks and go out to steal and enjoy her freedoms. The only mark on her was the strange wound on her hip and the tattoo on her shoulder.

The priest did not appreciate this girls constant escapades form her confinement and began to get better locks, and even shackled her to the bed as well as moving it in harder to sneak by places. Still she continued to get out. One of her late night excursions happened at a tavern, she had come to enjoy the music while some locals talked about the Arabs and bandits. Well Bandits appeared and demanded money, food and women. One thought to grab her, and with deftness young Ihrin grabbed one of the knives and killed him. After a fight she managed to kill three of the five Bandits while another man one Vlad the Dragon. Illegitimate son of Wallachias king, Vlad took in young Ihrin as a sister. The 16 year old and the 10 year old grew up in the house of his father. Vlad trained his sister to become his family's secret weapon against the Arabs. Using her to go out get information or kill influential people. She did this until she died when she turned 14. She took a sword to the heart below her rib cage. Which she still has a scar.

After that she was to be buried. Once again she was interred into the earth, and after a few days rose again with a new scar and a new tattoo. Her “brother” told his father and the priests once again went through there tests. In the end she was allowed ot return to her duties with not only the churches blessings but that of her families.

Now 25 she has been called on to aid Portugal in pushing Arabs outta Morocco. So she was sent to lend her expertise.