Woman

Jequine's page

195 posts. Organized Play character for Deevor.


Full Name

Jequine Leombre

Race

Human (Keleshite)

Classes/Levels

Rogue 1

Spoiler:
HPs:10/10 AC:17,14,13 F:+2,R+5,W+1 Init+3,Perc+5

Gender

Female

Size

5' 4"

Age

18

Alignment

Chaotic Good

Deity

Estaril

Languages

Common

Strength 13
Dexterity 17
Constitution 14
Intelligence 8
Wisdom 12
Charisma 14

About Jequine

Deevor:

12784-2

Barbarian(unchained) 1:

Jequine
Human (Ulfen) unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 78, Pathfinder Unchained 8)
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +0; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Resist fortified drinker
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bec de corbin +4 (1d10+4/×3) or
. . warhammer +4 (1d8+3/×3)
Ranged shortbow +3 (1d6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with bec de corbin)
Special Attacks rage (6 rounds/day), destructive
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +4 (+6 sunder); CMD 16 (18 vs. sunder)
Feats Improved Sunder, Power Attack
Traits fortified drinker, gold finger
Skills Acrobatics +3 (-1 to jump), Climb +4, Craft (jewelry) +5, Disable Device +4, Handle Animal +5, Knowledge (nature) +5, Perception +4
Languages Common, Kelish, Skald
Other Gear studded leather, light wooden shield, arrows (20), bec de corbin[APG], shortbow, warhammer, backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), jewelrycrafting tools, pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 20 gp
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Special Abilities
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Destructive (+0) (Ex) + 1/2 barbarian level to sunder damage.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

PFS Rogue 1:

Jequine
Female Human (Keleshite) Rogue 1
CN Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1
--------------------
Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) and
. . dagger +3 (1d4+1/19-20) and
. . dagger +3 (1d4+1/19-20) and
. . dagger +3 (1d4+1/19-20) and
. . dagger +3 (1d4+1/19-20) and
. . rapier +3 (1d6+1/18-20) and
. . sap +3 (1d6+1 nonlethal)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
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Statistics
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Str 13, Dex 17, Con 14, Int 8, Wis 12, Cha 14
Base Atk +0; CMB +1; CMD 15 (16 vs. trip)
Feats Dodge, Weapon Finesse
Traits desert shadow, log roller (forest)
Skills Acrobatics +7, Diplomacy +6, Disable Device +7, Escape Artist +6, Perception +5, Perform (dance) +6, Sleight of Hand +6, Stealth +6, Use Magic Device +6
Languages Common, Kelish
SQ trapfinding +1
Other Gear studded leather, arrows (20), dagger, dagger, dagger, dagger, dagger, rapier, sap, shortbow, backpack, dungeoneering kit, thieves' tools, 16 gp
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Special Abilities
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Desert Shadow No -5 penalty to stealth checks while moving at full speed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Pre Society PBP Character:

Favourite sayings
'Let me alone, I will find the shadows for comfort'.
'Come let me calm your brow, (next in a whisper) then maybe remove your valuables'
'They say that wealth cannot bring you happiness, but if you give some to me, then maybe I can'

Appearance
A tall woman with long mousy coloured hair, which frames a small but strongly featured tanned face. Blue eyes, under fine eyebrows dart from left to right and back, seeming to be constantly searching for something. High cheek bones, long slim neck and fingers, this woman has almost feline characteristics.

She wears what looks like a black leather top and dress, embossed with finely coloured jewels. A slit to the side of her dress which is unbelievably long, reveals long and shapely legs, below a slim and attractive body. She seems to hold your attention, you may be mesmerized, but just as quickly she seems to disappear from view. Did you dream this woman, was she really there.

Background[b]
Her parents, strict disciplinarians, would punish Jequine's indiscretions by locking her in the cupboard. After being frightened of the shadows in the cupboard, she grew to love them, and began to seek them out. Using the shadows, she could become a nobody and glide through life without anyone noticing her. The rebelious nature of Jequine grew, as the punishments continued, so that she used her young developing body to tease the local boys. She knew this would upset her father.
As with many girls, she would adore the fine clothes and jewelery of the ladies in the town. She managed on several occassions and a child to remove small trickets from shops, and hid them in her bedroom hiding places, where her strict father would not find them. She swore to herself, that she would never live an impoverished life, but would do all she could to provide herself with riches and spendor.

Unknown to Jequine, her best friend Wendcrees was already being groomed by her father for entry to the local thieves guild. It was not long before he saw Jequine's skills and started to be noticed and she too was trained and taught by Fouree, Wendcrees' father, to ready for the thieves guild. Jequine and Wendcrees were soon known in the guild as the 'Sisters of Flesh', for they could use their guiles to help passing males to provide substantial gifts to the girls. However, the girls were not adverse to encouraging donations by the use of force, should the subject be unwilling to succumb to their advances.

Unfortunately she 'lost' her sister, when they were sent to retrieve the 'Sword of Danraith the Paladin', the sword is magical and has power over undead, although Jequine is unsure what that power is. The mission, given to the guild by the Temple of Sarenrae, was to retrieve this from the grasp of the evil necromancer Devanaise. During the sisters mission through the Dungeons of Saith Wendcrees was involved in a fight with Devanaise, from which she never returned. Jequine, managed to escape the dungeon, but the mission was a failure. She fell into a black mood after that mission and has been prone to severe swings in moods every since. She has not had a close friend since, but many lovers. After all the more lovers, the more generous the gifts.

Where a lover doesn't give their gifts freely, Jequine would take the opportunity to look around the wealthy lovers home, to plan a quiet visit, where she might find some expensive trinkets. She has honed her climbing skills to make the entrance and exit to such houses easy and quick, no need to wake the household now is there.

Using her talents to snare wealthy admirers, she could then appear as a nobody to remove some of their wealth.

[b]Old General Stats
HP 57 Speed 30ft Weight limits 43/86/130 Current HP 2
Money 407 gp
Initiative 10 = 4 + 6

Defense
AC 19 = 10 + 4 + 0 + 4 + 0 + 1 + 0 + 0
Touch(15) Flatfooted(15)
CMD 19 = 10 + 5 + 4 + 0 + 0
Armour Studded Leather Armour (glamered) AC 4 Armour Check 0
Amulet of Natural Armour + 1

Attack
Base Attack +4


  • +9 / 1d6 + 2 Rapier = 4 + 4 (18-20 x2)
  • +8 / 1d6 Short Bow 4 + 4 (20 x3)
  • +9 / 1d4 + 2 Dagger(melee) (19-20 x2)
  • +8 / 1d4 Dagger(thrown)

CMB 5 = 4 + 1 + 0

Saves

  • 4 Fort(2+2)
  • 9 Reflex(5+4)
  • 3 Will(2+1)

Skills
Total - Skill = Ability Mod + Ranks + Skill additions


  • 14 Acrobatics = 4 + 7 + 3
  • 5 Appraise = -1 + 1 + 5
  • 7 Bluff = 2 + 2 + 3
  • 7 Climb = 1 + 1 + 5 (10 when wearing ring of climbing)
  • 2 Diplomacy = 2 + 0 + 0
  • 21 Disable Device = 4 + 7 + 10
  • 9 Disguise = 2 + 2 + 5
  • 9 Escape Artist = 4 + 2 + 3
  • 4 Fly = 4 + 0 + 0
  • 1 Heal = 1 + 0 + 0
  • 2 Intimidate = 2 + 0 + 0
  • 4 Knowledge Dungeonering = -1 + 2 + 3
  • 3 linguistics = -1 + 1 + 3
  • 11 Perception = 1 + 7 + 3
  • 13 Find Traps = 1 + (7) + 5
  • 7 Perform Dance = 2 + 2 + 3
  • 4 Ride = 4 + 0 + 0
  • 1 Sense Motive = 1 + 0 + 0
  • 9 Sleight of Hand = 4 + 2 + 3
  • 14 Stealth = 4 + 7 + 3
  • 1 Survival = 1 + 0 + 0
  • 5 Swim = 1 + 1 + 3
  • 12 Use Magic Device = 2 + 7 + 3

Feats, Abilities and Talents
Feats


  • Improved Initiative
  • Two Weapon Fighting
  • Dodge
  • Mobility
  • Combat Reflexes

Class Abilities Rogue

  • Trap Sense - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Uncanny Dodge - cannot be caught flat footed, even by invisible creature, but successful feint action can negate.
  • Trapfinding an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
  • Rogue Evasion successful reflex save gives no damage
  • Sneak attack 3d6

Class Abilities Shadow Dancer

  • Hide in plain sight - use stealth even when observed if within 10ft of an area of dim light.
  • Evasion - successful reflex save gives no damage
  • Dark Vision to 60ft
  • Improved Uncanny Dodge - cannot be flanked, except rogue 4 levels above

Rogue Talents

  • Rogue Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
  • Trap Spotter - Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap, done by DM.

Traits

  • Combat - Reactionary (+2 on Initiative)
  • Faction - Desert Shadow (Qadira Faction): You move with a
    quick and quiet grace and your enemies are often taken
    unawares by your silent speed. When using the Stealth
    skill to move at full speed you no longer suffer a –5
    penalty on your Stealth skill check.

Equipment
5 gp Rope x 5
1 gp Rations x 20 days
1 gp Bedroll + Blankets(winter)
10 gp Caltrops x 10
2 gp Grappling Hook x 2
14 gp Hooded lantern x 2
150 gp Superior Lock
10 gp Tent
5 gp Waterskin x 5
500 gp Antitoxin x 10
20 gp Sunrood x 20
100 gp Smokestick x 5
20 gp Tintertwig x 20
250 gp Tanglefoot bag x 5
30 gp Courtier's Clothing
1 gp Travellers Outfit
200 gp Masterwork Thieves Tools ( +2 Disable Device )
50 gp Disguise Kit (+2 Disguise)
100 gp Magnifying Glass (+2 Appraise)
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1468 gp Mundane

10 gp Studded Leather Armour
150 gp Masterwork Armour
1000 gp +1 Armour
2700 gp glamored Armour...disguised as normal clothes.
20 gp rapier
300 gp masterwork rapier
2000 gp +1 enhancement
2 gp dagger
300 gp masterwork dagger
2000 gp +1 enhancement
2 gp dagger
322 gp Silver Masterwork dagger
2 gp dagger
322 gp Silver Masterwork Dagger
10 gp daggers x 5
30 gp shortbow
5 gp arrows x 100
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10643 mundane plus armor and weapons
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2200 gp Ring of Feather Falling
2000 gp Amulet of Natural Armor (+1AC natural)
2500 gp Ring of Climbing (+5 climb)
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17343
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750 gp Wand of Obscuring Mist
2000 gp Handy Haversack
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20093
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200 gp Cure Light x 4
300 gp Cure Moderate
2500 gp Goggles of Minute Seeing (+5 Disable Device)
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23094
-------
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406 gp in purse.
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Additional change:
80 gp Climbers Kit (+2 Climb)
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326 gp in purse
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treasure found


  1. 25 pp total - 5 pp each
  2. 96 gp total - 19cgp each
  3. 161 sp total - 32 sp each
  4. scroll of cure serious
  5. scroll of water breathing (used up)
  6. 3xvials of scorpion poison. (save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.)

Notes
20 points build, + 2 dex for lev 1, + 1 dex for lev 4