Mithral Scarab

Juliet Morris's page

37 posts. Alias of YoricksRequiem.


Classes/Levels

F Human Vigilante 7 [ HP: 77/77 | AC: 15 | T: 14 | FF: 12 | Fort +4 / Ref +8 / Will +6 | Init +3 / Percept +11 | Angel of Death ]

About Juliet Morris

.

.

.

Juliet Morris / “The Angel of Death”
Female Human Vigilante (Noble Soul) 7

The Angel of Death

___________________

    Stats
___________________


Size / Type: Medium Humanoid (Human)
Alignment: NG
Deity: Pharasma
Age: ~24
Speed: 30
Initiative: +3
Senses: Perception +11
Languages: Common, Auran, Celestial, Elven, Necril, Sylvan

Attributes
STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)

___________________

    Offense
___________________

BAB: +5

___________________

    Defense
___________________

HP: 77 (7d8 + 2 Con / Level + 1 Favoured / Level)

AC: 15 (10 Base + 3 Dex + 1 Natural + 1 Deflection)

CMB: 7 (5 BAB + 2 Str)
CMD: 20 (10 Base + 5 BAB + 2 Str + 3 Dex)

Fort +4 (+2 Base + 2 Con)
Refl +8 (+5 Base + 3 Dex)
Will +6 (+5 Base + 1 Wis)

Notes:
- Gain +2 saves against Death Effects
- Take +1 damage when hit with Cold Iron weapons.

___________________

    Skills
___________________

Per Level: 12 (6 Base + 2 Int + 1 Human + 1 Favoured + 2 Background)

  • Acrobatics +11 (+5 Ranks +3 Class +3 Dex)
  • Appraise +7 (+2 Background+3 Class +2 Int)
  • Bluff +10 (+3 Ranks +3 Class +4 Cha)
  • Climb +8 (+3 Rank +3 Class +2 Str)
  • Diplomacy +14 (+7 Ranks +3 Class +4 Cha)
  • Disguise +14 (+7 Ranks +3 Class +4 Cha)
  • Heal +13 (+5 Ranks +3 Class +1 Wis +4 Social Grace)
  • Intimidate +9 (+2 Ranks +3 Class +4 Cha)
  • Kn Local +7 (+2 Ranks +3 Class +2 Int)
  • Kn Religion +7 (+5 Ranks +2 Int)
  • Linguistics +5 (+3 Background +2 Int)
  • Perception +11 (+7 Ranks +3 Class +1 Wis)
  • Perform (Violin) +11 (+2 Background +3 Class +4 Cha +2 Equipment)
  • Profession (Priestess) +10 (+4 Background +3 Class +1 Wis +2 Trait)
  • Sense Motive +15 (+7 Ranks +3 Class +1 Wis +4 Social Grace)
  • Sleight of Hand +9 (+3 Background +3 Class +3 Dex)
  • Stealth +11 (+5 Ranks +3 Class +3 Dex)
  • Survival +9 (+5 Ranks +3 Class +1 Wis)
  • Use Magic Device +14 (+7 Ranks +3 Class +4 Cha)

___________________

    Traits
___________________

Love Lost (Campaign): Your only parent was murdered, leaving you orphaned. You had to grow up fast to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession.

Battlefield Surgeon (Religion): Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.

___________________

    Feats
___________________

Weapon Finesse: You can use Dexterity instead of Strength on attacks with light weapons. (Houserule Bonus Feat)

Agile Maneuvers: You can use Dexterity instead of Strength for CMB when using finesse weapons. (Houserule Bonus Feat)

Combat Expertise: You can choose to take a -2 penalty to melee attack rolls to gain a +2 dodge bonus to your AC. (Houserule Bonus Feat)

Power Attack: You can choose to take a -2 penalty to melee attack rolls to gain a +4 bonus to damage. (Houserule Bonus Feat)

Deadly Aim: You can choose to take a -2 penalto to ranged attack rolls to gain a +4 bonus to damage. (Houserule Bonus Feat)

Fast Learner: Gain both +HP and +Skill when you take levels in your favoured class. (Human Bonus Feat)

Fey Foundling: When you receive magical healing, you heal an additional +2 points per die rolled. You also gain a +2 bonus on all saving throws against death effects. You take +1 damage from cold iron weapons. (Level 1 Feat)

Weapon Focus: You gain +1 to attack rolls with heavy blades. (Level 3 Feat)

Extra Lay on Hands: You can use Lay on Hands an additional 2 times per day. (Level 5 Feat)

Reward of Life: When you use Lay on Hands to heal someone other than yourself, you also heal a number of hit points equal to your Charisma bonus. (Level 7 Feat)

___________________

    Specials
___________________

Proficiencies - Simple and martial weapons, light and medium armour, all shields except tower shields.

VIGILANTE

Dual Identity - You have two identities: One is a polite member of society while the other is a, well, vigilante. You have two names, and knowledge checks about one identity do not reveal anything about the other, unless your true identity has been revealed to the world at large. Changing between identities must be done out of sight and takes 1 minute. Using Vigilante Talents while in your Social Identity can risk exposing your secret. Your identites can have different alignments, but not more than one step away from each other.

Seamless Guise - Should anyone suspect you, while in either of your Social or Vigilante Identity, of being someone other than who you appear to be, you can attempt a Disguise Check with a +20 Circumstance bonus to appear as your current identity and not your other.

Unshakable - Add your Class Level to the DC of any attempts to intimidate you.

Startling Appearance - When you attempt to attack a foe who is completely unaware (due to Stealth or Invisibility) they are treated as flat-footed for the rest of your turn. They also take a -4 penalty on attacks made against you until the start of your next turn.

NOBLE SOUL

Detect Evil - At will you can use detect evil as the spell. As a move action you can concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of the aura as if having studied it for 3 rounds. While focusing on a single individual or object, you do not detect evil in any other object or individual within range.

Lay on Hands (9 / Day) - ½ Vigilante Level + Charisma Modifier times per day as a standard action (swift if you target yourself) you can heal for 1d6 for every 2 levels of Vigilante you possess. You need to have one hand free and able to touch the target to use this ability.

SOCIAL TALENTS

Obscurity - You are relatively unknown socially - in fact, you make a point of keeping the life of your social identity as ordinary as possible. This social talent functions exactly as the renown social talent, but instead of improving the starting attitude of all NPCs within the community, it empowers you so that you no longer need to succeed at Disguise checks to appear as your social identity while assuming that identity within your area of obscurity. You still have to attempt Disguise checks when NPCs within this settlement are confronted with indisputable proof that the vigilante could be more than he appears to be, such as when he uses a vigilante talent while in his social identity. This social talent counts as renown for the purpose of meeting the prerequisites of social talents that list renown as a prerequisite and can be improved by such talents. A vigilante with this talent cannot select renown, nor can he select any social talent that requires him to be famous (such as celebrity discount or celebrity perks)

Social Grace - While in your Social Identity, you gain +4 to Knowledge Religion and +4 Sense Motive.

___________________

    Spells
___________________

DC: 10 + Spell Level + Charisma modifier

  • Level 1 (Prepared)
    Diagnose Disease
    Hero’s Defiance

  • Level 2 (Prepared)
    Light Lance

    ___________________[list]Gear

___________________

Gold: 1,777
Carrying Capacity: 5 / 58 lbs

Belt of Dexterity (+2), Headband of Charisma (+2), Amulet of Natural Armour (+1), Ring of Protection (+1), Minor Bag of Holding (Contains Armour and Weapon), Spell Component Pouch, Masterwork Violin

___________________

    Backstory
___________________

It began when Arthur Morris left Korvosa. His wife had passed, and while he as a mortican could have easily burned the body, he knew that her wishes were to be buried in the town she’d grown up in. He made the trip to Ilsurian, spending the night before heading back in the morning. While in town, he found himself unable to sleep and went for a walk around the outskirts - typically a dangerous thing to do, but Arthur wasn’t concerned.

While on his walk he heard a strange sound and followed it, finding a young child who had been abandoned and was near death. He brought her back to town with him, spending the day trying to learn where she’d come from, but no one had any idea. Unsure of what else to do, he named her Juliet and brought her back with him to Korvosa.

He would tell her later how it was Fate. He hadn’t left Korvosa in decades, and went for walks in the wilderness about as frequently. If it hadn’t been for his wife’s death, Juliet never would have been found. “Sometimes,” He’d tell her, “someone has to die so that someone else may live.”

This lesson would stick with Juliet.

Arthur and his wife had never had kids of their own, but he did his best raising Juliet. Their lives were simple - he taught her what he knew, taught her of Pharasma, morality, mathematics and language, and then hired tutors when she exceeded his knowledge. She was bright and caring, and quick to learn. Perhaps the one way in which Juliet could be considered a disappointment was that she had little ambition. Even as her teens came around, she was content to work in the mortuary with her father, and read books when she wasn’t.

When Arthur was murdered, stabbed to death in a dark alley one night, His body was brought to the mortuary while the guards tried to track down a next of kin to identify the body - but, of course, she was already there. Having her father’s body on her table, knife wounds in his back, his face contorted in an expression of pain, broke Juliet - it was only made worse by her finding that his wedding band was missing, something he had never been without for her entire life.

Over the next days, neighbors and friends came to pray, offering the same prayers for Juliet, and for themselves: “Not yet.” While Pharasma had taken one of them to judgment, they hoped that prayer would keep her from the rest of them. Of course, after the few days of mourning, all of them had forgotten, and went back to their lives. Not Juliet, though. She would never forget her father, his absence would hang over her for the rest of her days.

After weeks of asking around, she finally discovered her father’s ring - puchased by a merchant. Juliet used what remained of her father’s money to reacquire the ring, and that may have been the end of it, had the merchant not mentioned he had acquired the ring from Gaedren Lamm. The name sat in Juliet’s mind for weeks, distracting her until she forced herself to learn more about him.

Her father’s words echoed in her head - that one may have to die for another to live, and the more she learned of Lamm, the more certain she was that he had to die. That if he had already, her father would still be alive. Her father who had rescued her as an abandoned child and raised her as his own. Juliet discovered that Lamm had rescued orphans, too - but had turned them into criminals, forcing them to steal and beating them if they didn’t get him enough.

She set her sights on Lamm, and anyone else who would stand in her way. During the days she continued to run her father’s business: conducting autopsies, keepign records of births and deaths, and sometimes acting as a midwife. While she has been complimented on how much of a calming effect she has on both mother and child, she typically works more with the dead, attempting to discern what brought them to her, and - if she can - ensuring that it won’t happen to anyone else.

While Juliet has yet to reach Lamm himself, she has been preparing for the day when she will be able to pass judgment on him, and ensure that he won’t be responsible for any more deaths.

PERSONALITY
Juliet’s beliefs stem from two trains of thought. The first, imparted by her father, is that there are balancing scales, and that death for one means life for another. This is obviously often untrue, but for Juliet it’s a sort of justification. She isn’t Batman who has a rule not to kill. Her mission is to protect the innocent for as long as she can, and that means ridding the world of as many sinners as she can.

The second train of thought comes from the knowledge that Priests of Pharasma are prohibited from performing abortions. Their belief is that to do so cuts short the destiny of a child before it has a chance to make its own. Juliet extends this idea particularly to children and young adults - anyone who would seek to do them harm is met with a particularly vicious response.

While masquerading as The Angel of Death, Juliet’s mantra is “Pharasma judges in Death. I judge in Life.” Her persona is something of an avatar of Pharasma, though her lack of knowledge about fate and her heart make her a considerably more active avatar than an “official” one would be. While Pharasma accepts that every birth will lead to death, and sees the cycles of the world, Juliet’s approach is to stave off death for those who don’t deserve them, balancing the scales instead by condemning those deemed guilty.

Juliet would probably not consider herself a worshipper of Pharasma anymore, though that’s likely something she’d keep secret. While in her day job she’d be expected to recite the prayers and stories to the bereaved, as The Angel of Death she uses Pharasma more as a symbol. For even those who don’t worship her recognise her as the symbol of death, and the inevitable. Juliet’s hope is that this will both inspire fear in her enemies, as well as urgency in those she rescues. Fate has said that you shall not die today, make the most of this extra time that it has given you.

It is worth noting that like Pharasma, Juliet believes that people are redeemable - most of them, anyway. She is merciful to those who show true humility and regret, but may stop in and visit them sometime should they forget their oath to her to change their ways...

APPEARANCE
As Juliet
Juliet herself dresses in black robes for ceremonies, otherwise wearing simple, non-descript tunics. She has a tendency to carry a skane, a small ceremonial dagger of Pharasma that she uses for both cutting the umbilical cord for newborns, and for conducting autopsies on the dead. Juliet herself has long black hair, and pale skin, looking typically like someone who doesn’t go out much during the days, but is still often seen as quite beautiful. She’s about 5’4” and thin, though with some muscle from having to, you know, move corpses.

As The Angel of Death
The Angel of Death wears grey chainmail, enough to block some attacks but thin enough to move around in, Over that she has a white tabard, with a large blue scarab on the front and back, symbolising Pharasma. The tabard itself is belted, and has slits in the front, back, and sides, to allow for maneuverability. The Angel also wears a mask or helmet, choosing to look impartial and removed from those she has come to slay. She has been known to remove it to better offer comfort to those she is rescuing, but they refuse to speak of her lookings, saying only that she is a very beautiful young woman.

DISTRICT TIES
Juliet lives in Midland, and her establishment is on the lower end, near to the Gray District for ease of transportation and burial of bodies. Of course, as the Angel of Death, much of her time is spent north in Old Korvosa.

PLAYSTYLE
Juliet’s going heavy into a Support role. She’s capable of doing some damage, and has some useful skills for out of combat (particularly social skills). Her day job will also allow her a certain degree of investigation opportunities. But while as The Angel of Death, she’s intended to be a Combat Medic.

Lay on Hands gives her a 3d6 heal others. With Reward of Life she heals herself for 4 any time she does that. Fey Foundling gives her +6 HP instead of the 4 when she heals herself, for a total of 3d6+6. Finally, with Life Link she’s able to transfer wounds from others to herself.

This all fits in with her character as someone who would sacrifice of herself to protect others and keep them safe. She will regularly throw herself into harm’s way, and risk her life for the innocent, or those she is fighting alongside.

PHARASMA PRAYERS (FOR REFERENCE)
Not this year, not yet: This is a brief prayer, spoken in response to hearing a tragedy or bad rumor, asking that Pharasma delay when believers are sent to her realm, for they have much to do before that time. The devout speak it at each morning’s prayers and when they pray before bed.

All who live must face her judgment: This is a promise that another person—typically an enemy, but often just a flippant or disrespectful person – will suffer whatever fate is in store for them, even if it takes longer than the speaker would like.

The Lady shall keep it: This is an oath to bear a secret to the grave, telling no one, swearing that only Pharasma shall hear it in person (and only once the oath-maker has died), or that she will claim the oath-maker early should he break his promise of secrecy.