Haughty Avenger

Lady Sallra Qillon Evergreen's page

16 posts. Alias of Capt Wombat.


Full Name

Lady Sallra Qillon Evergreen

Race

Fey

Classes/Levels

L2 Psion Telepath

Gender

Female

Size

5'10"

Age

27

Alignment

CN

Languages

Common + Sylvan + Elf + Gnome

Strength 11
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 14
Charisma 16

About Lady Sallra Qillon Evergreen

Lady Sallra Qillon Evergreen

Image of her Here

Backstoy Info:

Calling card A Green Leaf.

Black ad Green been Her favored colors

She was from a fine Family, Lady Sallra Qillon Evergreen, her late father had handed the rains of the business to her old brother,
Lord Melrove Pilkin Evergreen, but he was more interested in Living the high life. The Family business was simple import export, to and from the Never-Never. Dream Cups, nik-naks, the small once use magic times that sell so well in the Trinket shops. It was a good and steady business.
That all changed with her brother, to live the big life you needed cash, so he expanded there operations. Cutting deals with the kinds you don't want to cut deals with. Now he had warehouses bring in all manner of goods, some not so nice, Poisons for one. There was not a lot the family could do. Melrove was running the company and so they had to go along with what ever he did. This expansion was all run of diet, so things started to come to light, places being sold off, brake ins where only high Value goods seem to go missing. Then the books, It was her sisters idea, have a look at the main books wile her brother was out of town. They had taken there mother with them and made the clerks hows them. What they found was shocking, they where ruined, Melrove has mismanaged squandered the family money.

The talked into the night, their combined votes in the company would get him, out what then, bills and amounts own where staggering. In the end her sister saved them. The Prince son of a powerful Fey in the Never Never has asked to marry her. She was not to keen but if family was the King Under the Hill, some one the family could ask for help, the price her. She had not wanted her sister to do it, but mother had agreed, they needed help and it was the best way.

What hollowed was hart braking for her, 1st when her brother came home, he had to face them. Account's in hand showing he thefts, the borrowing the ill management, he looked at them with blank eyes. The plane to safe them, a marriage and mother taking over.

He never said a word when they had done he just stood up and walked out the room. That was the last time she was to see him alive. Mouths later after the wedding and the family had cut back to what little they could keep, he was found dead in broken down house, naked and beaten. Strange marks on his body and no clue as to who had killed him or way. Money the court had said, His IOUs where all over the city, now worthless. It was all a big scandal and soon past. But She would not let it go. The family was now trying to work its way back up to where it had once been. A hard task. She was not needed in the day to day running of the Business her mother and sister had all that in hand.

What to do, then one day will sitting in a old house, owned by the family it hit her. A lot had been stolen from the family. If she could get back only a fraction of that, it would go a long way to help them get back on their feet. She spent the next 4 weeks looking over the company records. Names started to come up, named from the under world of the city. Not just criminals not darker groups. She had meet with her uncle who looked on as she told him of her finds.

"Well if you can get back to them, or even find out who they are, Then I would help Sallra and I can run the story's in my paper. Put some heat on where its needed."

She thought that was a grand idea, fey can be very vengeful when they needed to be.

That was how it had all started, the looking into dark places, the finding of things. She had got good at it, Then came the night of the braking. She had been old that a one time fence was holding some of the family's wars, a lost shipment that had found its way to this old gent.
It had not taken her long to gain entrance to the house. Doors are thing and when you can step past them well..

She had found in a cellar the crates, the family mark on each one.
Then she had found another thing, teeth and bone, close to death
some one had used it for cutting board. Thinking it close to death she had pulled her dagger to end its life. But then an eye opened,

"Sister?"

with shock she looked close at it,
"No how could this be
she had seen the body,

"But how? your dead how?"

"Not me, like me but not me, like this one, this is not me, a fake body but his memory's, we are all fakes, but I know you sister, yes sister"

It moved and now she could see it was falling apart, reverting back to some kind of thick green goo.

"They did this to him, they did this, they wil..."
Its head lulled to one side that it started to melt.
She had run, knocking over a lamp. The fire spread fast she had run.
Then just at the door, shapes, blades, she was in shock.
They had cut her, but her gun felled one.
there other pinned her to the front door, looking deep into her eyes.
She had used the only thing she could, reaching out with her mind she found its and smashed it, crushing its very intellect. It dropped as if someone had cut off its head. She ran, out the door and down the street, light from the fire bow burning bright. But what Burned in her mind was not the flames but the face of the dark thing, its eyes, its eyes had been her brothers.

Lady Sallra Qillon Evergreen
Now spend her time, looking for what was taken from the family and trying to uncover what happened to her brother. Who is behind this and why?

Description

Ht: 5' 10"
Wt: 78 lbs
Age: 4
Hair: Black
Eyes: Black
Skin: Pale

Tall Slim elf, well spoken and manned, she has smoked green classes on when out in bright daylight. She moves with some grace and seems well informed about the comings and goings in the city. She looks a fine young lady, that is until night, then she becomes.

Green PSIcystal sits on her belt in the shape of a scarab Beatle.

Contacts:

Contacts
The Evergreen Family
-> The Famlily made if money by selling Fey trinkets from the Never-Never and Dreams Devices to Rich Nobles. The Family as a number of members all over the City most working small trinket and Dream Shops.

Mother Alice Evergreen
-> A Strong Woman trying to hold the family together and now running what little is left of the family business with her sister.

Uncle Matiqu Evergreen-Brookslider
-> Marred in to A Gnome News Paper Family, helps run that, he likes her and always uses her to get story's. He's New paper runs story
about the Cites well to do.

Sister Anora Cliford-Evergreen + Husband
->Married to a Prince in the Never Never, Younger then her, her sister lives with her Husbands Father. The King Under the Hill.

Hector Gribbins
->Works in the City council offices and went to boarding school with
her brother Melrove, Drinking buddys and old Chums, he lets her know whats going on in the halls of power, he also likes her.

Lilly Tiyler
-> A WareWolf Girl who works in one of the Family Shops, she always tells her whats going on with in the family Company.

Old Ned
->Her Butler and man Servant. Who says hes a Ghost by she dos not think he is. Mind you she's never go's out and never gets old.

Crunch:

STR 11 +0 [+3points][-2Fey]
DEX 18 +4 [+5points][+4Fey]
CON 10 +0
INT 18 +4 [+10points][+2Fey]
WIS 14 +2 [+2points][+2Fey]
CHA 16 +3 [+5points][+2Fey]

[25 point spend]

Saves
Fort +0
Ref +4
Wil +5

Init +4; Senses Darkvision 60ft Perception 7,
DEFENSE
AC 14/18*/22** touch 14/18**, flat-footed 10/14*/18** (+1 Armor, +4 Dex /*Power +4 2 hours **+4 2mins)
hp (2d6) [10]
DR5/Cold Iron

OFFENSE
BAB+1
Speed 30 ft, Long-stride 20' 1d4 rounds.
MWpistol-double-barreled
TH+6[TRA] DMG 1d8 Crit20 x4 Range In20' MF1 ROF/r 1/2

musket TH +5 DMG 1d12 Chrt ×4 range 40 / 80 ft. MF 1–2 (5 ft.) ROF1 + scope range +1increment

Cold Iron Dagger TH+5 DMG 1d6 Crit19-20 x2

Feats
CsiCrystal Affinity [PsiCrystal +3 Concentration]
Amateur Gunslinger*
Weapon Finesse [Race]

Grit* Pool 2
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Taits
Rich parents [Family]
Princess/ lady

Drawback
family-ties

Skills:

Class Skills

Skill Points [2Class+4Intx2level] 12SP

+4 Acrobatics(+4dex, 0rank)
+4 Appraise(+4int, 0rank)
+6 Autohypnosis* (+2Wis 1Rank)<
+7/+9/+19 Bluff (+3Cha +1Rank)< [+2 / +10 with power]
+0 Climb(+0str, 0rank)
+* Craft(+4int, 0rank)<
-- Disable Device (+4int, 0rank)
+9 /+11 Diplomacy (+3Cha 2Rank +1Trait)< [*2 with power]
+3 Disguise(+3cha, 0rank)
+4 Escape Artist(+4dex, 0rank)
+4 Heal (2wis 0rank +2Item)
+8/+10 Intimidate (+3Cha 1Rank +1 trait) [+2 with power]<
+8 Knowledge (Dungeoneering) (+4int, 1rank)<
+8 Knowledge (Engineering) (+4int, 1rank)<
+4 Knowledge (Geography) (+4int,0rank)<
+4 Knowledge (History) (+4int, 0rank)<
+8 Knowledge (Local) (+4int, 1rank)<
+4 Knowledge (Nature) (+4int, 0rank)<
+8 Knowledge (Nobility) (+4int, 1rank)<
+4 Knowledge (Planes) (4int, 0rank)<
+8 Knowledge (Psionics/Arcana) (+4int, 1rank)<
+4 Knowledge (Religion) (+4int, 0rank)<
+4 Linguistics(+4int 0rank)
+2 Perception(+2wis, 0rank)
+0 Ride (+0Str 0ranks)
+3 Perform (+3Cha 0Rank)
+6/+8 Sense Motive(+2wis, 1rank)< [+2 with power]
-- Sleight of Hand(+3dex, 0rank)
+8 Spell/Psionic craft(+4int, 1rank)<
+4 Stealth(+4dex, 0rank)
+2 Survival(+2Wis 0rank)
+0 Swim (+0Str 0rank)
+3 Use Magic/Psionic Device(+3cha, +0rank)

Concentration +9 (2ML+4INT+3Item)

Psionic Focus and taking 15

Autohypnosis*

**If no ranks are in a Knowledge skill, then highest you can get is DC 10 info.

< = Classfeat other Skill

Class Psion Telepath L2:

psion
Alignment: Any.

Hit Die: 2xd6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills

The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int).

Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor: Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

1st
BAB +1
Saves +0/+0/+3
Bonus feat, [PsiCrystal Affinity]
Detect Psionics
Discipline,
Discipline talents
Discipline ability
Power Known 6
Power Points/day 5
Max power Known 1st

Power-Points / Day [9] (5Class+4Int)
Powers Known [6]
max power Spend per power use[2pp]

The Difficulty Class: 10+PL+4int =DC14/DC15
For saving throws against Psion powers is 10 + the power's level + the psion's Intelligence modifier.

TALANTS [All at will wile focused]
Class
Detect Psionics/Magic At Will

Discipline Talents (Ps) X2
Choose two powers from the following list: Conceal Thoughts, mind link, telepathic lash. Mind thrust.

0 Level 1 + (converting 1st level power to 5 0 level talents)
1: Psionic Repair
2: Vim 1HP Temp
3: Far Hand 5lb
4: Empathy +2 Skills
5: Know Direction and Location

1st Level 5 [6/powers-1*]
1: Inertial Armor 1pp 2 hours +4AC
2: Energy Ray 1pp 1d6 1pp
3: Vim 1pp 5 temp HP 2mins
4: force-screen1pp 2mins +4AC
5: Mind thrust 1d10 1pp DC15

*1 less power for 5 talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Fey Race builder:

Fey (2 RP)
A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
A fey race has the following features:
Fey have the low-light vision racial trait
Fey breathe, eat, and sleep.

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP)
he race has a base speed of 30 feet.

Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
+2 Int/Wis/Cha +4Dex -2Str

language Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Nimble Attacks (2 RP)
Prerequisites: None.
Benefit: Members of this race receive Weapon Finesse as a bonus feat.

Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.

Long Step (Su) (4 RP) (as Flight Clost)
Prerequisites: Fey type.
Benefit: fey creature can Teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds

Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.

Light Sensitivity (–1 RP)
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

16RP

Green Psicrystal:

Psicrystal looks like Tiny had sized insect, its sits in a fine cage and hangs on a chain around the neck. The chain and Cage are Mithral 20gp It can get out and most of the time, or climes and hooks itself on the left best over the hart, it can talk and dos so.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0
FO
R2
W5

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 16* (+4 size, +2 Dex*), touch 16, flat-footed 14 (*change with powers)
DR/8 (+1 N-Amor +8Hardness)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers.
Special Qualities:
Construct traits,
hardness 8
Psicrystal abilities
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Class Skills <
12 point spend

+6 Acrobatics(+2dex, 1rank)<
-1 Appraise(-1int, 0rank)
+6 Autohypnosis* (+1Wis 1Rank)<
+* Craft(-1int, 0rank)<
-- Disable Device (-1int, 0rank)
+6 Escape Artist(+2dex, 1rank)<
+1 Heal (0wis 1rank)
-1 Knowledge (ALL) (-1int, 0rank)<
+* Linguistics(-2int 0rank)
+7 Perception(0wis, 4rank)<
-5 Ride (-5Str 0ranks)
+0 Perform (0Cha 0Rank)
+4 Sense Motive(0wis, 1rank)<
-- Sleight of Hand(+2dex, 0rank)
+9 Stealth(2dex, 4rank)<
+1 Survival(1Wis 0rank)

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having

a score of 10 (no bonus or penalty).
Low-light vision.

Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armour. Constructs do not breathe, eat, or sleep.

Notes:

Guns:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

GEAR/POSSESSIONS:

Starting Coin = 1975gp

Location: On Persons
Hand: musket 375gp
Right Leg: Fine Holster + MWPistol Double Barreled 788gp + Pistol Holster. 20gp 1/2lb
Left Leg: Shifted Cold Iron Dagger 4gp 1lb
Boot: Cold Iron flick knife 4gp [Hidden in boot] 1/2 lb
Body: Fine clothing**.
Wrist:** Compos/Watch +Bio-PSIONIC SLEEVES OF MANY GARMENTS [200gp]
Feet: Boots + Sheath for Knife 2sp
Eyes Shaded Goggles. 10gp

Small Belt Pouch[1] 5gp
Small note book and water proof case + pen 2gp --lb
Signal whistle 4 sp --lb
Never-never way finder 250gp

Fine Satchel (with Back Straps) 40gp
Shaded Goggles. 10gp
Gun Kit 15gp 1/5lb
Small Grooming set 1gp
Black Power Horn 12gp
Balls x 30

Wands-
QLW 5/50 75gp

Coin left=305gp

Carrying Capacity
light 0-66 lbs. or less 38lb light
mid 67–133 lbs.
Heavy 134–200 lbs.

Total Weight: XX Lbs.

Other

Town House -> Owned by Family
In the most Upmarket part of Town, the family has rooms they let
Melrove use. This is because of Old Ned, a ghost that is locked there and will not go. He works as Melrove's manservant.

Life Member: of The Young lady's club, A gift from Her brother.


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