Haughty Avenger

Lady Sallrana Qillon Silvermoon's page

211 posts. Alias of Cap_Wombat.


Full Name

Lady Sallrana Qillon Silvermoon City Elf

Race

Skills:
Acrobat+2, AutoH +8, Bluff +6, Kn(All) +8, Initm+6/+8, Percep +8, Sense Motive +6/+8, Stealth +2, Spell/Psionic craft+8 UMI +6

Classes/Levels

Psion Telepath L4 Female

Gender

Status:
HP 20/20; Initi+2; Darkvision 60ft; Fort+2/ Re+3/ Will+5; AC 12/16/20 / T12/16/20 / FF 10/14/18; CMB +3; CMD 13; Speed 30ft; 25/25PP

Size

M

Age

136

Alignment

LN

Languages

Common + Elven + Low Targiss + Brass-tongue + Gearish

Occupation

RIC Agent

Strength 12
Dexterity 14
Constitution 10
Intelligence 19
Wisdom 12
Charisma 12

About Lady Sallrana Qillon Silvermoon

About Lady Sallrana Qillon Silvermoon

IMAGE 1 Street ware
Image 2 RIC Assassin
IMAGE 3 RIC Officer
Sex Female Elf [City] Psion [Telepath L4]

LN Medium Type (Subtype)

Init +2; Senses Sight + Dark-Vision 60' (light sensitivity); Perception +6

Description

Height: 5'10"
Eyes: Black
Hair: Black
Skin: Pale
Sex: Female
Age: over 100

The elegant and always well dressed elf lady is well spoken with good manners, there is a practical hardness to her however. Here is an elf used to being in charge and ordering others about, in others words a noble. The items she carrys from weapons to clothing are all very well made. She seems and acts like the lady she says she is. In educated she seems well informed with a fast and keen mind, at times.

CRUNCH:

--------------------
DEFENSE
--------------------
AC* 12/16/20, touch 12/16/20, flat-footed 10/14/18 (+2 Dex, +0 Armor +4 power(3 hours) +4 Power [3 mins])

*NOTE Graft gives +2 AC on 1st attack each round [not when FF]

HP 20/20 (1d6) 6+4+4+4+2

Fort +2, Ref +3, Will +5

Race
Resistance
Fire Resistance 5 [elf race]

Powers Running

--------------------
Movement modes
--------------------

Land Speed 30 ft,

--------------------
OFFENSE
--------------------

Melee
BAB+2 / ABR+2/3* STR+1 Wep_F Feat

Ranged
BAB+2 / AB+3 Dex+2

Space 5 ft, Reach 5 ft

--------------------
SPECIAL ABILITIES
--------------------
Race:
Psionic powers + Must have Focus to use
1: Converse [As Comprehend languages] 1/day
2: Sustenance 1/day
3: Detect poison, 1/day
4: Read magic/Psionic tattoo 1/day.
5: Powers or other + Paid or at will see Class Spoiler.
*non are magic, Power like effects.
--------------------
STATISTICS
--------------------
[semi-advanced Elf DNA ]
Str 12,+1 [+2]
Dex 14,+2 [+2 Race] [2p]
Con 10,+0 [-2 Race] [2p]
Int 19,+4 [+2 Race] [+1Level] [10p]
Wis 12,+1 [2p]
Cha 12,+1 [2p]

Base Atk +1;
CMB +4;
CMD +5 BAB+2 Str+1 Dex+2 size+0 -1Trait

Katana Steel TH+2 DMG 1d8+1 Crit 19/20 x2 + Deadly Note: Only trained to use this Katana and no other.
Cold Iron Rapier TH+4 DMG 1D6+1 Crit18/20 x2.
Cold Iron Dagger TH+4 DMG 1d4+1 Crit19-20 x2
Flick Knife TH+4 DMG 1d3+1 Crit19-20 x2

Throwing Knife TH+4 DMG 1d3+1 Crit19-20 x2 Range 10'/with power 20'

Adamantine - Rope Dart TH+4 DMG 1d4+1 Crit 20/x2 Range 20' Note:Blocking+Grapple

MW Cilinder revolver TH+5[RTA] DMG 1d6 Crit20 x4 Range In 20' MF1[Broken] ROF 1/r [Capacity 6]
IMAGE here

Feats and Traits:

From Levels
1: Gunsmith 1st Level
2: Expended Knowledge +1 Power From any Power using Class.

Race:
*Fire Arms + Longsword, Rapier and any weapon with elf in name etc.[Not bows]
*See alt race traits for City Elf.

Psion:
1: Psicrystal Affinity Psionic [PsiCrystal +3 Concentration]
1a:Improved Evasion.-> [wile Psicyrstal is close]

Free:
Weapon Finesse

Traits:
1: Rich parents [Family] +900GP (Social)
2: Extremely Fashionable +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. (Equipment)
3: focused Mind +2 trait bonus on concentration (Magic/Psionic)
4:Planar Disjunction.
Benefit: you gain an additional 6PP, and choose two of your known powers - these powers can function normally even under the effects of an Antipsionic field. (Campaign)

Drawback
1: Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

She is slightly Paranoid about Her Mortal Enemy Master Boris Bru-Vain being behind actions related to her.

Provincials [Setting]
You hold yourself to a strict code of behaviour that guides all of your decisions and actions.
Flaw: You take a –2 penalty on Bluff checks
Benefit: gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
This flaw/Trait only works in regards to "Chaotic Magic users" It is Meta Science not MAGIC that explains things

Graft Traits:

Grafted Spine
Your back was broken in some horrific accident.
You take a -1 penalty to your CMD.
Ceramic: You gain a +1 dodge bonus to your armor class against the first attack aimed at you every round, which increases to +2 if you posses the abilities evasion or uncanny dodge. +2AC

Skills:

Skill Points [4(2+4+1)-2] = 26

+2 Acrobatics(+2dex, 0rank)
+8 Appraise(+4int, 1rank)<
+8 Autohypnosis* (+1Wis 3Rank)<
+6 Bluff (+1Cha 1Rank +1Trait)<
+1 Climb(+1str, 0rank)
+8 Craft(Gun Smith)(+4int, 1rank)<
-- Disable Device (+4int, 0rank)
+6/+8 Diplomacy (+1Cha +1Rank +1Trait)< see race
+1/+10 Disguise(+1cha, 0rank) (item)
+2 Escape Artist(+2dex, 0rank)
+1 Heal (1wis 0rank)
+1 Handle Animal (+1Cha +0Rank)
+6/+8 Intimidate (+1Cha +1Rank +1Trait)<
+8 Knowledge (Dungeoneering) (+4int, 1rank)<
+8 Knowledge (Engineering) (+4int, 1rank)<
+8 Knowledge (Geography) (+4int, 1rank)<
+8 Knowledge (History) (+4int, 1rank)<
+8 Knowledge (Local) (+4int, 1rank)<
+8 Knowledge (Nature) (+4int, 1rank)<
+8 Knowledge (Nobility) (+4int, 1rank)<
+8 Knowledge (Planes) (+4int, 1rank)<
+8 Knowledge (Psionics/Arcana) (+4int, 1rank)<
+8 Knowledge (Religion) (+4int, 1rank)<
+8 Linguistics(+4int 1rank)<
+6 Perception(+2wis, 1rank)<
+5 Ride (+1Str +0ranks)
+1 Perform (---) (+1Cha 0Rank)
+5 Profession (Spy) (+1Wis +1Rank)<
+6/+8 Sense Motive(+1wis, 2rank)< see race
-- Sleight of Hand(+2dex, 0rank)
+8 Spell/Psionic craft(+4int, 1rank)<
+2 Stealth(+2dex, 0rank)
+1 Survival(+1Wis 0rank)
-3 Swim (+1 Str 0rank -4Trait)
+5 Use Magic/Psionic Device(+1cha +1Rank)<

Concentration +13 (4ML+4INT+3Item+2Trait)
Psionic Focus and taking 15

Autohypnosis*

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

< = Class feat other Skill

Race City Elf:

Race Elf

Racial Traits

Ability Score Racial Traits:
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:
Elves are Humanoids with the elf subtype.

Base Speed:
Elves have a base speed of 30 feet.

Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elemental Resistance:
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Fire Resistance 5 [From working in the foundry mills of the city]

Urbanite:
Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

Envoy: [Spy School]
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following
Psionic powers + Must have Focus to use
1: Converse [As Comprehend languages] 1/day
2: Sustenance 1/day
3: Detect poison, 1/day
4: Read magic/Psionic tattoo 1/day.
The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Weapon Familiarity:
Unlike most Elves who get trained to be proficient with longbows (including composite longbows), and shortbows (including composite shortbows), City Elfs instead trained in Fire Arms in there place, as well as longswords, rapiers and weapons with the word “elven” in its name as a martial weapon.

Senses Racial Traits
Darkvision:
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Class Psion (Telepath) L4:

Psion (Telepath)

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) Skills: 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.

BAB+1
Saves +1/+1/+4

Powers:
31pp/Day [17level + 8 Int +6 Trait]
9+1/power know
2st/max power level
Max PP spend per use 4pp

The Difficulty Class: 10+PL+4 DC14/15/16
for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Talents [All at will wile focused]

*Works in Anti magic/Power Field
1: Mind Thrust.
2: Metamorphosis Minor.

Discipline Talents (Ps) X2
1: Mind Thrust 1d6 *[+3pp=+4d6 or 3pp worth of D6's making = 5D6DMG]*
2: Mind link [one subject]

Talents Swap With Power Known: When a manifester picks a power known, he may opt instead to select five psionic talents. Using this option, the manifester will know one fewer psionic power.

Talents Swap 1-to-5*
1: Empathy +2 SM/ B/
2: Far Hand 5lb
3: Conceal Thoughts +2DC
4: Know direction and location
5: Energy Splash 1DMG
* only one at a time.PSIONIC

0 Level 1 [Focus]
1: Psionic Repair

1st Level
2: force screen +4AC 4mins
3: Inertial Armor +4AC 4 hours.
4: energy-ray 1pp = 1d6 DMG max x 4pp = 4d6 RTA.
5: call to mind 1pp = +4 one K roll.

2ed Level
6: Read Thoughts 4 Mins
7: Metamorphosis Minor 4mins
8: Defy Gravity 40mins
9:- Converted to Talents.

From Feat: Expanded Knowledge
1: Natural Healing Heal 3HP x1pp max 12HP 4PP

*Elf:
Choose one Discipline talent gained at 1st level. Add 1/3 to the number of power points that power is treated as being augmented by. This is an exception to the rule that discipline talents cannot be augmented.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline 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.

GEAR/POSSESSIONS:

Starting Gold 3900gp +2000gp

Location: On Persons
Body: Fine Travelers outfit [Leather] 10gp 7.5lb
Arms: Sleeves of many Garments PSIONIC not magic [200gp] --lb
Hands: Fine Gloves.
Feet: Fine Boots + sheaths for 3 small throwing daggers per boot, 3gp 1lb
Eyes: Shaded eye Glasses. 10gp --lb
Right Lower leg: Scabbard + Cold Iron Dagger 4gp 1lb
Head: Bollor hat + Hidden Sheath + flick Knife 2sp --lb
Belt: Gun belt
Right Side -> Fine Holster + MW Revolver 2300gp 4lb
weapon cord (revolver)1sp --lb
Left Side -> AdamantineRope DartFine Silk Rope 61gp --lb
Revolver Cylinders (Loaded) X3 --Lb
Small Belt Pouch 5gp 1/2lb
>Small note book and water proof case + pen 5gp --lb
>Signal whistle 8 sp --lb
>Compass 10gp
>Wire Garrote 1gp --lb
Back: Made to order Fine Leather Satchel. 20gp 2lb
( with Back Straps/Back pack)
Mundane Area:
> Grooming Kit 1gp 2lb
>Glasses case --gp --lb
>Scarf/sling 2sp --lb
>Potions CLW x2 75gp 2lb

Hidden*: Miner Bag of Holding [DC25 to find] 3lb 1000gp

>Scabbard + Cold Iron Rapier 40gp 3lb
>Katana + scabbard 50gp 6lb
>Shaded Glasses + cases x2. 20gp --lb
>Fine Gun Kit 15gp 2lb
>Pen based Scriveners kit with notebook Map books and water tight bag4gp 1lb
Letters of introduction, and office + Royal Intelligence core uniform Badge.
>IMAGE HERE
metal Cylinders x6 [6 Shells/Rounds each] X6 60gp [Self Crafted] 2.5lb
>Powder Tins (Horns) X 3 12gp 1.5lb
>Bag of pre-crimped Lead Shells x120 30gp 2lb
>Bag of Percussion Caps x 120 20gp --lb
>Fine Bedroll 5sp 5lb
>Fine Tent, small 10gp 20lb
>MW survival kit 50gp 5lb
>Elf Brandy (Bottle)2gp
>Iron Spike Throwing belts x 4 [Spikes small x6 As Thin Small Daggers] DMG 1d3+1 Range 10' /20' 4gp 2lb
>Small folding stool, wood fabric 1gp 1/2lb
>Silk Rope 5lb 10gp

Coin left= 5900-3895 = 2005gp left.

Current load: 34lb light

Carrying Capacity
light 0-50 lbs.
mid 51–100 lbs.
Heavy 101–150 lbs.

Back Story:

Some core Facts

Her Ladyship:
She was not born a lady she married into a Family to get the Title. She is now a widow, she suspects nemeses Master Boris Bru-Vain was behind her husband’s so called accidental death.

Nemeses:
Her nemeses, Master Boris Bru-Vain: An brilliant Evil master criminal Tiefling, who much to Sallrana dismay dos not hate her but in fact loves her, but in a possessive obsessive way only a true sociopath can. He has been a constant in her life from her time at capitals The royal Spy School. He is old now but just as evil and cunning as ever. Her Relationship with him is completed, given a chance she would seek to kill him, but the rules of the royal Spy’s says she must NOT do it by her own hands. She has both placed her life in danger and saved it more than once, as has she. She dos however hate him with all her being after this last little game of his.

He Gifts:
From a well to do family she was taken as a child to the royal Spy School because she had gifts, powers to see and feel thing, just what the royal Spy School looks for.
Now graduated is may follow her own work, but should the powers that be call her in, she must do their bidding, to the sake of the kingdom.

Her Training and Schooling:
Well educated as a lady to be, she has large range knowledge, trained to use old and new weapons, she finds she likes fire arms best. Making them a bit of an obsession of hers because “Nothing shuts a big mouth faster than a bullet in the head” as her instructor said.

Why is she in the middle of now where?:
To get away from Boris, in this not only failed, she in fact walked into a trap by him to make her his. The **#^#*# &##^!!

Getting away:
She’s looking for a way to get her life back, with broken back and legs that do not work, the best she can do us use a power for a few hours to get around. That she can’t do with others around so shes stuck.

Under cover:
She must keep her Spy-ness out of it; her cover is she came to look at an investment opportunity that went bad. Broke she has to stay till help comes. That was 2 years ago.

Here and now:
She was lying in the hospital bed because of one thing, Stupidity nothing more, nothing less than being dumb. She should have checked more before going to the fake gold mine. She should have seen it coming. A simple job they had said, nothing to hard, get you back on track.
After the death of her husband in what had been a complete mess of a mission. She had spent the last year doing only the odd company job. Then a call in, Gold was said to have been found. Go have a look, you have just the skills needed. All very humdrum until the high inquirer come into the room. They had all stood. "Sallrana" he had not used her title "Sallrana, we wish to know more about what its going on in this area. News off odd things have been coming our way you understand. I want you to go have a look. If your dear departed husband was here with us I would send you both. But as the tragic events of last year showed. Some times its best to send in one alone. So please read all background reports and do you best to have a good sniff around. Well That will be all."

Then he was gone.

Now she was worried, if he was her and she was being sent it could only mean one thing. They viewed her as expendable for this mission. Just Great.

She had read up, get her things from the armory and packed them away.
She mistrusted others with her fire arms so she made her own. The weapons master came to see her.

"You not taking a long gun Sallrana?"

"No not this time WM I want to look the part, just a hand gun and a few rounds. I don't want to have anything that can give me away."

He nodded, each agent made thier own call on a mission.

That had been over 2 mouths ago. When she had got to the city out where the big loggers and work shops where she had done the rounds. Meeting locals nobles and government high ups. Playing the part of the lady.

"what are you doing here?"
"Thinking of investing in a few company's."

All the time trying to get intel on the mine.

Doing checks it did not take long to find out the GOLD mine was just a ruse. The gang salting the ground with odd bits of gold working a number of scams. Then a shocker, a name popped up. Her Mortal Enemy, Master Boris Bru-Vain, Boris the Tiefling, Boris the fellow student at the Spy academy, not that it’s called that by anyone but the staff and students. Boris who liked her and after she made it clear she did not like him, Boris who’s mood to her turned black, the sad sack of &##&#*. Boris who spent who whole life seeking at every chance to put her life in danger, why?? Because Boris loved her and she would not agree you his advances.
Boris who she suspected was behind the death of her husband.

If he was behind this is some way, but this time She could not blame just him; she should have seen it coming. Going upto the mine at night, hunting for more about Boris. They had come across her, working late. The chase the fall. Talk about dumb an old quarry dump and down she went, now time to get a power going. Pain then them hunting her body. She had by will alone, moved her broken body up into the trees and above, bobbing away on the wind. Finally coming to rest next to a small fort. She had blacked out then. Next thing the hospital, weeks of prodding and pushing.

"what happened"

"Fall from a spooked ride, pain nothing blackness nothing more"

All very believable

Weeks to talk to the staff, they told her little, just a name, she could read minds for the rest, but nothing there. Just a hospital.
All very dull. Then a knock at the door. Odd men who had just come into the room, ”Now what do they want?”

Notes:

Skills Bank
Perception [dice]1d20+8[/dice]

K-(Dungeoneering)[dice]1d20+8[/dice]
K-(Engineering) [dice]1d20+8[/dice]
K-(Geography)[dice]1d20+8[/dice]
K-(History) [dice]1d20+8[/dice]
K-(Local) [dice]1d20+8[/dice]
K-(Nature) [dice]1d20+8[/dice]
K-(Nobility) [dice]1d20+8[/dice]
K-(Planes) [dice]1d20+8[/dice]
K-(Psionics/Arcana) [dice]1d20+8[/dice]
K-(Religion) [dice]1d20+4[/dice]

Linguistics[dice]1d20+8[/dice]

+8 Spell/Psionic craft(+4int, 1rank)<

+5 Sense Motive(+1wis, 1rank)<