Jirelle

Lusinel's page

112 posts. Organized Play character for logsig.


Full Name

Lusinel

Race

HP 30/30 | AC 20/22 (Nimble Dodge reaction, Deny Advantage), +1 vs. traps | F +5 R +11 W +9 (+1 vs. traps)| Perc(E) +9/+10 vs. traps, Darkvision | Stealth(T) +11, Trap Finder |

Classes/Levels

Spd 30 | Hero Points: 1 | Active Conditions: none

Gender

N Female Elf (Cavern) Rogue 3 |

About Lusinel

Lusinel makes a living as a security consultant, testing the defenses of wealthy clients' mansions, keeps, vaults, dungeons or lairs. She's accustomed to creeping about in the dark, constantly on the alert. It's deadly serious stuff, and long years of experience have given her a healthy professional respect for the dangerous devices, creatures and persons on both sides of a locked door.

She joined the Society after a chance encounter with a member of the Society... on the other side of a locked door. Though she intellectually approves of the reverence that the Grand Archive faction holds for knowledge of the past, the philosophy of the Vigilant Seal faction appeals to her day-to-day sensibilities - she knows there are plenty of things that shouldn't be left lying around unsecured.

When not on the job, Lusinel affects a whimsical, irreverent air, puts on silly voices, and dresses like a fop who thinks he's a fencer. This facade hides her sharp mind and thirst for knowledge.

PFS info:

Org Play # 2373590-2002
Currently slotted faction Vigilant Seal
Other factions Grand Archive
Pathfinder Training Swords (3) - taking 1 minor healing potion and 1 lesser healing potion
Has credit for: 1-04 (GM), 1-Q1, 1-07 (GM), 1-06 (GM), 1-Q2, 1-08 (GM), 1-Q3, 1-10 (GM), 1-12, 1-14 (GM)

Slotted boons:

Combat Mentor (Mentor): While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls and spell attack rolls to 2. A PC can only benefit from two mentor boons.

Sand Slide (General): [reaction] Uses 3; Trigger You would fail (but don’t critically fail) a Reflex save to avoid a trap’s effects; Effect You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap’s effects initially, you succeed at the save instead.

Touched by the Storm (General): Your exposure to the stormy power of the Scale of the Spurned Tempest has inured you to the elements to a small degree. While this boon is slotted, you gain cold resistance 1 and electricity resistance 1.

One-Who-Waits (Slotless): Uses 3; Your trials in the burgeoning monastery of Unforgiving Fire have given you an edge in overcoming physical challenges. Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to this boon as a free action to get a failure instead (the GM can tell you if this wouldn’t change the outcome of the check so you do not waste this ability)

Available but not slotted boons:

River Kingdoms Politician (General): Uses 3; You have made yourself, one way or another, a known quantity in the realm of River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure.

Blast from the Past (General): You chose to deliver the undead Marcon Tinol to Venture-Captain Drandle Dreng, trusting in the experienced Pathfinder’s ability to deal with the undead safely. This boon will have unique benefits and consequences when slotted in a future scenario.

Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings.

Valais’s Assurance (General, Limited-Use): Uses 2; Valais Durant is the leader of the Radiant Oath, in no small part because of her kindness and willingness to share her power with those in need. You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point.

Big Game Hunter (General): Uses 3; Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.

Botting:

Exploration mode If she has no reason to believe any other activity will be helpful, Lusinel will Avoid Notice by default.

Encounter mode Her preferred weapon is her rapier (melee). In parties with a surfeit of frontliners or when there is limited room to maneuver, she'll resort to her shortbow (ranged). In combat, she's always on the lookout for an advantage (sneak attack). She will use her Nimble Dodge reaction on the first attack against her in any round, and is not flat-footed to hidden/undetected/flanking foes unless they are using surprise attack or are of higher level.

Healing Lusinel will freely offer Battle Medicine to anyone who requires healing after battle, to save the party any limited-use abilities or consumables.

Melee attacks
[dice=rapier (disarm, deadly d8, finesse)] 1d20+10[/dice]
[dice=rapier damage] 1d6+4[/dice] (piercing)
[dice=rapier damage with sneak attack] 1d6+4+1d6[/dice] (piercing)

[dice=dagger (versatile S, agile, finesse)] 1d20+9[/dice]
[dice=dagger damage] 1d4+4[/dice] (piercing/slashing)
[dice=dagger damage with sneak attack] 1d4+4+1d6[/dice] (piercing/slashing)

[dice=sap (nonlethal, agile)] 1d20+5[/dice]
[dice=sap damage] 1d6[/dice] (bludgeoning)
[dice=sap damage with sneak attack] 1d6 + 1d6[/dice] (bludgeoning)

[dice=fist (nonlethal, agile, finesse, unarmed)] 1d20+9[/dice]
[dice=fist damage] 1d4+4[/dice] (bludgeoning)
[dice=fist damage with sneak attack] 1d4 + 4 + 1d6[/dice] (bludgeoning)

Ranged attacks
[dice=shortbow (deadly d10, range increment 60 feet)] 1d20+8[/dice]
[dice=shortbow damage] 1d6[/dice] (piercing)
[dice=shortbow damage with sneak attack] 1d6+1d6[/dice] (piercing)

[dice=thrown dagger (versatile S, agile, finesse, thrown 10 ft.)] 1d20+8[/dice]
[dice=thrown dagger damage] 1d4 [/dice] (piercing/slashing)
[dice=thrown dagger damage with sneak attack] 1d4+1d6 [/dice] (piercing/slashing)

Healing
[dice=Battle Medicine vs. DC 15] 1d20+7[/dice]
[dice=Battle Medicine potentially heals] 2d8[/dice] HP (once per day, per patient)
[dice=Minor healing potion heals] 1d8[/dice] HP
[dice=Lesser healing potion heals] 2d8+5[/dice] HP

Skills
[dice=Acrobatics(T)] 1d20+9[/dice]
[dice=Arcana(T)] 1d20+8[/dice]
[dice=Athletics(T)] 1d20+5[/dice]
[dice=Crafting(T)] 1d20+8[/dice]
[dice=Deception(T)] 1d20+5[/dice]
[dice=Diplomacy(T)] 1d20+5[/dice]
[dice=Elven Lore(T)] 1d20+8[/dice]
[dice=Intimidation(T)] 1d20+5[/dice]
[dice=Medicine(T)] 1d20+7[/dice] Note: Have Assurance (Medicine)
[dice=Nature(T)] 1d20+7[/dice]
[dice=Occultism(T)] 1d20+8[/dice]
[dice=Religion(T)] 1d20+7[/dice]
[dice=Scouting Lore(T)] 1d20+8[/dice]
[dice=Society(T)] 1d20+8[/dice]
[dice=Stealth(T)] 1d20+11[/dice]
[dice=Survival(T)] 1d20+7[/dice]
[dice=Thievery(T)] 1d20+11[/dice]
[dice=Underworld Lore(T)] 1d20+8[/dice]

Trap Finder feat:

You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

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Lusinel
Female elf rogue 3
N, Medium, Elf, Humanoid
Perception +9 (+10 to find traps, +11 to initiative rolls.); darkvision, low-light vision
Languages Celestial, Common, Draconic, Elven, Sylvan
Skills Acrobatics +9, Arcana +8, Athletics +5, Crafting +8, Deception +5, Diplomacy +5, Elven Lore +8, Intimidation +5, Medicine +7, Nature +7, Occultism +8, Religion +7, Scouting Lore +8, Society +8, Stealth +11, Survival +7, Thievery +11, Underworld Lore +8
Str 10 (+0), Dex 18 (+4), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 10 (+0)
Other Items leather, +1 rapier, dagger, sap, shortbow, arrows (20), backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, flint and steel, healer's tools, rations (1 week), sheath, sheath, soap, thieves' tools, waterskin, purse (147 gp; 55 sp; 4 cp)
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AC 20; Fort +5; Ref +11; Will +9; +1 vs. traps
HP 30 Hero Points 1
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
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Speed 30 feet
Melee [1] +1 rapier +10 (disarm, deadly (1d8), finesse, magical), Damage 1d6+4 piercing
Melee [1] dagger +9 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+4 piercing/slashing
Melee [1] sap +5 (nonlethal, agile), Damage 1d6 bludgeoning
Ranged [1] dagger +9 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4 piercing/slashing
Ranged [1] shortbow +9 (deadly (1d10), range increment 10 feet, reload 0), Damage 1d6 piercing
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Feats Assurance, Battle Medicine, Elven Lore, Incredible Initiative, Intimidating Glare, Nimble Dodge, Streetwise, Trap Finder
Other Abilities absalom, combat mentor, detective, leader by example, promotional vestments, rogue's racket, sneak attack, swords, thief, vigilant seal champion
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