Maja Weatherseed's page

872 posts. Alias of Tazo.


Full Name

Maja Weatherseed

Race

Inactive

Size

Small

Alignment

NG

Languages

Keoish (S,W), Halfling (S,W)

Strength 8
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 10
Charisma 14

About Maja Weatherseed

Tracked Resources:
285 XP

Background:
Maja was born amongst halflings who made their home on a river. Literally. Maja was from a group of riverfolk that lived on houseboats in the Jalen River, along the border between Geoff, Sterich, and Keoland. They lived off forage, fish, and trade, finding a comfortable place to stay for a season before moving on in pursuit of new grounds. While they had claim to any particular place, they were also generally undisturbed as they plied a living in these borderlands.

While most of her kin were content to stay on the river, Maja always sought to explore further. As a child, that meant exploring the waters. And as she grew up, that meant joining every foraging party or trade mission she could in order to learn more about the world she was in. She found her place as a guard and a scout, fearlessly leading the way and warning her fellow halflings of any dangers along their travels. She was really quite useful in this regard to her fellow halflings, and as a result, many people in her community were appreciative.

Her parents, though, were getting worried. They wanted Maja to settle down, find a nice boy, build a houseboat, and have children. Maja was not yet ready for that life. "Haven't you wondered where this river goes? They say that at the end of the river is a sea, where the water stretches as far as the eye can see!"

Fortunately, one of the village elders had her back. And one day, Old Bramble made an announcement. "The elders have spoken, and we've decided that in these troubled times, our people have need of a spokesperson who will spread a message of peace and goodwill to all civilized tribes in these lands. We are proud to name Maja as our first ever ambassador!"

Privately, Maja had some inkling that she was being given cover to live her life of adventure. She needed to pay her own way, after all, and that meant putting her fighting and scouting talents to good use. But Maja took her calling seriously. She explored the lands by the Jalen River and represented her people in word and deed, drifting ever southward in the quest to see where the river she called home finds its end. Now, as she finds herself by the Hool Marshes, she cannot help but be drawn to the opportunity that has seemingly fallen out of the sky.

Personality:
Maja loves excitement and novelty, driven most of all by an intense curiosity about both the lands and the peoples around her. She has a knack for making fast friends and contacts. Despite being an adventurer, her country values cause her to see the world simply, in terms of good and evil, right and wrong, though she may have a tendency to justify the occasional lie or act of mischief as for the greater good. She is generally cheerful and eager to be of service, optimistic to the point of excess. She is quite sure that whatever misadventure she pursues next will go swimmingly, even though she is more likely to improvise than put together a specific plan.

Character Sheet:
Maja Weatherseed
Female Halfling (Riverfolk) Rogue (Scout) 5 / Fighter 1
NG Medium Humanoid (halfling)
Init +9; Perception +11 (+13 vs traps); Sense Motive +4
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Defense
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AC 24 (25 vs traps), touch 18, flat-footed 17 (+6 Dex, +4 Armor, +1 Enhancement, +1 Dodge, +1 Shield, +1 Size)
hp 54 (1d10+5d8+18) / Grazed 40 / Wounded 27 / Critical 13
Fort +7 (Twist Away), Ref +12 (+13 vs traps), Will +3 (+5 vs fear)
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Offense
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Halfling Rope-Shot, Masterwork: +15, 1d4+7/18-20/x2
Dueling Dagger: +11, 1d3-1/19-20/x2
Speed: 30 ft, Swim 10 ft (Swim DC15 water or less)
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Statistics
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Str 8, Dex 22(20), Con 14, Int 14, Wis 10, Cha 14
BAB +4; CMB +8; CMD 19
Feats: Combat Expertise, Deft Maneuvers, Dodge/Mobility/Landing Roll/Just Out of Reach, Improved Initiative, Twist Away, Two-Weapon Fighting/Two Weapon Defense, Weapon Finesse/Agile Maneuvers
Traits: Helpful, Threatening Defender
Skills: Acrobatics +17(6), Bluff +11(6), Climb +10(6), Diplomacy +6(1), Disable Device +17(6) (+19 with mwk tools), Disguise +6(1), Escape Artist +10(1), Kn(dungeoneering) +6(1), Kn(engineering) +6(1), Kn(local-Keoland, Geoff, Sterich, Yeomanry, Hool Marshes, Sea Princes) +11(6), Kn(military) +6(1), Kn(monster lore) +6(1), Linguistics +6(1), Perception +11(6), Profession (sailor) +5(2), Ride +10(1), Sleight of Hand +10(1), Sense Motive +6(1), Stealth +19(6), Survival +9(6), Swim +8(6)
Languages: Keoish (B/S), (T/W); Halfling (R/S), (B/W)
Race Abilities:
Fearless: +2 save vs fear
Halfling Luck: +1 all saving throws
Sure-Footed: +2 Acrobatics and Climb
Halfling Weapon Familiarity
Keen Senses: +2 Perception
Fleet of Foot: Speed 30 feet
Thrown Weapon Prowess: +2 racial bonus to attack rolls with thrown weapons or any weapon with halfling.
Class Abilities:
Weapon Training (flail)
Combat Expert (Step-Up)
Combat Expertise
Evasion
Trapfinding
Sneak Attack 3d6
Finesse Training (Halfling rope-shot)
Danger Sense +1
Network of Contacts (10 contacts)
Debilitating Injury (bewildered, disoriented, or hampered)
Scout's Charge (sneak attack on charge)
Rogue's Edge (swim)
Rogue Talent
-Combat Trick
-Offensive Defense
Equipment:
+1 Mithral Chain Shirt (2,100 gp)
Cold Iron Masterwork Halfling Rope-Shot (302 gp)
Silvered Masterwork Halfling Rope-Shot (321 gp)
Cold Iron Chakram x3 (6 gp)
Belt of Dexterity +2 (4,000 gp)
Cloak of Resistance +1 (1,000 gp)
Dueling Dagger x2
Outfit, Cold Weather
Spring-Loaded Wrist Sheath x2 (10 gp)
Smelling Salts (25 gp)
Masterwork Thieves' Tools (100 gp)
Mwk Backpack (50 gp)
Bandolier x2 (1 gp)
Bedroll (0.1gp)
Blanket, Winter (0.5gp)
Waterskin (1gp)
Trail Rations x2 (1gp)
Potion of Fly (750 gp)
Potion of Invisibility (300 gp)
Potion of CMW
Antitoxin
31.4 gp
House Rules