Adventurer

Marbyn Dapper's page

21 posts. Alias of rdknight.


Full Name

Marbyn Dapper

Race

Female Halfling Rogue 1 | HP: 10/10 | AC: 16 (T: 13, F: 13) | CMB: -1, CMD: 11 (+2 vs Trip, Disarm) | F: +3, R: +6, W: +3 (+2 vs Fear) | Init: +3 | Perc: +8 (+1 Trapfinding), SM: +6 | Speed 30' |

Classes/Levels

LoC: 1/1

Size

Small

Age

22

Alignment

NG

Deity

Chaldira Zuzaristan

Languages

Taldane, Halfling, Varisian

Strength 8
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 14
Charisma 13

About Marbyn Dapper

Marbyn Character Art

Statistics:
Female Halfling Unchained Rogue 1
NG Small Humanoid

Init +3 Senses Perception +8
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+3 Armor, +3 Dex +1 Small)
hp 10
Fort +3, Ref +6, Will +3 (+2 vs Fear) (-2 vs Swarm Distraction)
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OFFENSE
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Speed 30

Melee +4

Ranged +4
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STATISTICS
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Str 8, Dex 17, Con 14, Int 12, Wis 14, Cha 13
Base Atk +0; CMB -2; CMD +11
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TRAITS

Giant Slayer (Campaign):
You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Fate's Favored (Faith):
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Resilient:
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Lessons of Chaldira (Religion):
Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.

Entomophobe (Drawback):
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.

FEATS

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Deft Maneuvers (Replaces URogue Finesse Training 1):
You are skilled in a variety of dextrous combat maneuvers.
Prerequisite: Dex 13.
Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

SKILLS
(12 points; 8 class, 1 INT, 1 Cunning, 2 Background)
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Acrobatics* +7 = DEX 3+1+3
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Appraise +1 = INT 1+0+0
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Bluff +5 = CHA 1+1+3
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Climb* -1 = STR -1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +5 = CHA 1+1+3
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Disable Device*† +9 = DEX 3+1+3+2 (+1 Trapfinder)
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Disguise +1 = CHA 1+0+0
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Escape Artist* +7 = DEX 3+1+3
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Fly* +3 = DEX 3+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +2 = WIS 2+0+0
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Intimidate +5 = CHA 1+1+3
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +5 = INT 1+1+3
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +6 = INT 1+0+0
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +6 = INT 1+0+0
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Linguistics† +5 = INT 1+1+3 (+1 Background)
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Perception +8 = WIS 2+1+3+2 (+2 Keen Senses)(+1 Trapfinding)
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Perform +1 = CHA 1+0+0
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Profession† +2 = WIS 2+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +6 = WIS 2+1+3
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Sleight of Hand*† +6 = DEX 3+1+3 (+1 Background)
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Spellcraft† +1 = INT 1+0+0
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Stealth* +11 = DEX 3+1+3+4 (+4 Small)
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Survival +2 = WIS 2+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +2 = CHA 2+0+0
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ACP -1
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Halfling)
+4 Stealth (Small)

Languages Taldane, Halfling, Varisian

Special Abilities:

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SPECIAL ABILITIES
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-HALFLING-

Small:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fleet of Foot:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Fearless:
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Adaptable Luck:
Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

-ROGUE (UNCHAINED)-

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Spells:

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Spells
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Orisons (0 | (At Will)

1st (0 / Day)

2nd (0 /Day)

3rd (0+0 /Day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

Alchemist Fire (1)

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Magic Items:

Half-Deck (Halfling Sacred Keepsake)*
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Short Sword
Dagger
Light Mace
Sling & 10 Bullets
Studded Leather Armor
Iron Holy Symbol (Chaldira)
Thieves Tools
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Rope, Hemp 50'
Rations (5 Days)

*Half-Deck: This partially intact deck of cards often
commemorates tasks in which the young halfling must
successfully take calculated risks in order to achieve
a noteworthy goal. A halfling who uses it while casting
divine favor gains a luck bonus on all skill and ability
checks instead of on attack and damage rolls.

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 22 GP 3 SP 8 CP

Background:

1. Marbyn’s family owns a small inn by the docks in Magnamar. The place caters especially to sailors and other seafaring types. It has been Dapper family owned and operated for three generations, if one includes Marbyn and her brother.

2. Marbyn’s great-grandfather Tolnulles retired from seafaring (including a stint as a pirate in The Shackles) after losing his right leg. In doing so he founded a new branch of the Dapper family. There are several other branches of the family in coastal locations around the northeast Inner Sea including in Westcrown, Hinji, and Pazzack. Marbyn even has a few yokel fisher cousins in the hamlet of Blackcove. The Dapper Halflings have always been involved to maritime, or maritime adjacent occupations.

3. Great-grandpa Tolnulles managed to buy the inn after saving up several years of gambling winnings. He named it The Thimble and Marlinspike and the place still bears the same name in the present. The inn is located in Dockway, part of The Shore district. The building has been extensively remodeled over the years, and most of the sleeping quarters are sized for halflings. This has been very good for business because halflings make up a surprising portion of the ship crews in the region.

4. Since Tolnulles and until Marbyn, the Dapper family has all been strait-and-narrow types, good at running the business, careful to keep their noses clean, and generally content with a quiet life. Marbyn is a throwback, with a personality more like her great-grandfather’s.

5. The inn has always been a seafarer-friendly establishment, and Marbyn is the seafarer-friendliest member of the family in a very long time. Not all sailors are scoundrels, but plenty of scoundrels are sailors. If one was willing to spend the time to learn what there was to learn from all the guests coming through, there was a lot of tricky stuff one could pick up, and Marbyn has.

6. While Marbyn will eventually be one of the inheritors of the inn, nobody expects she would actually run and manage the place. Her co-inheritor and brother Caldert will be the de facto proprietor. It’s hard for anyone who knows the siblings to imagine Mavis to be able to give running the place the kind of sustained focus and attention that would be required. Marbyn has ears, so she knows all these things. She isn't bothered though. She doesn't want to take on the burden of trying to run the place, income be damned. She actually fantasizes about selling out to her brother so she could be free to do other things, like travel perhaps.

7. Marbyn got started with religion when she shoehorned a shrine to Chaldira into the worship room at the inn. The room, which is up on the second floor, is for guests to use if they wish. It already had shrines for the most common faiths among inn guests, Besmara, Gozrah, and Cayden Cailean.

8.

Appearance and Personality:

Height: 3'1" | Weight: 32 | Hair: Light Brown / Sandy Blonde| Eyes: Hazel Green

Appearance
Marbyn is a pretty and charming young Halfling of average height and figure. Her sandy brown hair falls past her shoulders, which contrasts with her pale green eyes. Her skin tone is on the lighter side of the usual Halfling nutty or cinnamon brown. Her demeanor is confident, open, and friendly. Her clothing is typical for someone of her station, fairly well-made but plain and functional for daily physical work in a business that can be messy due to handling food and drink all day.

Personality

Marbyn has always been rather wild, at least in halfling terms. Between Marbyn and her older brother Caldert, she was their parents' nightmare child. Marbyn was not particularly obedient, tended to be impulsive, and had a taste for risky behavior.