About MarinahBuild:
Marinah Versade
female human vigilante (magical child) 1 CG medium humanoid (human) Init +3; Senses Perception +2 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +2, Ref +5, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee sickle -1 (1d6-1 /x2) Ranged light crossbow +3 (1d8 19-20/x2) Special Attacks Spells (CL 1; concentration +4): 1st (2/2 per day)—abundant ammunition, cure light wounds 0 (at will)—detect magic, detect poison, enhanced diplomacy, mending -------------------- Statistics -------------------- Str 8, Dex 16, Con 14, Int 10, Wis 14, Cha 17 Base Atk +0; CMB -1;CMD 12 Feats WP: simple, martial; AP: light; point blank shot, skill focus: profession (courtesan) Traits alabastar outcast, kin bond Skills acrobatics +7=+3+1+3 bluff +7=+3+1+3 diplomacy +7=+3+1+3 disguise +7=+3+1+3 knowledge (arcane) +4=+0+1+3 knowledge (local) +4=+0+1+3 perform (dance) (bg) +7=+3+1+3 profession (courtesan) (bg) +9=+2+1+3+3 Languages common SQ spellcasting, spellbook Combat Gear sickle, light crossbow, studded leather (mw), bolts (20); Other Gear backpack, a belt pouch, a blanket, trail rations (5 days), and a waterskin, entertainer's outfit, spell component pouch, 30 gp -------------------- Special Abilities -------------------- Alabaster Outcast You gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble's outfit, a signet ring, and a single additional non-magical item worth no more than 200 gp. Animal Guide A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar. At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess. If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child. This ability replaces vigilante specialization. Dual Identity A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. Kin Bond Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling's saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round. Seemless Guise A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a is guise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. Social talent Social Grace The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. (bluff) Spellcasting A magical child casts arcane spells and cantrips as an unchained summoner. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level, and she chooses her spells known from the sorcerer/wizard spell. A magical child’s selection of spells is extremely limited; use Table 1–5: Summoner Spells Known on page 27 of Pathfinder RPG Pathfinder Unchained to determine how many spells the magical child knows at each level. A magical child needs to commune with her animal guide for 1 hour in order to replenish her daily spell slots. This replaces the 4th-, 8th-, 10th-, 14th-, and 16th-level vigilante talents. Transformation A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. Description:
Marinah is an eighteen year old human woman standing five foot two and weighing one-hundred pounds. Her hair is a dark black color but the observant might notice faint blonde roots, and her eyes are grey. She walks with confidence and grace and wears a somewhat revealing dress unless performing when she wears her dancing outfits and often removes bits as she goes.
When she goes out to hunt down evil as Leather her transformation includes her studded armor taking of the appearance of a leather corset with a matching skirt that comes to mid thigh, the heads of her crossbow bolts take on the appearance of a wasp, and a mask of black make up appears around her eyes. Personality:
Marinah is a sly and charismatic woman who is always there for her sister and enjoys making them smile with a cutting comment or a bit of gossip. She is a consummate performer and has focused a great deal on that talent, particularly since her transformation. Now adults she enjoys the profits she and Sarinah they make servicing clients together both getting their lustful desires fulfilled and gaining information about their next targets.
Leather is a no nonsense heroin, who uses her divine power and prowess with the crossbow to protect the citizens of the city as best she can. She and Lace have had run ins with several gangs and made a number of enemies but, so far, have managed to keep their real identities a secret. Background:
Sarinah and Marinah were twins born in the city of Magnimar. their Daddy was a Pathfinder who often came through the city on his way to this tomb or that ruin and their Mom was his kept woman, a former whore, before that. Both daughters showed prowess with magic and were meant to attend an academy but before they left for their "boring" classes they chose, one day, to follow their dad on one of his expeditions. This one was close to home as he and his team explored inside a section of the ire span. With them clearing the way there was little danger for the twins.
While exploring they heard the Voice, it lured the girls down a side chamber into a strange room where an ancient altar of strange and alien design lay. The voice spoke to the girls promising to give them the power to change the world if only they would smash the icon on the altar. Together the twins picked up the icon and together they dashed it down to the ground, breaking it. From inside stepped a horned black cat. Magic swirled up from the Unicat and poured into the twins, forever changing them into "Pathfinder Lace (Sarinah), filled with the burning power of mystic passion and magic!" and "Pathfinder Leather (Marinah), wielding the healing power of unbridled love!" Guided by their familiar, known to them only as Mistress, they battle evil and fight the forces of oppression and the mundane! It was at this time that their latent desires for lust and vengeance came to the surface. They decided, together, to follow their mother's vocation as a servant of Calistria and joined the local temple to the Savored Sting. Their poor father, not knowing what else to do with his unruly adult daughters, entrusted them to the Pathfinder Society to ensure they aren't destroyed by whatever is possessing them. He means well but then the next adventure called and he would find himself powerless to keep his little girls safe from the dangers that await them. |