About Melissa DaylenneBasics:
Female Human Servant/Cook Level 8 Rogue Spellbinder Blade Age: 21
Statistics:
Strength: 12
Perception: 10
Size: 1
Power: 2
Race - Human:
Starting Attribute Scores Strength 10, Agility 10, Intellect 10, Will 10. Choose one attribute and increase it by 1. Perception equals your Intellect score Defense equals your Agility score Health equals your Strength score Healing Rate equals one-quarter your Health, round down Size 1/2 or 1, Speed 10, Power 0 Damage 0, Insanity 0, Corruption 0 Languages and Professions You speak the Common Tongue, and you can either speak one additional language or add a random profession. Level 4
You either learn one spell or gain Determined.
Professions:
Starting Professions - (2) Servant
Cook
Background:
Equipment:
Cat's skull with tiny rubies in its eye sockets (+1 Agility) 66 gc
Spells:
Spellbound Weapon Spellbinder Utility - 0
The target functions as your implement (see Chapter 7). You can use an action to teleport the target to your hand provided the target is within 1 mile of you. You can use an action to touch the target and remove all damage from it, even if it was destroyed, provided you have at least a fragment of it. Tradition: Enchantment Bewitch Enchantment Attack - 0
Presence Enchantment Utility - 0
Charm Enchantment Attack - 1
Tradition: Shadow Nightfall Blade Shadow Utility - 0
Tradition: Transformation Flowing Form Transformation Utility - 0
Animal Shape Transformation Utility - 1
Novice Path - Rogue:
Rogues always have a trick up their sleeves. Using a combination of luck and skill, rogues can usually find solutions to their problems. Their talents come from their ingenuity, cunning, training, and, of course, good fortune, all of which makes them adaptable to any situation. Although many rogues come from criminal backgrounds, not all rogues are criminals. Rogues include anyone who benefits from trickery and can fit into every aspect of society. While some work as pickpockets in crowded marketplaces and bandits preying on caravans, others act as detectives solving crimes, forward observers gathering information for their allies, or spies ferreting out dark plots. Level 1 Attributes: Agility, Will
Characteristics
Languages and Professions: Profession: Servant
Nimble Recovery
Trickery
Level 2 Characteristics
Exploit Opportunity
Roguery Talent: Backstab +1d6
Level 5 - Expert Characteristics
Dirty Tricks
Rogue Cunning
Downtime Activity: Cook
Level 8 - Master Characteristics
Roguery Talent: Magic (Tradition: Shadow; Nightfall Blade, Animal Shape, Charm)
Expert Path - Spellbinder:
Level 3 Attributes Agility, Intelligence
Characteristics
Magic: Enchantment: bewitch, presence
Spellbound Weapon
Level 6 Characteristics
Magic: Transformation: presence
Invest Power
Until the effect ends, your attacks with the weapon deal 1d6 extra damage. Level 9 - Master Characteristics
Magic
Magic Weapon
Master Path - Blade:
Blades are master knife-fighters. Quick and precise strikes pierce their enemies’ defenses and deliver painful, bleeding wounds. Many blades have criminal backgrounds, developing their techniques after long use of these concealable weapons. Level 7 Attributes: Strength, Agility, Will
Characteristics
Languages and Professions: High Archaic
Bleed
Level 10 - Blade Characteristics
Swift Blade
Advancement Table - Reference:
1) Choose a novice path (Rogue). 2) Gain the Level 2 benefits for novice path (Rogue). 3) Choose an expert path (Spellbinder). 4) Gain the Level 4 ancestry benefits for Human. 5) Gain the Level 5 benefits for novice path (Rogue). 6) Gain the Level 6 benefits for expert path (Spellbinder). 7) Choose a master path (Blade). 8) Gain the Level 8 benefits for novice path (Rogue). 9) Gain the Level 9 benefits for expert path (Spellbinder). 10) Gain the Level 10 benefits for master path (Blade). Attack Macros:
[dice=Tricky Spellbound Boons]2d6[/dice] [dice=Dirty Trick Backstab Invested Knife Attack]1d20+5+X[/dice]
if attack roll is 20+ ... [dice=Tricky Spellbound Boons]2d6[/dice] [dice=Bonus Tricky Invested Knife Attack]1d20+5+X[/dice]
When the total of your attack roll is 20 or higher with such a weapon and exceeds the target number by at least 5, the target suffers a bleeding wound that lasts until the target heals damage or until a creature uses an action to stanch the wound, thus removing it. While suffering from the wound, the target is fatigued and takes 1d6 extra damage at the end of each round. |