Shorafa Pamodae

Minerva Malifect's page

136 posts. Alias of Sentienthydra.


Full Name

Minerva Malifect

Race

Tiefling

Classes/Levels

Rogue 2

Gender

Female

Size

Medium (5' 7")

Age

24

Special Abilities

cold resistance 5, electricity resistance 5, fire resistance 5. Can use darkness once per day as a spell-like ability.Sneak Attack (1d6)

Alignment

Lawful Neutral

Languages

Common, Elven, Orc, Halfling, Undercommon.

Occupation

Painter/thief

Strength 15
Dexterity 18
Constitution 11
Intelligence 18
Wisdom 13
Charisma 14

About Minerva Malifect

Dark brown hair w/ silver streaks
Green/red streaked eyes &
Lightly tanned, ruddy red skin.

Minerva stands with a slim, light build for her height, with whatever curves she has hidden, as standard, and rendered intentionally nondescript. She keeps her hair short and carefully groomed, the silver streaks running through in careful lines.

Despite her usual attempts at keeping an uninteresting appearance, Minerva maintains a few defining features, mostly the thick network of thorned vines running across her upper and lower back, down her arms and up the very top of her neck. The brambles are supplemented by symbols,their true meaning lost to Minerva's memory, fitted in every space between the vines.

HP = 2d8+0 (max rolls) = 16

Init= +4
AC: 16 = 10 (base) +2 (armour) + 4 (Dex)
Attack(Melee): +3
Attack(Weapon Finesse) +4
Attack(Missile): +5
CMD: +3
Fort: +0
Refl: +9
Will: +3

Racial Traits
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Tiefling Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small,

stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven,

Gnome, Goblin, Halfling, Infernal, and Orc.
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Rogue Traits
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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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged

attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.
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Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she
makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing

light armor or no armor. A helpless rogue does not gain the benefit of evasion.
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Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue

talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Finesse Rogue - Weapon finesse as a free feat at lvl 1

Starting Traits =
Shadow Stabber = +2 trait bonus on melee weapon damage rolls made against foes that cannot see you.
Unearth Secrets = +2 trait bonus on Sense Motive checks when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.
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SKILLS (ranks = 24)(fv.Class=2) Total Modifier| Ability Mod | | Ranks| Tr. | | Rac. | | Misc |
Acrobatics (Dex), = 9 |+4 | +2 | +3 | + | +
Appraise (Int), = 4 |+4 | +0 | +0 | + | +
Bluff (Cha), = 9 |+2 | +2 | +3 | +2 | +
Climb (Str), = 6 |+2 | +1 | +3 | + | +
Craft (Int) [Painting] = 9 |+4 | +2 | +3 | + | +
Diplomacy (Cha), = 7 |+2 | +1 | +3 | + | +
Disable Device (Dex), = 10 |+4 | +2 | +3 | + | +1(Favored Class)
Disguise (Cha), = 8 |+2 | +1 | +3 | + | +
Escape Artist (Dex), = 8 |+4 | +1 | +3 | + | +
Handle Animal (Cha) = 3 |+2 | +1 | +0 | + | +
Intimidate (Cha) = 2 |+2 | +0 | +0 | + | +
Knowledge (dungeoneering) (Int), = 4 |+4 | +0 | +0 | + | +
Knowledge (local) (Int) = 9 |+4 | +1 | +3 | + | +1(Favored Class)
Linguistics (Int), = 4 |+4 | +0 | +0 | + | +
Perception (Int), = 9 |+4 | +2 | +3 | + | +
Perform (Cha), = 2 |+2 | +0 | +0 | + | +
Profession (Wis) = 1 |+1 | +0 | +0 | + | +
Intuition (Wis), = 6 |+1 | +2 | +3 | + | +
Sleight of Hand (Dex), = 9 |+4 | +2 | +3 | + | +
Stealth (Dex), = 11 |+4 | +2 | +3 | +2 | +
Swim (Str) = 6 |+2 | +1 | +3 | + | +
Use Magic Device (Cha) = 6 |+2 | +1 | +3 | + | +

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FEATS:
Weapon Finesse
Two Weapon Fighting

EQUIPMENT

Gold - 15gp 5 sp
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Dagger x 3 (6gp) 4lbs
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Short-Sword (10 gp) 2lbs
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Leather armour (10gp) 15lbs
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Sap (1gp) 1lbs
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Pickpocket's Outfit [Traveller's outfit w/ concealed pockets. +2 to conceal small objects on person] (5gp) 3lbs
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Artisan's tools [Painting] (5gp) - on Mule 5lbs
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Thieve's tools [Masterwork] (100gp) 3lbs
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Mule [Pack Saddle + 10 days feed] (13gp 5sp)

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Gear on Mule (4gp)
Chest -Empty
Barrel - Water
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Backpack [+ Gear below] (37)gp 23lbs
Bedroll
Winter Blanket
Lamp + 3 pints oil
Rope [silk] 50ft.
Flint & Steel
Whetstone
1 x Waterskin
5 x Torch
2 x Wrist Sheathes (Dagger)
Grappling Hook
Mirror (Small Steel)
Pot
20 x parchment [in carrying case]
5 x Trail Rations (day)
1 sq. yd. Canvas