Lini

Molly Blackfoot's page

1,299 posts. Alias of Aebliss.


Full Name

Nalket "Molly" Blackfoot

Race

Gnome

Classes/Levels

Witch 9/Brawler 1: Init +1; Perception +4; AC 12 (+1 Dex., +1 natural); hp 69; Fort +5; Ref +5; Will +6

Gender

Female

Size

Medium

Age

19

Special Abilities

Brawler's cunning, Cantrips, Claws, Darkvision 60 ft., Green Widow, Hex (Evil Eye, Feral Speech, Flight, Healing), Familiar (Toad), Martial flexibility, Martial training, Natural armour, Patron (Shadows), Unarmed strike

Alignment

NG

Deity

Sivanah

Languages

Aquan, Auran, Common, Draconic, Giant, Kellid, Orc, Sylvan, Terran

Strength 12
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Molly Blackfoot

NG Female Gnome Witch 9 (Favoured class) / Brawler 1

Init +1; Senses Perception +3

AC 12 (+1 Dex., +1 size)

hp 69

Fort +6; Ref +5; Will +6

Speed 20 ft.

Melee
+7/+9 Halflight, Giantbane shortsword: 1d6+1/+2d6, 19-20/x2
+8 Witchlight, +1 shortsword; 1d6+2, 19-20/x2
Unarmed 1d6

Ranged
+7

Str 10, Dex 12, Con 14, Int 20*, Wis 10, Cha 13
* +2 headband

Base Atk +5; CMB +4; CMD +15

Feats
Additional traits
Alertness
Craft magic arms & armour
Craft wondrous item
Empower spell
Improved unarmed strike
Snake style

Skills
Acrobatics +19 (9 ranks, +1 Dex., +3 class skill, +1 trait bonus, +5 boots)
Bluff +8 (3 ranks, +1 Cha., +3 class skill, +1 trait bonus)
Bluff (vs. creatures sexually attracted to Molly) +10 (3 ranks, +1 Cha., +3 class skill, +1 trait bonus, +2 Green Hag)
Climb +5 (2 ranks, +0 Str., +3 class skill)
Fly +8 (4 ranks, +1 Dex., +3 class skill)
Knowledge (arcana) +17 (9 ranks, +5 Int., +3 class skill)
Knowledge (dungeoneering) +9 (1 rank, +5 Int., +3 class skill)
Knowledge (history) +9 (1 rank, +5 Int., +3 class skill)
Knowledge (nature) +12 (4 ranks, +5 Int., +3 class skill)
Knowledge (planes) +10 (2 ranks, +5 Int., +3 class skill)
Linguistics +9 (4 ranks, +5 Int.)
Perception +4 (+0 Wis., +2 Alertness, +2 Keen senses)
Sense motive +16 (10 ranks, +0 Wis., +3 class skill, +1 trait bonus, +2 Snake Style-bonus)
Spellcraft +17 (9 ranks, +5 Int., +3 class skill)
Stealth +13 (3 ranks, +1 Dex., +3 class skill, +1 trait bonus, +5 cloak)

Traits
Fast-talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Highlander: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Strip the Veils: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.

Vexing Defender: You gain a +1 trait bonus to Acrobatics and Acrobatics becomes a class skill for you. In addition, you gain a +4 bonus to Acrobatics checks to move through an enemy’s space without provoking AoO, provided that enemy is larger than you.
Addendum: Due to Belt of Tumbling, this trait now also applies to opponents not larger than you.

Languages
Aquan, Auran, Common, Draconic, Giant, Gnome, Ignan, Orc, Sylvan, Terran

SQ
Brawler's cunning
Cantrips
Claws
Defensive training (+4 to AC vs. Giant-type)
Gnome magic (+1 tp DC of Illusion spells. SLAs dancing lights, ghost sound, prestidigitation, speak with animals 1/day)
Hatred (+1 to attack rolls vs. goblinoid and reptilian humanoids)
Hex (Evil Eye, Feral Speech, Flight, Fortune, Healing)
Illusion resistance (+2 to saving throws vs. Illusion)
Familiar (Toad)
Keen senses
Low-light vision
Martial flexibility
Martial training
Natural armour
Obsessive (+2 to Prroofession (gambler)
Patron (Strength)
Slow speed
Small size
Unarmed strike
Weapon familiarity

Magic
Spells/day:
4 / 6 / 5 / 4 / 3 / 2

Spells known:
0 - All
1 - Burning hands, Command, Cure light wounds, Enlarge person, Mage armour, Silent image, Sleep, Sow thought, Summon monster I
2 - Burning gaze, Cure moderate wounds, Darkness, Detect thoughts, False life, Inflict moderate wounds, See invisibility, Summon monster II, Twilight haze, Vomit swarm
3 - Anthropomorphic animal, Bestow curse, Deeper darkness, Dispel magic, Ice spears, Lightning bolt, Polymorph familiar, Remove blindness/deafness, Remove curse, Remove disease, Summon monster III
4 - Enervation, Inflict serious wounds, Secure shelter, Summon monster IV
5 - Break enchantment, Teleport

Spells prepared: 4/6/5/4/3/2
5 - Empowered lightning bolt, Teleport
4 - Empowered inflict moderate wounds, Secure shelter, Summon monster IV
3 - Ice spears, Lightning bolt x 2, Summon monster III
2 - Cure moderate wounds, False life, Inflict moderate wounds, Twilight haze, Vomit swarm
1 - Burning hands x 2, Cure light wounds, Mage armour, Silent image
0 - Detect magic, Light, Message, Stabilize

Equipment
12,626 gp
9 sp
Medium load: 44 - 86 lb.
Current load: 54 lb.

Alchemist fire x 5 - 5 lb.
Backpack - 2 lb.
Bedroll - 5 lb.
Belt of tumbling
Bolts (9) - 1 lb.
Bolts (cold iron; 10) - 1 lb.
Bolts (silver; 10) - 1 lb.
Boots of elvenkind - 1 lb.
Cage (diminutive; Familiar's "home") - 2 lb.
Cloak of elvenkind - 1 lb.
Cold iron bayonet - 1 lb.
Halflight - Giantbane shortsword
Headband of mental prowess +2
Holy symbol (cloth; Sivanah) - 0 lb.
Masterwork bayonet - 1 lb.
Masterwork light crossbow - 4 lb.
Mirror (small, steel) - 0.5 lb.
Pearl of Power (1st level)
Potion of Cure Light Wounds x 2 - 0 lb.
Potion of Protection from arrows - 0 lb.
Rations (6 days) - 6 lb.
Rope (silk, 50 ft.) - 5 lb.
Smokestick x 5 - 2,5 lb.
Scroll of cure moderate wounds
Spell component pouch - 2 lb.
Tanglefoot bag x 2 - 8 lb.
War paint of the terrible visage - 1 lb.
Waterskin - 4 lb.
Winter blanket - 3 lb.
Witchlight - +1 shortsword

Appearance
Molly is a Gnome... A green-haired Gnome. Her appearance is unusually stern for a Gnome. She does not appear to be overly happy to be a Gnome. But here we are...

Changeling (original form):

NG Female Changeling Witch 9 (Favoured class) / Brawler 1

Init +1; Senses Perception +3

AC 12 (+1 Dex., +1 natural)

hp 59

Fort +5; Ref +5; Will +7

Speed 30 ft.

Melee
+6
+6/+8 Halflight, Giantbane shortsword: 1d6+1/+2d6, 19-20/x2
+7 Witchlight, +1 shortsword; 1d6+2, 19-20/x2
Unarmed 1d6

Ranged
+6

Str 12, Dex 12, Con 12, Int 20*, Wis 12, Cha 13
* +2 headband

Base Atk +5; CMB +6; CMD +17

Feats
Additional traits
Alertness
Craft magic arms & armour
Craft wondrous item
Empower spell
Improved unarmed strike
Snake style

Skills
Acrobatics +19 (9 ranks, +1 Dex., +3 class skill, +1 trait bonus, +5 boots)
Bluff +8 (3 ranks, +1 Cha., +3 class skill, +1 trait bonus)
Bluff (vs. creatures sexually attracted to Molly) +10 (3 ranks, +1 Cha., +3 class skill, +1 trait bonus, +2 Green Hag)
Climb +6 (2 ranks, +1 Str., +3 class skill)
Fly +8 (4 ranks, +1 Dex., +3 class skill)
Knowledge (arcana) +17 (9 ranks, +5 Int., +3 class skill)
Knowledge (dungeoneering) +9 (1 rank, +5 Int., +3 class skill)
Knowledge (history) +9 (1 rank, +5 Int., +3 class skill)
Knowledge (nature) +12 (4 ranks, +5 Int., +3 class skill)
Knowledge (planes) +10 (2 ranks, +5 Int., +3 class skill)
Linguistics +9 (4 ranks, +5 Int.)
Perception +3 (+1 Wis., +2 Alertness)
Sense motive +17 (10 ranks, +1 Wis., +3 class skill, +1 trait bonus, +2 Snake Style-bonus)
Spellcraft +17 (9 ranks, +5 Int., +3 class skill)
Stealth +13 (3 ranks, +1 Dex., +3 class skill, +1 trait bonus, +5 cloak)

Traits
Fast-talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Highlander: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Strip the Veils: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.

Vexing Defender: You gain a +1 trait bonus to Acrobatics and Acrobatics becomes a class skill for you. In addition, you gain a +4 bonus to Acrobatics checks to move through an enemy’s space without provoking AoO, provided that enemy is larger than you.
Addendum: Due to Belt of Tumbling, this trait now also applies to opponents not larger than you.

Languages
Aquan, Auran, Common, Draconic, Giant, Kellid, Orc, Sylvan, Terran

SQ
Brawler's cunning
Cantrips
Claws
Darkvision 60 ft.
Green Widow
Hex (Evil Eye, Feral Speech, Flight, Fortune, Healing)
Familiar (Toad)
Martial flexibility
Martial training
Natural armour
Patron (Shadows)
Unarmed strike

Magic
Spells/day:
4 / 6 / 5 / 4 / 3 / 2

Spells known:
0 - All
1 - Burning hands, Command, Cure light wounds, Enlarge person, Mage armour, Silent image, Sleep, Sow thought, Summon monster I
2 - Burning gaze, Cure moderate wounds, Darkness, Detect thoughts, False life, Inflict moderate wounds, See invisibility, Summon monster II, Twilight haze, Vomit swarm
3 - Anthropomorphic animal, Bestow curse, Deeper darkness, Dispel magic, Ice spears, Lightning bolt, Polymorph familiar, Remove blindness/deafness, Remove curse, Remove disease, Summon monster III
4 - Enervation, Inflict serious wounds, Secure shelter, Summon monster IV
5 - Break enchantment, Teleport

Spells prepared: 4/6/5/4/3/2
5 - Empowered lightning bolt, Teleport
4 - Empowered inflict moderate wounds, Secure shelter, Summon monster IV
3 - Ice spears, Lightning bolt x 2, Summon monster III
2 - Cure moderate wounds, False life, Inflict moderate wounds, Twilight haze, Vomit swarm
1 - Burning hands x 2, Cure light wounds, Mage armour, Silent image
0 - Detect magic, Light, Message, Stabilize

Equipment
12,626 gp
9 sp
Medium load: 44 - 86 lb.
Current load: 54 lb.

Alchemist fire x 5 - 5 lb.
Backpack - 2 lb.
Bedroll - 5 lb.
Belt of tumbling
Bolts (9) - 1 lb.
Bolts (cold iron; 10) - 1 lb.
Bolts (silver; 10) - 1 lb.
Boots of elvenkind - 1 lb.
Cage (diminutive; Familiar's "home") - 2 lb.
Cloak of elvenkind - 1 lb.
Cold iron bayonet - 1 lb.
Halflight - Giantbane shortsword
Headband of mental prowess +2
Holy symbol (cloth; Sivanah) - 0 lb.
Masterwork bayonet - 1 lb.
Masterwork light crossbow - 4 lb.
Mirror (small, steel) - 0.5 lb.
Pearl of Power (1st level)
Potion of Cure Light Wounds x 2 - 0 lb.
Potion of Protection from arrows - 0 lb.
Rations (6 days) - 6 lb.
Rope (silk, 50 ft.) - 5 lb.
Smokestick x 5 - 2,5 lb.
Scroll of cure moderate wounds
Spell component pouch - 2 lb.
Tanglefoot bag x 2 - 8 lb.
War paint of the terrible visage - 1 lb.
Waterskin - 4 lb.
Winter blanket - 3 lb.
Witchlight - +1 shortsword

Appearance
Molly is fairly typical for a Changeling; she is dark of hair and pale of skin, with one eye deep blue and the other an odd purple that might hint at Azlanti heritage to some. She grew up Kellid, however, and so she has become a hale, hearty young woman, who is as comfortable wearing travelling leathers as she is with fine silks and jewels. Never one to feel above exploiting her natural charms, Moll is prone to showing off her cleavage and legs in social situations...

Background
Molly was born some eighteen years ago, and she was raised by the Kellid Blackfoot tribe -- after her real mother stole a baby from its cradle and left her own child there. The people she still sees as her parents never realized the swap had taken place, which is probably just as well. For the first sixteen years of her life, she bore the name 'Nalket', the name of the child she replaced, and she still considers this her birth name.

As a Kellid, Molly was just barely acceptable. She was interested in the wilderness and in hunting, but not in weaving or cookery. When she was little, she spent more time brawling with the neighbour boys than she did playing or singing with the other girls. She was a loving child and not openly disobedient, but her mind wandered easily from tasks that bored her. Puberty came, as it had to, and not too long after her sixteenth birthday, one of the village girls walked in on her fiancé in the hay-barn. With young Nalket.

Molly's parents quickly bundled her onto a horse and sent her out of the tribe's encampment before the young man's angry fiancée could rally her family to do something permanent to their somewhat wayward daughter. Molly was sad to leave her parents behind, but she agreed that it was time to seek her fortune elsewhere. And change her name so she would be more difficult to track...

Life has been... interesting these past three years. Molly discovered her innate powers as a Witch during her travels. She also discovered that she liked life in the 'civilized' lands quite well; the drinks, the fabrics, the music, the literature, and various other entertainments. She retains her love for the savage wilderness, however, and she still sees herself as a daughter of the Kellid people. On some nights, she drinks not just because she wants to feel merry, but because she misses her parents and extended family back home. All in all, Molly has been so busy with various jobs -- both honourable work guarding caravans and less honourable ones hustling people she found to be as vile as they were rich -- that she never spared a second thought for the Call when it came -- and so she has never found out about her biological mother.

The main reason Molly is coming to Trunau, is that she got a letter from home which contained some interesting news: Jenk Blackfoot, a boy she still believes is her cousin on her mother's side, apparently did some work as a caravan guard but ended up staying in Trunau thanks to a knee injury that made it impossible for him to properly grip a saddle or march long distances. The letter tactfully suggested that Jenk might appreciate seeing a friendly face from the old days. It was tactful enough not to suggest that it might be good for Moll to reconnect with family, too.
(The other reason is, of course, that she scammed a nobleman out of a whopping 150 gold coins recently. Honestly, the man should have paid better attention to his cards. He might have done, if Molly hadn't kept distracting him with her comments on the heat and her further unbuttoning her blouse. He didn't make too much of a stink at the time, what with their game taking place at a rather rough casino, but Molly felt it was best to put some distance between herself and her former admirer.)