Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

Moves With Grace's page

485 posts. Alias of ZenFox42.


Full Name

Moves With Grace

Race

Human

Gender

Female; Parry=7, Toughness=9(2), Bennies:3

Age

22

About Moves With Grace

Female Human

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics: d8, Common Knowledge: d4, Fighting: d8 (+1 when bare-handed), Focus: d8, Healing: d4, Notice: d6, Persuasion: d4, Stealth: d8

Pace: 6, Parry: 6(7 w/shield), Toughness: 9(2)

Hindrances: Code of Honor, Loyal, Obligation (minor)

Edges: Arcane Background, Martial Artist
Special : Shadow Child: Ignore 2 points of Illumination penalties.

Armor: Leather Cap (Armor 2), Leather Jacket (Armor 2), Leather Leggings (Armor 2), Small Shield (Parry +1)
Weapons: Short Sword (Str+d6, Includes cavalry sabers), Unarmed (Natural Attack, +1 Fighting, Str+d6)

Wealth: 210sp + 150 gp

Language: Common (Native)

Arcane Background: Gifted (SWADE p148)
Total Powers: 1
Power Points: 15 / 15
Powers: Shurikens (Bolt, SWADE p156)
1 PP / 3 PP
2d6(3d6 on Raise) / 3d6(4d6 on Raise)

Bolt:

Range: Smarts ×2
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.

Modifiers
DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).

Backstory:
MWG grew up in a small village in the mountains, when at a young age a traveling monk saw her throwing throwing stars apparently from thin air. When asked, MWG said they were "shooting stars", and she didn't know no one else could do it. The monk suggested to her parents that she be taken for martial arts training at the monk's monastary, which they agreed to.

After many years of training, it was time for MWG (that's the name the other monks gave her) who was now a young woman, to go on her "soul quest", wandering the lands in search of her true calling. Being naive in the ways of the world, her first few encounters didn't go so well, but she learned quickly, and found employment as a caravan guard, which allowed her to visit many different villages and cities.

Once, while in-between jobs, she was walking on a road when she was ambushed by bandits. Despite all her training and effort, she was beaten badly and left for dead. A wandering hermit found her, carried her to his home, treated her wounds with herbs, and nursed her back to health. MWG vowed to help the man (named Heirmann) whenever he needed to, as a debt of honor.

She recognized the "bandits" as members of the Dottari patrol from their uniforms, and so has taken it upon herself to rid the city of its corruption.

As a result of her travels, MWG has vowed to always help those in need or who can't help themselves, and to be loyal to whoever her companions at the time are.

Advancement #1 : Strength to d8
Advancement #2 : Focus to d8
Advancement #3 : Brawler (Toughness +1, hand damage d6, and +1 Fighting when using her hands)

Future advancements
Advancement #4 : Two-Fisted
Advancement #5 : Ambidextrous