Drecissa

Nephriel Neridian's page

51 posts. Alias of rutaskadis.


Race

CN Half-Elf Rogue (Phantom Thief) | HP 8/8 | AC 16 FF 12 T 14 | CMB +4 CMD 14 | Fort 0 Ref +6 Will -1 | Init +4 Perc +3 | Active Effects: none

Immunities:
Magic sleep effects

About Nephriel Neridian

Nephriel Neridian
CN Medium Humanoid
Speed 30 Initiative +4 Perception +3

DEFENSE
HP 8
AC 14 FF 10 T 14
CMD 14
Fort 0 Ref +6 Will -1
Immune to magic sleep effects
+2 racial bonus on saving throws against enchantment spells and effects

OFFENSE
BAB 0
CMB +4
+2 to trip, disarm, dirty trick, feint, reposition, or steal

ABILITIES
Str 10 (0) ; Dex 18 (+4) ; Con 10 (0) ; Int 12 (+1) ; Wis 8 (-1) ; Cha 16 (+3)

Skill Breakdown:

Str 10 base
Dex 16 base+2 racial
Con 10 base
Int 12 base
Wis 8 base
Cha 16 base

Racial Features:

Child of the Sea: Shoreborn gain a +4 racial bonus on Swim checks as well as on Profession (sailor) checks and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea.

This replaces low-light vision and keen senses.

Unchained Rogue Features:

Refined Education (Ex): A phantom thief adds Handle Animal, Heal, Ride, Spellcraft, Survival, and all Knowledge skills to her list of class skills. Furthermore, she selects one of her rogue class skills and adds half her rogue level on all skill checks using that skill. At 3rd level and every 2 rogue levels thereafter, she selects an additional rogue class skill and adds half her rogue level on all skill checks using that skill as well. Starting at 4th level, if the phantom thief is an unchained rogue, she gains rogue’s edge skill unlocks with each of these skills rather than selecting one skill every 5 levels, and she adds half her rogue level to her number of ranks to determine when she receives a skill unlock (so a 7th level rogue (phantom thief ) with 7 ranks in a chosen skill would count as having 10 ranks and receive the second skill unlock).

Alters the rogue’s class skills and replaces sneak attack and trapfinding. For an unchained rogue, it also alters rogue’s edge and replaces debilitating injury.

Broad Education (Ex): A phantom thief ’s broad studies with expensive tutors keep her up to speed in both martial and magical knowledge, as well as in her skills. She can select the combat trick, minor magic, and major magic rogue talents as many times as she likes, and she can select the Skill Focus feat as a rogue talent, also as many times as she likes. Finally, she can select a vigilante social talent instead of a rogue talent, except for social grace and vigilante social talents that would require her to be a craftsman or professional. For the purpose of vigilante social talents, a phantom thief does not have a vigilante identity and is always considered to be in her social identity.

This ability alters rogue talent.

Rogue Talents:

Skills:

Acrobatics +8 (1 rank+4 dex+3 class)
Bluff +9 (1 rank+3 cha+3 class+1 Refined Education+1 trait)
Diplomacy +8 (1 rank+ 3 cha+3 class+1 trait)
Disable Device +10 (1 rank+4 dex+3 class+2 feat)
Escape Artist +8 (1 rank+4 dex+3 class)
Kn. Local +5 (1 rank+1 int+3 class)
Perception +3 (1 rank-1 wis+3 class)
Stealth +8 (1 rank+4 dex+3 class)
Swim +8 (1 rank+0 str+3 class+4 racial)

Kn. Nobility +5 (1 rank+1 int+3 class)
Sleight of Hand +14 (1 rank+4 dex+3 class+3 Skill Focus+2 feat+1 trait)

Feats:

Feat Tax: Power Attack, Deadly Aim, Combat Expertise, Agile Maneuvers, Point Blank Shot, Weapon Finesse

Bonus Feats:
Racial: Skill Focus (Sleight of Hand)
Rogue: Weapon Finesse
Campaign: Deft Hands

Feats:
Deft Maneuvers

Traits:

Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: *Diplomacy*, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Criminal: You spent your early life robbing and stealing. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Oppressive Expectations (Drawback): You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Languages:

Common, Elven, Aquan

Equipment:

48.6
CoLWa x2 (40gp)
Spring Blade (40gp)
Leather Armor (8gp)
Thieve's Tools (24gp)

Backstory:

It’s a familiar story; the poor little rich girl turns to teenage rebellion to get attention from her cold, distant, obscenely wealthy family. Her father is an aquatic elf who owns a third of the Bermuda Triangle, and her mother, the human heiress to the immensely popular Virginia Beach Boardwalk; they tolerate each other so they can enjoy the substantial financial benefits of their continuing partnership and produce a plethora of half-elven children along the way.

Nephriel ‘Nessie’ Neridian was never quite sure of her place in the Neridian beach-and-boardwalk empire. Her life was elite, luxurious, and extremely depressing. Ever day of her life, she’s been cared for, catered to, dressed, privately tutored, and spoiled rotten; molded into an ungrateful, overindulgent young woman used to getting her way in everything. She bickered constantly with her many siblings, competing for their parents’ approval, and learned to hate her family, her life, and her future. Her only reprieves were chasing Instagram fame with her equally idly wealthy friends, and getting herself out of trouble.

A child of two worlds, she tormented the overworked and underpaid employees of both the Bermuda Triangle and Virginia Beach, and faced very few consequences for it. It wasn’t like she couldn’t afford to just buy everything she stole, but somehow it felt better to just slip it in her purse and walk out. Maybe it was just a cry for attention; maybe she was tired of being handed everything by her parents and this felt like she was earning something herself. If she was caught, she could usually talk or buy her way out of trouble, and at worst, her parents could do it for her.

It was a system she was pretty satisfied with, and one that made her quite a popular high-schooler. Whether it was breaking into her parents’ liquor cabinet, buying weed for everyone, or stealing cigarettes from Walmart, Nessie carved out a reputation as a person who could get things; she partied her way through her teenage years, never considering that her little empire would someday come to an end.

She graduated, barely, with a little help from her parents’ generous contributions to the school. To celebrate, she decided to do something big and impressive... So while she was supposed to be attending a final exam, she broke into the dean’s office where he was rumored to keep a fist-sized diamond in a trapped safe, discovered that the diamond was indeed real, and stole it.

She showed off her prize at a graduation party, proudly displaying it to her fellow graduates and bragging about her plans to pull even bigger heists in the years to come. Unfortunately for her, the party would be busted for drugs and underage drinking later that night, leading to Nessie being caught red-handed with the diamond. She would have spent the night in jail if her parents hadn’t posted bail and had the family lawyer on retainer, but things only got worse from there; the dean’s jewel had been set aside as a contingency plan should he ever need to be resurrected, and discovering it missing had sent him into a panic. Despite being reunited with his diamond, he threatened to press charges and sue Nephriel for the emotional distress she’d caused. In the interest of avoiding an embarrassing incident for the family, her parents settled with him outside of court.

Once again, Nessie managed to avoid a mountain of legal trouble, but the amount of time and money that she’d cost her parents was the last straw. They forbade her from spending the summer in Myrtle Beach with her friends, and told her she’d be cut off from her trust and grounded in Virginia Beach until she had saved enough money to pay them back. With no experience or marketable skills, and a grossly overinflated ego, Nephriel is convinced that she’ll easily make enough money stealing and adventuring over the summer to pay off the debt and return to her usual lifestyle.