Blackfire Adept

Nicoleta Radacan's page

1,230 posts. Alias of Itzi.


Race

Game Concluded

About Nicoleta Radacan

Basics:

Monk (unchained) 16
LN Medium humanoid (dhampir)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +25

Defense:

AC 29, touch 27, flat-footed 23 (+2 bracers of armor, +5 Dex, +1 Dodge, +4 Wis, +5 Monk, +2 ring, +4 barkskin)
HP 148 (16d10+49)
Fort +16 (+10 base, +3 Con, +3 cloak), Ref +18 (+10 base, +5 Dex, +3 cloak), Will +14 (+5 base, +4 Wis, +3 cloak, +2 iron will)
+2 vs. mind-affecting effects
+2 vs enchantment spells and effects.

+4 luck bonus vs. mind-affecting effects (Thrallkeeper's Mark)

immune to all diseases

DR 5/Piercing

Offense:

Speed 80 ft.

Melee +1 Unarmed Strike +25/+25/+25/+20/+15/+10 (2d10+9, 19-20/x2) B

Special Attack Stun/Fatigue/sickened/staggered (17/day, DC 22)

Statistics:

Str 22 (+6), Dex 20 (+5), Con 17 (+3), Int 10 (+0), Wis 18 (+4), Cha 10 (+0)
Base Atk +16; CMB +22; CMD 48 / 42 FF
Languages Common

CMB +22; CMD 48/42 FF
(CMB +24/CMD 50, dirty trick, disarm, reposition, steal)
(CMB +24/CMD 50, grapple)
(CMB +26/CMD 50, trip)

Feats:

Level 1

Weapon Proficiencies
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Armor Proficiencies
Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Power Attack World is Square - -4/+8
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deadly Aim World is Square - -4/+8
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Combat Expertise World is Square - -5/+10
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Agile Maneuvers World is Square
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Antagonize
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.

Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Stunning Fist DC 21
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Unarmed Combatant
You are considered to be armed even when unarmed — you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Level 2

Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Level 3

Deft Maneuvers World is Square

This counts as Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip. It grants all the benefits of those feats.

* You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

* You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

* You can make a Bluff check to feint in combat as a move action.

* You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.

* You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.

* You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Level 5

Weapon Focus: (monk weapons)
You gain a +1 bonus on all attack rolls you make using weapons from the selected weapon group.

Level 6

Deflect Arrows
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Level 7

Greater Trip - GM Allowed
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Level 9

Vicious Stomp
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Level 10

Improved Critical Unarmed
When using the weapon you selected, your threat range is doubled.

Level 11

Intimidating Prowess
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Level 13

Pummeling Style
Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

Level 14

Medusa's Wrath
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Level 15

Iron Will
You get a +2 bonus on all Will saving throws.

Traits:

Final Embrace
You gain a +2 trait bonus on grapple combat maneuver checks to pin an opponent.

Love Lost: All Alone
The murder victim was your only surviving parent. With your parent's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.

Dhampir Abilities:

Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex):
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Manipulative:
Dhampir gain a +2 racial bonus on Bluff and Perception checks.

Spell-Like Ability (Su): (3/day, CL 1st; concentration +2)
A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.

Darkvision:
Dhampir see perfectly in the dark up to 60 feet.

Low-light vision:
In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Light Sensitivity:
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Negative Energy Affinity:
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Campaign Abilities:

Thrallkeeper's Mark Right Hand
A character gains the ability to use dismissal once per day as a spell-like ability. This spell-like ability functions at a caster level equal to the user’s total Hit Dice, and the save DC for dismissal is equal to 15 + the user’s Charisma modifier. The Thrallkeeper’s Mark also grants a +4 luck bonus on all saving throws against mind-affecting effects. The Thrallkeeper’s Mark lasts for only 1 week before its magic fades, and a character can receive the mark only once per year.

Infused Soul
The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Castle Scarwall).

Benefits from the Harrow Deck of Many Things:

The Rakshasa
The PC’s hands transform so that her thumbs appear on the opposite sides and her finger bend backwards—the PC permanently gains DR 5/piercing, but no other benefit.

The Empty Throne
The Empty Throne: The character is seized with an urge to sit upon the Crimson Throne, but the magic of the card does not force this action. If the PC decides to sit on the throne, reality is warped so that everyone save for the PCs always recalls this character as having been a member of Korvosa’s aristocracy. The PC knows that his manor house awaits in Korvosa, and that within are a staff of servants—the names of these servants and the shape, size, and location of the manor house are left to the GM to decide, but the 15,000 gp in inheritance the PC can gather from his home is up to the player, who can spend this gold on any combination of items from Pathfinder RPG Ultimate Equipment (subject to GM approval, of course).

The Dance
From this point on, whenever the character attempts an initiative check, he rolls twice and selects whichever result he prefers.

The Survivor
The next time the character is reduced to negative hit points (even if it was enough damage to kill her), she is instantly restored to full hit points. If she is killed by an effect that slays her without dealing hit point damage (such as phantasmal killer), the effect fails to kill her and she is restored to full hit points. If she is killed by damaging environmental effects (such as a lava flow or when teleporting to a dangerous plane), she is transported to her last safe location and restored to full hit points.

Monk Abilities:

AC Bonus (Ex) +4
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: Dodge

Flurry of Blows (Ex)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex) 17/day
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: 1d6
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Level 2

Evasion
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Bonus Feat: Combat Reflexes

Level 3

Ki Pool: 12 points
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Strike
Ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Fast Movement: +10'
At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. +10' at 3rd. +20' at 6h, +30' at 9th, +40' at 12th, +50' at 15th, +60' at 18th.

Level 4

Ability Increase: +1 Strength

Unarmed Strike: 1d8
Unarmed strike increases in damage to 1d8.

Still Mind
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Power: Slow Fall (Su)
A monk within arm’s reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).

Special Attack: Fatigue
Stunning Fist can now cause fatigue instead of stunning.

Level 5

Purity of Body
A monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike: Leg Sweep
The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.

Level 6

Bonus Feat: Deflect Arrows

Fast Movement: +20'
At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. +10' at 3rd. +20' at 6th, +30' at 9th, +40' at 12th, +50' at 15th, +60' at 18th.

Ki Power: Wholeness of Body (Su)
A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

Level 7

Ki Strike
Ki strike allows his unarmed attacks to be treated as cold iron and silver weapons for the purpose of overcoming damage reduction.

Level 8

Ability Increase: +1 Strength

Unarmed Strike: 1d10

Special Attack: Sicken
Stunning Fist can now cause sicken for 1 minute instead of stunning.

AC Bonus (Ex) +5
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

Ki Power: Qinggong Power: Barkskin (+4)
By spending 1 Ki point, the monk casts barkskin on herself.

Level 9

Style Strike: Flying Kick
The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Improved Evasion
At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Fast Movement: +30'
At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. +10' at 3rd. +20' at 6h, +30' at 9th, +40' at 12th, +50' at 15th, +60' at 18th.

Level 10

Ki Strike
Ki strike allows his unarmed attacks to be treated as lawful weapons for the purpose of overcoming damage reduction.

Bonus Feat: Improved Critical

Ki Power: Abundant Step (Su)
A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Level 11

Flurry of Blows (Ex) +1 additional attack

Level 12

Special Attack: Staggered
Stunning Fist can now cause staggered for 1d6+1 rounds instead of stunning.

Ki Power: Elemental Fury - Electricity (Su)
A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level.

Level 13

Tongue of the Sun and Moon (Ex)
At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Style Strike: Throat Crush
The monk gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).

Level 14

Bonus Feat: Medusa's Wrath

Ki Power: Insightful Wisdom (SU)
A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.

Level 15

Style Strike: 2/round

Fast Movement: +50'
At 3rd level, a monk gains an enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed. +10' at 3rd. +20' at 6h, +30' at 9th, +40' at 12th, +50' at 15th, +60' at 18th.

Level 16

Ki Strike
Ki strike allows his unarmed attacks to be treated as adamantine weapons for the purpose of overcoming damage reduction.

Ki Power: Diamond Soul (Ex)
A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.

Skills:

--------------------
Adventure Skills
--------------------

Total Skill Ranks: 80 (64 monk {4/lvl}, +16 favored class)

Acrobatics +24 (16 ranks, +5 Dex, +3 class skill)
Bluff +2 (+2 Racial)
Climb +16 (7 ranks, +6 Str, +3 class skill)
Diplomacy +0 (+0 Cha)
Disable Device --
Disguise +0 (+0 Cha)
Escape Artist +5 (+5 Dex)
Fly +5 (+5 Dex)
Heal +4 (+4 Wis)
Intimidate +26 (16 ranks, +3 class skill, +0 Cha, +1 trait, +6 Str)
Knowledge (local) +4 (4 ranks)
Perception +25 (16 ranks, +3 class skill, +4 Wis, +2 racial)
Ride +5 (+5 Dex)
Sense Motive +14 (7 ranks, +3 class skill, +4 Wis)
Spellcraft --
Stealth +21 (13 ranks, +3 class skill, +5 Dex)
Survival +4 (+4 Wis)
Swim +10 (1 rank, +3 class skill, +6 Str)
Use Magic Device --

--------------------
Background Skills
--------------------

Total Skill Ranks: 32

Appraise +0
Handle Animal --
Linguistics --
Perform (dance) +19 (16 ranks, +3 class skill, +0 Cha)
Profession (fortune teller) +21(13 ranks, +3 class skill, +4 Wis, +1 tool)
Sleight of Hand +8 (3 ranks, +5 Dex)

Gear:

Carrying 4 lbs / 0-58 (light load)

[head]
[headband] headband of inspired wisdom +4 (16,000 gp)
[eyes]
[shoulders] Cloak of resistance +3 (9,000 gp)
[neck] amulet of might fists +3 ghost touch (36,000 gp)
[chest]
[body] monk's robe (13,000 gp)
[armor]
[belt] belt of physical perfection (Con/Str/Dex) +4 (64,000 gp)
[wrists] bracers of armor +2 (4,000 gp)
[hands]
[ring1] ring of protection +2 (8,000 gp)
[ring2] ring of immolation {1d6+10} (12,000 gp)
[feet]

Artisan's outfit
Butterfly tattoo covering her back (10 gp)

Belt pouch (0.5 lb, 1 gp)
[
514 gp
Fortune tellers deck, basic (0.5 lb, 1 gp)
haunted Harrow deck
]

Goals/Story Hooks:

Nicoleta lives every day denying and restraining certain aspects of herself. Because of this, she's decided that anything else is fair game and she'll take joy in it.

Currently she simply wishes to find out who killed her mother and Gaedren Lamm holds a key to that puzzle.

Nestled way back in the corners of her mind is a burning desire to find her father and ask him, "Why?". However, she's also keenly aware that without a clue dropped into her lap, the chances of that happening are non-existent.

She hates being trapped between two worlds. If the opportunity was given her, it's hard to say whether she would refuse the chance to fully embrace her father's world. She'd probably say no, but at the very least it would be pretty angsty. :)

Combat Macros:

[dice=Leg Sweep Attack]1d20+25[/dice]
[dice=Unarmed Damage - B]2d10+9[/dice]

[ooc][i]if leg sweep hits ...[/i][/ooc]
[dice=Trip Attempt vs CMD]1d20+25[/dice]

[ooc][i]if trip is successful ...[/i][/ooc]
{
{ [dice=Unarmed Attack of Opportunity - Greater Trip]1d20+25[/dice]
{ [dice=Unarmed Damage - B]2d10+9[/dice]
{
{ [dice=Unarmed Attack of Opportunity - Vicious Stomp]1d20+25[/dice]
{ [dice=Unarmed Damage - B]2d10+9[/dice]

[dice=Unarmed Attack]1d20+25[/dice] [ooc][i]staggering fist[/i][/ooc]
[dice=Unarmed Damage - B]2d10+9[/dice]
[ooc][i]DC 21 Fortitude Save or be staggered for 1d6+1 rounds[/i][/ooc]

[ooc][i]if staggered ...[/i][/ooc]
{
{ [dice=Unarmed Attack]1d20+25[/dice]
{ [dice=Unarmed Damage - B]2d10+9[/dice]
{
{ [dice=Unarmed Attack]1d20+25[/dice]
{ [dice=Unarmed Damage - B]2d10+9[/dice]
{

[dice=Throat Punch Attack]1d20+25[/dice]
[dice=Unarmed Damage - B]2d10+9[/dice]
[ooc]Speech is hampered for 1 round as per the [url=https://www.d20pfsrd.com/Magic/variant-magic-rules/spellblights/#TOC-Caster-Croak]caster croak spellblight[/url].[/ooc]

[dice=Unarmed Attack]1d20+20[/dice]
[dice=Unarmed Damage - B]2d10+9[/dice]

[dice=Unarmed Attack]1d20+15[/dice]
[dice=Unarmed Damage - B]2d10+9[/dice]

[dice=Unarmed Attack]1d20+10[/dice]
[dice=Unarmed Damage - B]2d10+9[/dice]

or
[dice=Unarmed Damage - B / Electricity]2d8+9+1d6[/dice]

Background:
Nicoleta's mother, Nadia, was everything bad that people assume about Varisian women. She was a thief and a con artist with loose morals. She was never able to identify which of the plethora of men she had slept with was a vampire, but when Nicoleta was born her father's heritage was readily apparent.

Despite her paternal origins, Nicoleta felt no untoward urgings as a child. She spent most of her time learning the skills of 'fortune telling' from her mother, the remainder running wild in the streets of Korvosa.

Once puberty arrived, Nicoleta's life changed. Thirsts and desires threatened to overwhelm her. After her third arrest by the city guard, Nadia turned to a neighbor of hers, a defrocked monk that periodically availed himself of her services. It took a great amount of effort - and traded services - but the lessons finally seemed to have an effect.

With her urges under a semblance of control, Nicoleta began spending more time on her own, finding her own pigeons to fleece with her cards and vague predictions.

Two weeks ago, her mother didn't show up for their weekly lunch. The next day, Nicoleta was approached by the city guard to identify her mother's body. After a week of digging, she's left with the name Gaedren Lamm.

Personality:

The varisian woman leans languidly against the bar, chatting with an attractive dark-skinned woman next to her.

"Yeah, I know. Mama's varisian so that's where I got my good looks." she says. "Daddy was ... well let's just say that Daddy liked the night life, kind of a dick really. He's not in the picture any more."

She leans closer to hear something the woman says.

"Yeah, I did get some things from him. Although Mama says I'm not supposed to tell people about that. She says they'll freak out or some s*~! like that."

She finishes off her glass and gestures for the bartender to get her another.

"But you look like you can keep a secret. See, that's why Mama keeps me working on meditation and calming mantras. Discipline s~@*. Says I'm supposed to 'Cage the Beast'. I don't know, I think it helps."

She takes a drink of her refilled glass.

"I mean, for example," she says as she gestures to the man next to her, "This d&!+~** here has got his hand on my ass like I'm not supposed to notice or something. Do you see me busting a bottle over his head? No. I'm being nice and calm."

She turns her head partially to the man. "Hey, a&@!~#%, hands off the goods," she says. She then turns her attention back to the woman. "See? Nice and calm."

Her eyes roll up in disgust.

"Really? Copping a feel is one thing, but that's going a little ... "

She sets her drink on the bar and reaches back with one hand. A cry of pain issues from her handsy neighbor as she turns to face him. She's holding his hand twisted back against his forearm. With a shove, she pushes him back towards a nearby table where he stumbles to the ground.

"Didn't your mother teach you anything about manners? No means no. Go find someone that's interested."

She turns back to her drink and her friend with a smile. "Calm and civil, right?"

Her conversational companion's eyes widen and she points behind the woman.

"Yeah, I kinda figured that. Why don't you grab a table. Some people don't know how to take a hint."

She turns just in time to see her assailant attempting to grab her by the neck. She deflects his hand with her forearm and brings her knee up into the man's jewels. As soon as he doubles over, she grabs his head with both hands and brings her other knee up into his nose. He falls to the floor groaning. It doesn't appear that he was drinking alone, however, as two other men rise from their chairs at a nearby table. Their faces telegraph their intentions clearly.

"Hey love, order me a drink while you wait. This might take a little longer then I thought."

Appearance:
Nicoleta stands tall and lean at 5'10" and 140 lbs. She moves as if she knows you're watching her and she's putting on a show just for you. Her dusky olive skin is flawless and has an unearthly quality to it. She never lets her chestnut colored hair get long enough to touch her shoulders. Her large brown eyes contain flecks of green that become more prominent when she's angry. Her normal garb is a red and yellow varisian dress and a wide brimmed hat for shade. The dress is open on both sides up to her belt to allow for freedom of movement. The low neck in the back of the dress partially reveals that her back is covered with a large tattoo of a butterfly.