Acadamae Student Korvosa

Opi's page

211 posts. Alias of JonGarrett.


Full Name

Opi

Race

Halfling

Classes/Levels

Crossblooded Sorcerer 7 | HP: 34 | AC: 18, T: 14, FF: 14 | Fort: +5, Ref: +6, Will: +6 + 4 VS Mental Effects | BAB: +3, CMB: +1, CMD: 14 | Init: +3 | Perception: +10 |

Gender

Female

Size

Small

Age

52

Alignment

True Neutral

Occupation

None

About Opi

Opi:

Female Halfling Cross Blooded Sorcerer 7
True Neutral Small Humanoid (Halfling, Orc)
Initiative; +3 Perception +7

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Defense
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AC 18, touch 14 flat-footed 14 (Base +10, Dex +3, Size +1, +4 Mage Armour)
Hit Points 34
Fort +5, Ref +6, Will +6 (Base Fort +4 | Ref +1 | Will +5 | Con+2 | Dex +3 | Wis +0 | Resistance +1 - Wis +1 | Trait Bonus Fort +1 | Will -2 Archetype)
Resistances: None

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Offence
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Speed 30 ft
Melee Claws - +6 to hit - 2d8+7 Slashing - x3 Crit
Ranged

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Spellcasting
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Special Note: +2 per damage dice (Blood Havoc, Orc Bloodline)

0 Level Spells - DC 14 - 6 known
Prestidigitation - Create a vast number of minor effects, including flavouring food, cleaning cloth or changing 1 pound of materials temperature.
Detect Magic - Sense a magic effect or aura, and gain more information the longer the concentration lasts.
Read Magic - Read and understand magic script.
Ray of Frost (Evocation) - Inflict 1d3 points of damage as a ranged touch attack.
Message - Send a whispered message to a target some distance away, and receive replies.

1st Level Spells - DC 16 - 4 known - 9 Spell Slots
Snowball (Evocation) - Inflict 1d6 damage per level (max 5d6) cold damage.
Infernal Healing - Grants fast healing 1 for 1 minute, but changes there aura to evil when the effects are active.
Shocking Grasp (Evocation) - Deal 1d6 damage per level (max 5) and get +3 to hit against foes with metal armour and weapons with a touch attack.
Mage Armor - Add +4 AC. Effective against incorporeal attacks.
Bloodline Spell - Mind Thrust I (Divination) - Inflict 1d6 damage per level (max 5d6) with a will save to half..

2nd Level Spells - DC 18 - 2 known - 7 spell Slots
Eroding Ray - Inflict a beam that does 2d6 damage, plus another another ray every 4 levels beyond 4th. No saves or spell resistance.
Scorching Ray - Fire a ray of fire, inflicting 4d6 damage, plus one beam per 4 levels.
Bloodline Spell - ID Insinuation I - Make the target confuse for as long as you concentrate plus 1 round.

3rd Level Spells - DC 19 - 1 known - 5 spell Slots
Fireball - Inflict 1d6 fire damage over a 20ft area, up to 10d6 damage.
Bloodline Spell - Ego Whip - Stagger that target and reduce one mental ability by -2. On a will save reduce the duration to 1 round and ignore stagger.

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Statistics
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Str 8
Dex 16
Con 14
Int 12
Wis 10
Cha 22
Base Atk +3; CMB +1; CMD 14

Bonus Feats
Spell Focus (Evocation) - Add +1 to the DC of Evocation Spells. 7th level Bloodline feat.

Feats
1st - Childlike - Take 10 on Bluff,so long as the lie makes you look innocent. +2 to Disguise Self as a Human Child, and ignore the penalties to be a different race.
3rd - Pass for Human - +10 to disguise to appear human.Take 10 on disguise in areas largely controlled by humans.
5th - Deceitful - Add +2 to Bluff and Disguise.
7th - Cunning Caster - On a successful Bluff against the target’s perception they fail to understand where a spell came from, although the spell’s effects are still visible.

Traits
Indominatable Will (Faith) - Add +1 to Will Saves.
Subjctive Truth (Social) - Add +2 to Bluff if the person you're lying to is unaware of any previous falsehoods you’ve told them.
Practiced Deception (Religion) - Add +1 to Disguise, and Disguises take half the time to apply.
Drawbacks
Empty Mask - Tale a -1 against compulsion, and -2 against anyone who knows your true name.

Racial Traits - Halfling
Small - Gain +1 to hit and +1 AC, and +5 to Stealth. Take -1 to CMB and CMD.
Halfling Luck - +1 to Saves.
Keen Senses - +2 to Perception
Secretive Survivor - Add +2 to Bluff and Stealth.
Underfoot Dodger - Crowded places are not difficult terrain, and gave +5 to use Acrobatics to pass through the spaces of larger creatures.
Fey Thoughts - Diplomacy and Disguise become class skills.

Skills
Acrobatics - +8 (+3 Dex - 2 Ranks - Class Skill)
Appraise - +2 (+2 Int - 0 Ranks - Class Skill)
Bluff - +25 (+6 Cha - 7 Ranks - Class Skill - +2 Race - +2 Feat - - +5 Magic Item +2 Trait if the target isn’t aware of having been lied to - Immune to Magical Lie Detection)
Climb - -1 (-1 Str - 0 Ranks)
Craft (Food) - +7 (+2 Int - 0 Ranks - Class Skill - Background Ranks 2)
Diplomacy - +17 (+6 Cha - 7 Ranks - Class Skill)
Disable Device - +3 (+3 Dex - 0 Ranks)
Disguise - +18 (+6 Cha - 7 Ranks - Class Skill - +2 Feat - +12 to appear as a human child)
Escape Artist - +1 (+3 Dex - 0 Ranks)
Fly - +1 (+3 Dex - 0 Ranks - Class Skill)
Handle Animal - +5 (+5 Cha - 0 Ranks)
Heal - +0 (+0 Wis - 0 Ranks)
Intimidate - +13 (+6 Cha - 4 Ranks - Class Skill - +1 Trait)
Knowledge (Arcana) - +7 (+2 Int - 2 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks)
Knowledge (History) - +2 (+2 Int - 0 Ranks)
Knowledge (Local) - +2 (+2 Int - 0 Ranks)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks)
Knowledge (Nobility) - +2 (+2 Int -0- Ranks)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks)
Linguistics - +2 (+2 Int - 0 Ranks - Background 7)
Perception - +12 (+0 Wis - 7 Ranks - Class Skill - +2 Racial)
Perform (Act) - +10 (+5 Cha - 0 Ranks - Background 5)
Ride - +1 (+3 Dex - 0 Rank)
Sense Motive - +10 (+0 Wis - 7 Ranks - Class Skill)
Sleight of Hand - +8 (+3 Dex - 0 Rank)
Spellcraft - +7 (+2 Int - 2 Ranks - Class Skill)
Stealth - +17 (+3 Dex - 4 Rank - Class Skill - +5 Size - +2 Race)
Survival - +4 (+0 Wis - 1 Ranks - Class Skill)
Swim - -1 (-1 Str - 0 Ranks)
Use Magic Device +8 (+4 Cha - 1 Ranks - Class Skill)
Languages: Common, Halfling, Gnome, Goblin, Draconic, Infernal, Abyssal, Celestial, Primordial,

Combat Gear
Beguiling Bangles (Neck), Cape of Free Will (Shoulders), Headband of Alluring Charisma +2 (Headband), Sleeves of Many Garments (Wrist), Hat of Disguise
Disguise Kit
Money 0pp - 4950gp - 0sp - 0cp

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Special Abilities
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Sorcerer
Crossblooded - Gain two Sorcerer Bloodlines, but take a -2 to Will and one less spell known per spell level.
Psychic Bloodline - All spells cast become Psychic, no longer requiring somatic, verbal or focus components but emotional ones instead.
- Mental Resistance - Add +2 against saves vs mental attacks.
Orc Bloodline - Add +1 per dice of damaging spells, add 30ft to Darkvision, gain the Orc subtype and dazed by bright light.
Blood Havoc - Add +1 damage per dice to any Bloodline spell or spell affected by Spell Focus.

Code Name: Null
Code Number: 23

Favoured Class Bonus - +7 Skill Points

Appearance:
It is almost impossible to look at Opi and see anything but a small, human child, maybe 5 or 6 years old. She has large green eyes flecked and ringed with brown, a small mouth, and red hair with a blonde tint in bright light. Her skin is dark and could either be natural or a tan. Her body is very slight and thin, with visible bones on her collarbone, ribs and hips. As needed, she can use her hat to change this, but she tends to prefer to avoid too much magic.

Her clothing reflects her current assignment, using the Sleeves of Many Garments to adjust as needed. If she is playing a beggar child her clothes will be rough, torn and dirty, while if she is playing a merchant’s abducted daughter she will dress much more richly, applying dirt via Prestidigitation. All of them tend to be used to hide her other magical equipment. Her disguises rarely include shoes - she is still a Halfling, after all.

Her voice is usually high and childlike, although she can lower it - somewhat - into a more adult voice if needed. Her smell tends to also reflect whatever her disguise will be, but she prefers to be clean.

Personality:
Opi is a skilled enough actor that she has, at this point, long since become distant from whoever she really is, and tends to adapt to whoever she is working with. She is skilled at merging with groups, as needed, and will often pretend to be the child of another member of the group - intending to form an emotional bond, as well as reinforcing her own disguise.

It goes without saying that Opi is extremely manipulative, skilled at making people think what she wants them to and getting them to do what she needs them to so she can get closer to her target. She is very good at creating a facade that she thinks will work to get what and where she needs - mostly as a child, but she can appear as an adult, if that is what she needs.

Inside, Opi mostly experiences a sense of satisfaction at a job well done, frustration at being prevented from doing her tasks, or boredom when she has nothing to do. She doesn’t really understand the idea of not having a job, a task, a mission to complete. She was raised to be effectively a living weapon, and she doesn’t really understand why others find the idea of what appears to be a little girl killing people.

She likes working with other people - she’s well aware that she is not suited to combat, even if she is surprisingly resilient. Often, if struck, she will simply play dead and continue to cast. With others, she can usually achieve a lot more. Working with other professionals is best, and they are some of the few who will see her ‘true’ self - her more adult voice, and opinions, coming out.

Backstory:
Opi was told, as a child, that she was an experiment, a chimeric being, a fusion of Halfling, Orc and several other races. The mix in Opi left her...odd. She appears to be a human child, and has appeared to be so the 50 or so years. She was a born from a cauldron, and created to be a killer.

She was not, initially at least, meant to be in the service of the King’s Citadel, however. From what she has been told she was found as the cult tried to raise the thing they had created to be a killer, an assassin. She was instead raised to serve the Citadel...although perhaps not shockingly, it was in much the same role.

Opi, personally, has some suspicions that her origins are more complex, and has heard some hints towards that, but frankly, it isn’t important. The next job - that was important.

Having served for several decades, Opi was eventually retired from service due largely to the discomfort of her commanders. They found it very, very difficult to send a killer to looked, and acted when needed, like a small girl. Even if she was older than several of them. It was simply really, really uncomfortable.

Since then, Opi has mostly been trying to find something new to do - but she has had limited success. She can now cook a little, but her skill are much more useful for, well, killing people.

And now she has a new task...