Mithral Scarab

Pretty's page

1,045 posts. Alias of Walter das Sombras.


Full Name

Pretty

Classes/Levels

Loot Table || Knife Master 6 || Perc +8 | AC 23++ / T 16++ / FF XX | HP 49/49 | Saves F +3/R +10/W +2

Size

Medium

Age

Don't ask.

Alignment

CG

Occupation

Merchant

Strength 10
Dexterity 22
Constitution 12
Intelligence 16
Wisdom 8
Charisma 10

About Pretty

Visual reference

Background:
It all started with a noble family in the Brevoy region. Through some unknown way, one of the women of the family gave birth to a diabolic child. A Tiefling it was. But the mother swore she had nothing to do with that, and that her loyalty to her husband was unquestionable. "You have to understand that this monster would destroy our family's reputation" was what the supposed-to-be father told the rest of the family. They even denied the child the right for a name, and an attempt to kill the Tiefling failed when a servant of the house ran away with the child in arms, never to be seen again.
The mother cried for days at that tragedy, but eventually her hearth settled.

The servant, called Setsuna, raised the child as best as he could, but it wasn't enough and it didn't last for long. In the city they got into he was not able to find a good job, and disease got him after some years. Or maybe someone poisoned him, but Daeva, as the Tiefling was now called, was not sure. He died. But Daeva was still a child, tough more than 15 years have passed since her birth.

With nowhere to go, the already smart child tried to survive, running from place to place, and eventually she end up on her birth city. Protecting herself in merciful god's temples, she grew up a bit more and even found a good job at the low market area. It was not a good one, but she could make a living and was also protected by her boss, Baltazar. In that time she tried as best as she could to hide the diabolic heritage traits. She was, after all, a Tiefling. Her skin was a faint red, almost but not quite bege, she had black eyes, which sometimes appeared to shine in a dark red, and horns began to appear not long after settling in the city. Oh, and she had a tail, which grew much faster than the horns.

The market people started knowing her, and she was referred to as "Pretty" by almost everyone, while few knew her given name, Daeva. One of these was "Swift", also a Tiefling from the other side of town. They met in business, and shared racial traits, becoming friends. But they were first of all rivals, as both were merchants and had the respect of their clients and partners. A battle of influence started, both of them trying to increase their merchant power by their own doing. But that didn't last long.

And as destiny would have, one day she found herself staring in astonishment at a woman in front of her. "I am your mother", the stranger had said, and even nowadays that memory persists. She knew without a second thought that it was true. They were anatomically very similar, though the mother was a human and she, a devil.

Long story short, her mother heard the rumors about the two Tieflings and started investigating. She discovered the semblance between them and confirmed (somehow) that Pretty had a birthmark in her back equal to the one her child once had. 40 years have passed since her birth, and the human woman was not healthy at all, she was dying and suffering. Rosa was her name. She wanted to compensate, in what she could, the suffering her child had endured. But the one thing Pretty wanted was the only her mother would not do: reveal her existence to everyone. She saw fear and dread in the old woman's eyes, and understood how much a mother could love someone, be it as it may, but still be bound by society.

The fact is she hated her family for what they did, but would not dishonor her mother's wish, not while Rosa lived, anyway. Rosa helped Pretty in gathering some money to buy her own shop, and she made a prospering business in a good district. Rosa also inherited to her jewelry and personal objects, by simple affection. After she died Pretty decided to show herself to her family, revealing to the nobles one of her family's well hidden secrets. But she was so proud while doing it she forgot who was she dealing with. They tried to murder her again, burned her shop and sent hunters after her.

But life had already taught Pretty many lessons, one of which was to ever carry weapons around, and well hidden. She was good at that, and two assassins found their ends when they were fooled by the woman apparent innocence. But others came, and she kept a low profile for many years, enhanced her training, and survived. She lived in many places, and now, that another 20 years had passed, she saw the opportunity to start a new life, to build a new kingdom, one far away from the noble's twisted hands, and bring forth a better side of humanity. She could put her disguise aside and enjoy the freedom she always wanted.

And, of course, destroy the previous nobility, if she dared.


Relationships:
Pretty has many commercial relations, but only her older boss Baltazar she considers as a good friend. "Swift" is also her friend, but he's more like a rival in business. She considers her family her enemies, and asides from her mother (who is now dead) hasn't forgiven any of them, expecting an opportunity for REVENGE!!!
  • New Stetven - Father Kilkynn: Gorum's priest who sponsored Idris to the academy. Mostly limited to commerce. Last seen about 10 years ago.

  • Places:
    I'm from the Surtova family, and Port Ice is my home town, from which I ran 20 years ago, when my mother passed out and all the scandal took place. I've been in New Stetven for most of the first 10 years, but once the Rogarvia family disappeared and the Surtova moved in, I found the place was no longer safe and moved to Restov where i had more connections. But the uneasy feeling never passed, so maybe a region farther away would be nice.

    Behavior:
    - She is objective, going straight to her goals;
    - Has a good heart, but gets angry pretty easily;
    - Money is always the main quest, others are secondary;
    - Keeps commercial relationships every place she goes;
    - If people can negotiate, she will remember their names;
    - Don't b&$$&#~% her with your lame life story;
    - Analyze very cautiously the combat field;
    - Keeps daggers hidden all the time;
    - Disguises her fiendish heritage with makeup, gloves and long sleeves when going inside large and unknown settlements;
    - Uses her tail more often then her hands when she's not wearing disguises.

    Appearance:
    Pretty has a red-toned-skin, but not so strong, looking almost a bege in shadowy conditions. Black eyes spot you without a glimpse of emotion, and her long dark hair is well cared. She is 5'3 without the horns, which she has two of about 5 inches high, ascending with a little tilt backwards. The Tiefling does have a slender tail, and seems to use it well, picking things once in a while. In 'merchant mode' she uses pants and shirts with long and large sleeves, that cover her hands most of the time, all that over her chainshirt. In 'battle mode' the chainshirt is more apparent, being worn over the shirt but under a belt with equipment, with daggers on her hips and on her back.

    Stats:
    Pretty
    Female Tiefling Knife Master Rogue 6 - CG Medium Outsider (Native)
    Init: +6, Senses: Darkvision (60 ft.), Perception: +8
    Languages: Abyssal, Common, Draconic, Elven, Giant, Infernal, Undercommon
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    DEFENSE
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    AC 23+, Touch 16+, Flat-footed 100!, CMD 18 (+5dex, +5armor, +2nat, +1deflect)
    HP 49 (8+7+8+8+4+3+6con+5fc) Rolled!
    Fort: +3, Ref: +10, Will: +2
    Resistance Cold/Elect/Fire 5
    Special: Evasion; Uncanny Dodge
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    OFFENSE
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    Melee: MW Dagger +11 (1d4+1/19-20/x2)(+3d8 sneak)
    Melee: 2 Daggers +9/+9 (1d4+1/19-20/x2)(+3d8 sneak)
    Ranged: Shortbow +9 (1d6/x3)(+2d4 sneak) - 60ft.
    Speed: 30 ft. (6 Squares)
    Space: 5 ft. Reach: 5 ft.
    Base Atk: +4, CMB: +4
    Sneak Attack: 3d8 (dagger, kerambit, kukri, punching daggers,
    starknife, or swordbreaker dagger)
    Sneak Attack: 3d4 for all the others

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    STATISTICS
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    Abilities: Str 10, Dex 20, Con 12, Int 16, Wis 8, Cha 10
    Feats: Light Armor Proficiency, Simple Weapon Proficiency, Armor of the Pit (1st), Weapon Finesse (2nd - Rogue), Two Weapon Fighting (3rd), Weapon Focus (4th - Rogue); Independent Combatant (5th); Resiliency (6th - Rogue).
    Traits: River Rat; Bastard
    Ability Increase: +1 Dex (4th)
    Possessions: Sheet


    Skills:
    Points: (8class+3int)x6 + 1 FC = 67
    +19 Acrobatics DEX (5+6+3+5com) CS
    +7 Appraise INT (3+1+3) CS
    +11 Bluff CHA (0+6+3+2) CS
    +4 Climb STR (0+1+3) CS
    +8 Diplomacy CHA (0+5+3) CS
    +19 Disguise CHA (0+6+3+10) CS
    +10 Disable Device DEX (5+2+3) CS
    +12 Escape Artist DEX (5+4+3) CS
    +0 Heal WIS (-1+1+0)
    +5 Intimidate CHA (0+2+3) CS
    +11 Knowledge(Dungeoneering) INT (3+5+3) CS
    +8 Knowledge(Geography) INT (3+1+1+3) CS
    +8 Knowledge(Local) INT (3+1+1+3) CS
    +7 Knowledge(Nobility) INT (3+1+3) CS
    +4 Knowledge(Religion) INT (3+1+0)
    +8 Linguistics (Giant/Undercommon) INT (3+2+3) CS
    +8 Perception WIS (-1+6+3) CS
    +3 Ride DEX (5+0+0-2)
    +7 Sense Motive WIS (-1+5+3) CS
    +11 Sleight of Hand DEX (5+3+3) CS
    +14 Sleight of Hand - Conceal weapons (5+3+3+3) CS
    +4 Spellcraft INT (3+1+0)
    +16 Stealth DEX (5+6+3+2) CS
    +0 Survival WIS (-1+1+0)
    +4 Swim STR (0+1+3)CS

    Special Abilities:

    Type: Tieflings are outsiders with the native subtype.
    Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
    Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
    Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. Why I'm freaking BROKEN!
    Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
    Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
    Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
    Sneak Stab(Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability replaces trapfinding.
    Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
    Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.
    Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
    Independent Combatant: Standing alone against a multitude of foes holds no dread for you. Earned from: Holding off the mite reinforcements without taking any damage. Benefit: When there is no ally within 5 feet of you, you gain +1 to AC and attack rolls for every enemy that threatens you (maximum +4).
    Aristocrat Tutalage: You've had formal training in the ins and outs of running a kingdom. Earned from: Listening to Arvin, Sellemius' squire. Benefit: You gain one rank in each of the following: Knowledge (Local), Knowledge (Nobility), and Knowledge (Geography). You are considered trained in all these skills. Additionally, you may reroll a check made in one of these skills once per kingdom turn. You may do this after seeing your roll, but before the results of your check have been revealed. Additionally, your Leadership score increases by 1.
    Resiliency: Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

    Future Development:
    Ranks in Escape Artist.