Pirate Queen

Rilka Featherfeet's page

1,040 posts. Alias of tomtesserae.


Full Name

Rilka Featherfeet

Race

AKA Chibi Kerchiechoo Halfling

Classes/Levels

Invstgtr 11 | HP: 63/63 | Init: +6 | AC: 26 [T: 19; FF: 20; CMD: 25] | Fort: +8, Ref: +18, W: +13 (+2 agnst fear) | Per: +10

Spoiler:
IP: 5/9 | Luck 4/4|Grit 1

Gender

F

Size

S

Age

24

Alignment

NG

Languages

Common, Halfling, Elven, Draconic, Giant

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 14
Charisma 12

About Rilka Featherfeet

Statistics:
Rilka Featherfeet
Female Investigator 11 (Steelhound)
Humanoid (halfling) Alignment Neutral Good
Init +6; Senses Perception +10
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DEFENSE
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AC 26, touch 17, flat-footed 20 (+7 armor, +2 deflection, +6 Dex, +1 size)
hp 63 (11d8 +6 favored class bonus)
Fort +8, Ref +18, Will +13; +2 vs fear
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OFFENSE
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Speed 25 ft. in light or no armor

Melee Rapier +8/+3 1d4+2 18-20/x2
Melee Dagger +8/+3 1d4+2 19-20/x2
Melee Halfling Sling Staff+1 +10/+5 1d4+2+1 x2
Ranged Halfling Sling Staff+1 +12/+7 1d6+1 x3 80’
Ranged Vengeance Pistol +16/+11 1d6+1 x4 20’ Misfire 1 (5’) (+8/+3 bab +6 dex +1 pistol +1 wpn focus; +1 if within 30’)
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STATISTICS
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Str14, Dex 23, Con 10, Int 18, Wis 14, Cha 12
Height 2’11” Weight 30 lbs.
Base Atk +8/+3; CMB +10; CMD 25
Inspiration points 9
Grit 1 at start of day; 2 points max.
Drawback N/A
Traits Ambitious, Vigilant Battler
Feats Fortunate One, Fleet, Weapon Focus (pistol), Formula Recollection, Ranged Study, Point-Blank Shot
Skills (115 points; 66 investigator, 22 INT, 5 favored class, 22 from headband INT bonus)
ACP −0
(2)Acrobatics* +11
(7)Bluff^ +11
(5)Climb* +10
(5)Craft (alchemy) +10
(2)Craft (drawing) +7
(3)Diplomacy +7
(4)Disable device*^ +13 (+17 for traps)
(6)Disguise^ +6
(5)Escape Artist* +12
(6)Intimidate^ +10 (-4 for Medium and up)
(4)Knowledge (aracana)^ +9
(4)Knowledge (dungeoneering)^ +9
(4)Knowledge (geography)^ +9
(4)Knowledge (history)^ +9
(4)Knowledge (local)^ +9
(4)Knowledge (nature)^ +9
(1)Knowledge (nobility)^ +6
(3)Knowledge (planes)^ +8
(4)Knowledge (religion)^ +9
(2)Linguistics^ +6
(3)Perception +10 (+14 for traps)
(2)Ride +6
(5)Sense Motive +10
(3)Sleight of hand*^ +10
(7)Spellcraft^ +12
(1)Stealth* +12
(11)Use Magic Device +15
*ACP applies to these skills
^Use inspiration without point cost
Non-Standard Skill Bonuses (included above)
+2 Acrobatics Racial Bonus
+2 Perception Racial Bonus
+4 Stealth Size Bonus
+1 Sense Motive Trait Bonus
+2 Climb Climber’s kit Bonus
+2 Disable Device MW Thieves’ tools
Languages Common, Halfling, Elven, Draconic, Giant


Special Abilities:

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SPECIAL ABILITIES
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Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator's weapon and armor proficiencies.
Alchemy 6 Lvl 1 Extracts/day; 5 Lvl 2/day; 5 Lvl 3/day; 3 Lvl 4/day
Formulae known Level 1: Adhesive Spittle, Ant Haul, Blend, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Disguise Self, Endure Elements, Expeditious Retreat, Longshot, Monkey Fish, Negate Aroma, Reduce Person, Shield, Touch of the Sea, Urban Grace. Level 2: Blistering Invective, Blood Armor, Bullet Shield, Darkvision, Delay Disease, Delay Poison, Detect Thoughts, Kinetic Reverberation, Spider Climb. Level 3: Invisibility, Non-detection, Remove Blindness/Deafness, Remove Curse, Remove Disease, Protection from Arrows (communal). Level 4: Eyes of the Void, Universal Formula.
Inspiration point pool 9 points. As a free action she can expend one use of inspiration from her pool to add 1d6 to the result of that skill check. The investigator can use inspiration as long as she’s trained in any Knowledge, Linguistics, or Spellcraft without spending a use of inspiration. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding +5 (+11/2) to Perception and Disable Device.
Packing Heat At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.
This ability replaces poison use
Deeds Deadeye, Blind Shot
Poison Resistance +4 bonus on all saving throws against poison. Immune to poison at 11th level.
Investigator Talents Underworld Inspiration (Ex): Can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand without expending uses of inspiration, provided she’s trained in the skill.
Quick Study (Ex): Studied Combat is a SWIFT action, not a move action.
Infusion Other people can use extracts.
Inspirational Expertise (Ex): When an investigator succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to select this talent.
Sickening Offensive (Ex): When the investigator damages a target of his studied combat, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.
Keen recollection Make all knowledge sills untrained
Trap sense +3 reflex saves to avoid traps & +1 AC bonus to attacks from traps
Studied combat With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a MOVE SWIFT ACTION to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied strike Upon successful melee hit OR ranged hit 4d6 precision damage can be added as a free action. Damage *not* multiplied on a critical hit.
A Shot in the Dark At 4th level, a steel hound gains the Blind Shot deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.
Blind Shot A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy.
Talented Shot At 11th level the investigator is able to replace a talent with a gunslinger deed. The effective gunslinger level is the investigator level -4.

Wish list:

1 or 2 concealing pockets

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67+
Current Load Carried 33 lb.

Currently Worn & Equipped
Owned (*in Bag of Holding)
Money 85 GP 6 SP 7 CP

Vengeance Pistol +1 9,300 (2 lbs)
*Halfling sling staff+1 (1320) (1.5 lb.)
Rapier (10) (1 lb.)
Obsidian Dagger (1 gp) (.4 lb)
Mithral Chainshirt +3(9,100 gp) (10 lb.)
Cloak of Resistance +5 (32,000 gp) (1 lb.)
Headband of Vast Intelligence +4 (16,000)
Belt of Giant Strength+4 & Incredible Dexterity +4 (32,000) (crafted by Ianna)
Ring of Protection +2 (4,000 crafted by Dalton)
*Bedroll (.1 gp) (2.5 lb.)
*3 Pieces of chalk (.03 gp) (N/A lb.)
*Flint & steel (1 gp) (N/A lb.)
*Ink (blue & black) (16 gp) (N/A lb.)
*Inkpen (.1 gp) (N/A lb.)
*6 Vials (6 gp) (N/A lb.)
*2 Rations (1 gp) (1 lb.)
*10 Sheets of paper (4 gp) (N/A lb.)
*Tent (10 gp) (10 lb.)
Waterskin (1 gp) (2 lb.)
*Refilling mug (??) (?? lb.)
*MW thieves’ tools (100 gp) (2 lb.)
*Climber’s kit (80 gp) (2.5 lb.)
*Formulae book (15 gp) (3 lb.)
*Sunrod (2 gp) (1 lb.)
*Explorer’s outfit (10 gp) (4 lb.)
*Disguise Kit (50 gp) (8 lb.)
Vengeance Pistol 9,300 (2 lbs)
*Gunsmithing Kit 15gp (2lb)
*Oil of Silence 250 gp (N/A)
Total Cost of Gear:
Scrolls: Detonate, Unbearable Brightness
2 shard gels
2 tanglefoot bags

Background:
Rilka learned how to take apart and disarm traps even before she could walk. It was partly a means of sowing seeds of the family business into her impressionable mind and partly her grandfather’s attempt to train the greatest escape artist in Andril.

Rilka’s father, Miro, started Twin Pine Consulting about ten years before she was born. By the time she reached her adolescence the company was fairly successful in dealing with security matters for some of Andril’s wealthiest families as well as the Andril army. She began helping her parents’ training sessions, mostly assembling and disassembling the traps and props used for demonstration. In time she became an on stage assistant, mostly showcasing what not to do. By her late teens, after two years of solo teaching the basics of trap detection and dismantling to soldiers, Rilka realized her favorite times were spent talking with the Aestherics, special soldiers given really difficult missions often behind enemy lines. She wanted to join them, so she talked to her parents.

Her parents forbade her to join the army. They didn’t see any point for her to do that. The money from their consulting work was decent. They were not wealthy, but they were “secure in security,” as her mother liked to say. Her grandfather still hoped she would perform on stage doing spectacular escapes from dangerous devices. Since Rilka was still a minor she knew she couldn’t join the army anyway. She secretly talked to Drosil, one of the five leaders of the Aestherics, about wanting to join. He encouraged her to learn what she could from her parents and take advantage of any educational opportunities that she could. When she came of age, if she was still interested, he’d help her navigate the bureaucracy of the military to try out for the Aestherics. In her off time she began to study alchemy, taking to the theory and application of formulae with acumen. She also learned Elven and Draconic.

At 21 years old, Rilka joined the army. Her skills in alchemy, plus her highly developed skills in trap detection and removal, allowed her an attempt to join the Aestherics. For a month she performed physical and mental exercises that simulated combat and the difficulties faced on a mission. She passed and was taken under the command of Drosil. Her parents were proud of her, but also disappointed she was not going to be part of the family business.

Three years later she still loves the Aesterhics lifestyle. She’s earned various nicknames from her peers: Sooty, Rabbit, Frozen Nose, Barrel, and Jolly Fingers

Background NPCs:
Rilka’s cousin, Gobus Fingertoes is a young officer in Andril’s city guard. He commands a few underlings. He makes extra money by smuggling, extortion, burglary, and assassination. Rilka has no idea about such activities. He’s five or six years older than Rilka. When they were younger he’d torment her and their other cousins. She considers him cruel and vindictive. Only sees him at family gatherings if he bothers to show up. Avoids talking to him. They competed in the halfing New Year tower climb once. He won.

One of Rilka’s ancestors from six generations ago made a pact with a devil. As she lied on the battlefield, slowly dying as the crows and jackals gorged on the dead, she prayed to all the gods she knew. A devil was the first one to answer her pleas. She agreed to the devil's price for survival: [UNKNOWN at the moment]. Now the current generation needs to pay what is owed. [Probably nobody in her family is aware of this event].

Leddipaug Saltworth: Rilka’s girlfriend (not fiancee). Professional bookbinder (family trade). Specializes in “Halfling-binding” (Coptic binding) and fancy “braided” binding. She met Rilka during a game of kemari.

Appearance and Personality:

Appearance: A robe of sky blue and light gray stripes. An ivory and violet veil in a paisley pattern that wraps around her head and neck. Backpack, pouches, short sword, and sling staff.

Personality: She enjoys challenges such as breaking into places, testing security measures, and generally going where she shouldn’t. Mostly this is curiosity. She is very curious about the world, the way things work, and the way people behave. She doesn’t have any interest in stealing others’ personal property. She knows it’s wrong. She also knows she could steal it and get away with it, so what’s the point if there’s little challenge? Rilka is competitive with her teammates, not merely in general trivia knowledge but also in areas where her average strength doesn’t give her an advantage such as wall climbing, running, swimming, and exercises like push-ups. Rilka often will view combat as the option of last resort. A perfect mission to her involves sneaking into a facility, getting the information they need, and sneaking out without anyone detecting them. Her preferred weapon is the halfling sling staff, though she has no problem stabbing an enemy with a dagger or short sword.


Character Relations:

Tenrach 6
Male human alchemist (?) working for the First Guard.

Skill ranks and modifiers:

(2)Acrobatics* +13 2+3+6+2
(8)Bluff^ +11 8+3+0
(5)Climb* +16 5+3+6+2
(5)Craft (alchemy) +12 5+3+4
(2)Craft (drawing) +9 2+3+4
(3)Diplomacy +6 3+3+0
(4)Disable device*^ +15 (+20 for traps) 4+3+6+2
(6)Disguise^ +9 6+3+0
(5)Escape Artist* +14 5+3+6
(5)Intimidate^ +8 (-4 for Medium and up) 5+3+0
(2)Knowledge (aracana)^ +9 2+3+4
(2)Knowledge (dungeoneering)^ +9 2+3+4
(2)Knowledge (geography)^ +9 2+3+4
(2)Knowledge (history)^ +9 2+3+4
(3)Knowledge (local)^ +10 3+3+4
(2)Knowledge (nature)^ +9 2+3+4
(1)Knowledge (nobility)^ +8 1+3+4
(1)Knowledge (planes)^ +8 1+3+4
(2)Knowledge (religion)^ +9 2+3+4
(2)Linguistics^ +9 2+3+4
(11)Perception +16 (+21 for traps) Max skill ranks due to headband 11+3+0+2
(2)Ride +11 2+3+6
(6)Sense Motive +10 6+3+1
(3)Sleight of hand*^ +12 3+3+6
(7)Spellcraft^ +14 7+3+4
(1)Stealth* +15 2+3+6+4
(11)Use Magic Device +14 Max skill ranks due to headband 11+3+0