Koriah Azmeren

Adelaine Harthos's page

212 posts. Alias of Bryan.


Full Name

Adelaine "Addy" Harthos

Race

Half-elf

Classes/Levels

Rogue 1

Gender

Female

Size

Medium

Age

23

Alignment

Chaotic Neutral

About Adelaine Harthos

ADELAINE HARTHOS
Female Half-Elf Rogue (Rake) 1
CN Medium Humanoid (elf, human)
Deity Calistria / Besmara
Initiative +6 Senses
concentration

==DEFENSE==
AC 16 Touch AC 14 Flat-Footed AC 12
hp 10
Current hp 10
Fort +1 Ref +6 Will -1 +2 vs. enchantment effects, immune to magical sleep

==OFFENSE==
Spd 30’
Melee +4 rapier 1d6+2 (18-20/x2)
Melee or Ranged +4 dagger 1d4+2 (19-20/x2)
Ranged +4 shortbow 1d6 (x3)

==STATISTICS==
Str 14 Dex 18 Con 12 Int 13 Wis 8 Cha 12
Current Statistics
Base Atk 0 CMB +2 CMD 16

==FEATS & TRAITS==

Spoiler:

Traits
Buccaneer’s Blood: One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).
You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Feats
Skill Focus (Intimidate): Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 9 (8 base + 1 Intelligence)
• Acrobatics* +8 [1 rank]
• Appraise* +1
• Bluff* +5 [1 rank]
• Climb* +2
• Craft*
• Diplomacy* +1
• Disable Device*
• Disguise* +1
• Escape Artist* +8 [1 rank]
• Fly
• Handle Animal
• Heal -1
• Intimidate* +8 [1 rank]
• Knowledge (arcana)
• Knowledge (dungeoneering)*
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)
• Knowledge (local)*
• Knowledge (nature)
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)
• Linguistics*
• Perception* +5 [1 rank]
• Perform*
• Profession (sailor)* +4 [1 rank]
• Ride +4
• Sense Motive* -1
• Sleight of Hand* +8 [1 rank]
• Spellcraft
• Stealth* +8 [1 rank]
• Survival -1
• Swim* +6 [1 rank]
• Use Magic Device*
*Class Skill

Languages Common*, Elven*, Garundi
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score (Dexterity): Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-elves have a base speed of 30 feet.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
• Multitalented (Fighter, Rogue): Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities
• Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
• Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
• Bravado’s Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.

==EQUIPMENT==

Spoiler:

Combat Gear: leather armor, rapier, 4 daggers, shortbow, 20 arrows & quiver
Other Gear:

Money/Wealth:
pp; 71 gp; sp; cp
Gems:
Jewelry:
Misc:

Carries – 26 lbs
Light load: <59 lbs
Medium load: 59 - 116 lbs
Heavy load: 117 - 175 lbs

==DESCRIPTION/BACKGROUND==

Spoiler:
Description
Age: 23
Height: 5’ 10” Weight: 126 lbs
Eyes: Emerald green Hair: Dark Brown

An attractive woman in her early twenties, Adelaine’s tall, slender build, pointed ears, light tan skin, and brown hair make her dual elven and Taldan heritages fairly obvious. She keeps up with the latest fashion trends, and her clothes (and herself) are always meticulously clean and well-groomed (to the point of vanity, most would say). She usually wears a light jasmine perfume, a not-too-expensive import from Qadira.

Background

Adelaine (“Addy” to her friends) talks very little about her past. She was born in a lower class district of Oppara to an elven mother and human father. Raised by her father, she was restless and trouble-making as a child, often getting involved with ‘bad crowds’.

Most don't know her real history - her father was actually half-Taldan, half-Chelaxian, a bastard son of an older, out-of-favor noble house in Westcrown. Adelaine actually lived most of her life in the Narrows district of Oppara, where she learned to dislike the ruling, decadent Taldan nobility. When her father was imprisoned, and later died in jail (for the horrid crime of accidentally splashing mud on a noble’s new coat while passing in the street), her intent to leave the city she despised was cemented.

As she was going through her father's things following his death, she discovered the truth - the reason her family fell out of favor and the reason they had fled to Taldor was because of her grandfather: an executive officer on a Chelaxian naval vessel who staged a mutiny, took over the ship, and escaped with it to the Shackles. According to her father's journal, Captain Garren Harthos became one of the Free Captains of the Shackles and had made a bit of a name for himself, while never having been brought to justice. Her own father's hatred of the man was apparent, considering the family had been forced to flee, change their name, and had never seen Garren again.

Intrigued, and with nothing left for her in Taldor, Addy sold the few possessions she had left, augmented by a few items "liberated" from a Taldan nobleman, and booked passage to the Shackles. While her current skills lean more towards the larcenous side, her grandfather had been a noted swordsman and Addy actually intends to eventually surpass his legendary skill. She actually spent most of her spare time practicing with her rapier until arriving in the Shackles.

Unfortunately, Addy's trip to the Formidably Maid did not go the way she had hoped ...