About ShaedoInitiative + 4 (2 dex, 2 trait) Senses low-light
-DEFENSE-
-OFFENSE-
Ki 2/4 Trickster and Tail Magic
Bardic Performance 11 rounds / day
-STATISTICS-
Resources:
Finite, Recoverable HP 13/19 KI 2/4 Daily Assassinate (Ex) 1/2 Dancing Lights (Sp) 2/3 Invisibility (Sp) 1/2 Bardic Performance (Su) 4/11 rounds Finite, Ephemeral 10 poisoned hand crossbow bolts 3 poisoned caltrops in belt pouches 5 more sets of plain caltrops in a box on Ramsy's back. Tanglefoot bags - one on her belt, 2 on Ramsy's back. Wand of Cure Light Wounds; 47 / 50 charges Wand of Silent Image; 47 / 50 charges potion of CLW; 2 potions potion of Mage Armor; 2 potions Gear:
For Combat: three tanglefoot bags, a chest of caltrops with enough for 10 bags, 5 bags to use for them- reusable if not broken, thunderstones x 5 (325 gp), potions of CLW, x 4, potions of mage armor x 2, wand of CLW, wand of silent image
Other Gear good-sized empty sack- for merchandise, mwk night-time free exchange merchant's tools, trickster's kit Background Story:
Shaedo has long traveled with a troupe of fellow musicians, mostly other Kitsune, and put on performances all over the continent of Garund. Her act has been one of song and music, and she plays the small lute and sings with a voice that silences the birds in its range and beauty. However, her troupe's performance has always been a double act. One of music in the tavern hall, and one of burglary, in the shadows at night. Shaedo is every bit as stealthy as she is musically gifted, and her little troupe of thieving musicians have trained her well in the arts of breaking and entering just as they taught her the small lute. Shaedo has recently become good enough a performer to open for the main act in the troupe, and she has recently become a good enough shadow thief to be the main burglar in a few jobs. She made a good score in the troupe's last stop. Everything seemed to be going well, when suddenly, during a tour of the mana wastes, during a stop in Alkenstar the troupe was broken up during a draft to fight pesky blue goblins. Separated from her troupe, her family, forced to get up in the morning (bleh!), no longer able to sing, dance, then sneak and steal, Shaedo's world has been turned upside down. Clearly, those darn goblins are to blame. Time for bloody vengeance! Appearance:
A pretty light silver-haired gnome or elf-like girl with salient, violet eyes and a devious little smile. In this form, the fox ears of her true form are visible. This is how one knows that Shaedo is in her kinda true form. Her ears; however, are usually covered by a floppy black, red and purple hat with a long feather plume. Her artist's hat.
Shaedo in a silly mood. Shaedo in traditional attire. Shaedo's Clan:
Shaedo's clan is a somewhat small group of mostly vixen performers. They travel together as a kitsune troupe. When Shaedo was recruited in Alkenstar, she was separated from them. They are always on her mind.
Some of the notable members: Yunoki - The troupe leader. Kind, loving, affectionate, and very confident and strong of character, Yunoki is the clan's leader. Eris reminds Shaedo very much of Yunoki. Hannya - the closest thing the clan has to an elder. She is wise, knowledgeable and teaches every kit in her clan both Sylvan songs and Aklo chants. She has the philosophy that both of this fey tongues balance each other, and that one must learn of the darkness and the light to have a full balanced self. She has warned Shaedo of the dangers of that tongue. Especially when a creature answers back in it! Momo - the clan's dancer. What she lacks in singing ability, she makes up for in her agility. She is the clan's stage dancer. Ramsy the Donkey:
Ramsy, the Alkenstar Mountain Donkey, Combat Trained
CR 1, XP 400 CG Medium animal Init +3; Senses low-light vision, scent; Perception +7 DEFENSE AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Natural Armor) hp 19 (2d8+10) Fort +8, Ref +6, Will +2 (+8 against Disease and Poison, +4 against mind-affecting effects) OFFENSE Speed 40 ft. Melee gore +4 (1d4+4) 2 hooves +0 (1d3+4) STATISTICS Str 19, Dex 17, Con 20, Int 6, Wis 15, Cha 6 Base Atk +1; CMB +4; CMD 21 (25 vs. trip) Feats Endurance, Armor Proficiency (barding) (B), Run (B) Skills Climb +8, Perception +7, Swim +8; Racial Bonus: +4 Climb, +4 Swim Special Qualities Hardy Survivalist, Omnivore, Swift Deformed Leg SPECIAL ABILITIES Hardy Survivalist (Ex) Alkenstar Mountain Donkey is capable of surviving on its own, but, unfortunately, that survival does not extend to its rider or other creatures. It gains a +8 bonus to all Survival checks to find food for itself (but not other creatures), and constantly enjoys the benefits of an endure elements effect. It also gains a +8 bonus to saves against disease (including Mana Fever) and poison, and a +2 to stability checks to stabilize. Omnivore (Ex) Alkenstar Mountain Donkeys can eat anything. Anything. Including meat and - on occasion - rock (though... you don't want them to; seriously, it does not end well). Anything remotely edible can be fed to them with little fear of them being poisoned or catching diseases. Simply provide an amount of "food" of any kind equal to twice the weight normal amount of food, and an Alkenstar Mountain Donkey can survive indefinitely. Swift Deformed Leg (Ex) The legs of an Alkenstar Mountain Donkey are always deformed in such a way as to both increase its speed but inhibit its forward movement - this would seem contradictory (and it is), but the donkey gains a +4 racial bonus to its CMD, as well as the Racial Bonus to Climb and Swim. |