Vendria

Shulamit's page

185 posts. Alias of ClearSpring.


Full Name

Shulamit (Shula)

Race

Female CN Ifrit Slayer (Velvet Blade) 5 | HP 23/39 | AC 20, touch 15, flat-footed 16 (+1 vs traps) | CMB +7, CMD 21 | Fort +6, Ref +9 (+1 vs traps), Will +2 | Initiative +8 (+2 Urban)

Classes/Levels

| Perception: +8 (+1 vs traps) (+2 Urban) | Speed 30 ft. | Active Conditions: None

Size

Medium

Age

19

Alignment

CN

Location

Oppara

Languages

Common

Occupation

Definitely Not A Thief

Strength 14
Dexterity 19
Constitution 13
Intelligence 10
Wisdom 10
Charisma 12

About Shulamit

Statistics:
Female Ifrit Slayer (Velvet Blade) 5
CN Medium Outsider (Native)/Humanoid (Human)
Init +8 (+2 Urban); Senses Darkvision, Perception +8 (+2 Urban) (+1 vs traps)
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DEFENSE
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AC 20, touch 15, flat-footed 16 (+4 dex, +3 armor, +1 deflection, +2 natural) (+1 vs traps)
HP 39
Fort +6, Ref +9 (+1 vs traps), Will +2
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OFFENSE
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Speed 30 ft.

Melee

Kukri + 11 (1d4 + 2, 18-20/x2)

Kukri + 9 (1d4 + 2, 18-20/x2) / Kukri + 9 (1d4 + 1, 18-20/x2)

Ranged

Shortbow + 9 (1d6, x3)

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STATISTICS
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Str 14, Dex 19, Con 13, Int 10, Wis 10, Cha 12
Base Atk +5; CMB +7; CMD 21

Traits

Child of the Streets (Social): You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Young Reformer (Campaign): You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces.

Feats

Weapon Finesse (Campaign Bonus): Use Dex instead of Str on attack rolls with light weapons.
Two-Weapon Fighting (Level 1): Reduce two-weapon fighting penalties.
Accomplished Sneak Attacker (Level 3): Increase your sneak attack damage.
Weapon Focus (Level 5): You gain a +1 bonus on all attack rolls you make using the selected weapon. (Kukri)
Stealthy (Persona Bonus): You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Skills (6 class, 0 INT, 2 background) + 5 FCB

*Acrobatics +8 (+3 class skill, +4 DEX, +1 rank)
Appraise +2 (+0 INT, +2 ranks)
Bluff +9 (+3 class skill, +1 CHA, +5 ranks)
Climb +6 (+3 class skill, +2 STR, +1 rank)
Diplomacy +9 (+3 class skill, +1 CHA, +5 ranks)
*Disable Device +16 (+3 class skill, +1 trait, +4 DEX, +1 class bonus, +2 masterwork tools, +5 ranks)
Disguise +5 (+3 class skill, +1 CHA, +1 rank)
Escape Artist +6 (+2 feat, +4 DEX)
K. Geography +4 (+3 class skill, +0 INT, +1 rank) (+2 Urban)
K. Local +5 (+3 class skill, +1 trait, +0 INT, +1 rank)
K. Nobility +7 (+3 class skill, +0 INT, +2 class bonus, +2 ranks)
Perception +8 (+3 class skill, +0 WIS, +5 ranks) (+1 vs traps) (+2 Urban)
Sense Motive +8 (+3 class skill, +0 WIS, +5 ranks)
*Sleight of Hand +13 (+3 class skill, +1 trait, +4 DEX, +5 ranks)
*Stealth +14 (+3 class skill, +2 feat, +4 DEX, +5 ranks) (+2 Urban)
Survival +4 (+3 class skill, +0 WIS, +1 rank) (+2 Urban)

*ACP applies to these skills

ACP 0

Languages: Common

Persona:

Heroism: 0
Subterfuge: 5
Sacrifice: 0
Genius: 0
Sagacity: 0
Charm: 2

Agents: 12

Special Abilities:

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SPECIAL ABILITIES
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Slayer

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target: A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Chosen Slayer Talents:

Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Terrain Mastery (Urban): The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Velvet Blade Archetype

Class Skills: A velvet blade adds Diplomacy and Knowledge (nobility) to her list of class skills, instead of Knowledge (dungeoneering).
This alters the slayer’s class skills.

Armor Proficiency: A velvet blade is not proficient with medium armor or shields.
This alters the slayer’s armor proficiency.

Studied Socialite: A velvet blade focuses her studies on social infiltration rather than brute force, believing it is easier to kill an opponent quietly and unprepared than in a loud battle. She adds her studied target bonus on Bluff, Diplomacy, Disguise, Intimidate, Knowledge, Perception, Sense Motive, Stealth, and Survival checks against studied opponents, as well as to the DCs of slayer class abilities she uses against such opponents. She never gains a bonus on weapon attack and damage rolls from her studied target ability.
This ability alters studied target.

Courtly Graces: A velvet blade spends long hours memorizing etiquette and family lineages of royalty and other prominent families. She gains a bonus on Knowledge (nobility checks) equal to half her slayer level (minimum +1).
This ability replaces track.

FCB (Slayer)
Level 1-5: +1SP

Ifrit

+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.

Native Outsider: Ifrits are outsiders with the native subtype.

Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Ifrits have a base speed of 30 feet.

Darkvision: Ifrits can see in the dark up to 60 feet.

Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 57.5 lb.

Worn/Carried:

Masterwork Studded Leather Armor (175gp, 20lbs)
Masterwork Kukri (2) (616gp, 4lbs)
Shortbow (30gp, 2lbs)
Arrows (20) (1gp, 3lbs)

Amulet of Natural Armor +2 (8000gp, -lbs)
Cloak of Resistance +1 (1000gp, 1lb)
Ring of Protection +1 (2000gp, -lbs)
Sleeves of Many Garments (200gp, 1lb)

Burglar's Outfit (Free, 5lbs)
Wrist Sheath (2) (2gp, 2lbs)
Belt Pouch (1gp, .5lbs)
Backpack (2gp, 2lbs)

Backpack:

Grappling Hook (1gp, 4lbs)
Silk Rope (10gp, 5lbs)
Traveler's Any-Tool (250gp, 2lbs)

Belt Pouch:

Area Map - Meratt County (50gp, 2lbs)
Chalk (10) (1sp, -lbs)
City Map - Lotheedar (40gp, -lbs)
Ink (8gp, -lbs)
Inkpen (1sp, -lbs)
Journal (10gp, 1lbs)
Sewing Needle (5sp, -lbs)
Shears (5sp, .5lbs)
String (1cp, .5lbs)
Glass Cutter (5gp, -lbs)
Glue Paper (5) (5sp, -lbs)
Masterwork Thieves' Tools (100gp, 2lbs)

Owned/Stored:

Courtier's Outfit (Free, 6lbs)
Courtier's Outfit (30gp, 6lbs)
Peasant's Outfit (1sp, 2lbs)
Traveler's Outfit (1gp, 5lbs)

Fashionable Accessories (20gp, 5lbs)
Grooming Kit (1gp, 2lbs)
Inside Pocket (2) (8gp, -lbs)
Perfume (5) (5gp, -lbs)

Money 575 GP 1 SP 9 CP

General Background:
Oppara, the Gilded City. Beautiful gardens, towering museums...and underneath it all, the unbearded. The unlucky. The unwanted.

Some end up in the Narrows through their own choices, but most are born there. Shulamit, or Shula as she is more commonly known, may or may not number among them. Her earliest memory is crouching beside ‘Auntie E.’ as the older woman begged for coin, blanket firmly tucked around her to hide her fiery hair.

(”Copper for the baby, please? Copper for the baby, she ain’t eaten in days.”)

Auntie E.’s real name was Elis. She was a tiefling whose luck had gone from bad to worse until she'd ended up in the Narrows. Now she was a part-time con-artist, part-time thief, and full-time ‘mother’ to a large number of children who had no one else to look after them. She taught them how to survive in a world that didn’t give a damn if they died.

Most of her lessons involved criminal activity, but how else could children earn their keep?

Shula didn’t make a good con artist. She had a quick tongue but was far too noticeable, once people looked beyond the hood. She did make a good thief. She was nimble, quiet, and her flaming eyes could see much better in the dark than any human. She’d be easily recognized if caught, of course, but in that scenario being recognized would hardly be her biggest concern.

As she reached adulthood she began taking bigger and bigger risks. Auntie E. was getting older, and Shula owed her. There were also always more children being abandoned, half-elves and half-orcs and tieflings and geniekin and anyone else who didn’t fit into Taldor’s rigid society. The older ones could earn their own way with a little training, but who would care for the toddlers? The babies?

It was with this mindset that Shula targeted a minor noble’s mansion. Fancy, too fancy, but if she succeeded the payout would be worth it. She snuck into the master bedroom, (pleasantly surprised to find the noble in question wasn’t there, an illicit lover perhaps?), and stole her jewelry box. Small enough to be easily concealed as she left, while hopefully valuable enough to feed Shula’s little ‘family’ for months.

This wasn’t the first time Shula had played this game. You never fenced the goods immediately, when the guards were looking. You waited a few weeks until the fuss had died down and people stopped caring, and then you fenced it. Which is why the jewelry box was still on her person when Martella Lotheed stopped her in the street.

”I believe you have something of mine.”

Shula’s eyebrows raised as she stared at the noblewoman. What was a fancy person like her doing in the Narrows, and how the hell hadn’t she been mugged already?

”Don’t know what you’re talking about.” Shula started to brush past when a hand clamped on her shoulder with surprising strength.

”We both know you do. We also both know that I’m here, not the guards.” Martella smiled. ”Well, not the city guards at any rate.”

Shula didn’t make it to adulthood by being slow. This woman was casually standing there, in the Narrows, without an obvious guard in sight. She was also still alive. Whoever she was, she wasn’t an enemy Shula wanted to make. ”What do you want?”

Martella waved a hand. ”Not the jewelry, let me assure you. It’s all costume stuff anyway. What I want is to know how you made it into my bedroom. Consider it...a consultation.” Her smile tipped up at one side. ”I’ll even pay you extra for your trouble.”

”Do I have a choice?”

”We always have choices, my dear.”

Shula nodded slowly. If this was a trap, she’d triggered it the moment she walked into that mansion. Might as well see where the pitfall led.

That was her first job for Martella Lotheed, but it wasn't the last. Martella found Shula’s skills useful, and the countless connections she had among the masses of the Narrows even more so. Shula wasn’t entirely sure what Martella was trying to do, but as long as the woman kept paying she didn’t care.

Or so she told herself.

The truth was that as Shula began moving around in noble circles, she grew angrier and angrier. This was the system that created the Narrows. This was the system that left people starving on the streets. This was the system that hated ‘mongrels’ so much she’d ended up dumped on a random doorstep mere days after birth.

This was a system that needed to change. With Martella Lotheed’s help, maybe Shula could be the one to change it.

Appearance:
Shula has bright red hair that comes to her shoulders. Her amber eyes are just a few shades closer to yellow than is common for humans.

She's slightly taller than average with a slim build, although access to regular food has recently helped her put on a decent amount of muscle. (5'7", 130 pounds.) When she gets to choose she favors clothing in bright reds and oranges. Her 'night outfit', on the other hand, is a combination of dark blues and greys that melt into the shadows.

Example Image

Macros:

[dice=Kukri]1d20 + 11[/dice] [dice=S. Damage]1d4 + 2[/dice]

[dice=Main Hand]1d20 + 9[/dice] [dice=S. Damage]1d4 + 2[/dice]
[dice=Off Hand]1d20 + 9[/dice] [dice=S. Damage]1d4 + 1[/dice]

[dice=Kukri, Flanking]1d20 + 11 + 2[/dice] [dice=S. Damage, SA]1d4 + 2 + 2d6[/dice]

[dice=Main Hand, Flanking]1d20 + 9 + 2[/dice] [dice=S. Damage]1d4 + 2 + 2d6[/dice]
[dice=Off Hand, Flanking]1d20 + 9 + 2[/dice] [dice=S. Damage]1d4 + 1 + 2d6[/dice]