
Sitina of Wati |

And my Relic Raider is done. Her mechanics and fluff are on her Alias page, but I'll post most of it here for ease of viewing.
Sitina of Wati
Female Human (Garundi) Unchained Rogue (Relic Raider) 1
CN Medium Humanoid (Human)
Init +4; Senses Perception +4
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Defense
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AC 16, Touch 14, Flat-Footed 12 (+4 Dex, +2 Armor)
hp 10 (1d8+2)
Fort +1, Ref +6, Will +0; +2 vs. fear effects.
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Offense
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Speed 30 Ft.
Melee Dagger +2 (1d4/19-20) and Dagger +2 (1d4/19-20)
Melee Dagger +2 (1d4/19-20) and Light Mace +2 (1d6)
Ranged Sling +4 (1d4)
Special Attacks Sneak Attack +1d6
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Statistics
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Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats: Combat Expertise, Two-Weapon Fighting, Weapon Finesse
Traits: Criminal, Wati Native
Skills: Acrobatics +8, Bluff +6, Diplomacy +6, Disable Device +10, Knowledge (Dungeoneering) +5, Knowledge (Local) +6, Perception +4 (+5 vs. traps), Sense Motive +4, Stealth +8
Background Skills: Appraise +5, Sleight of Hand +8
Languages: Ancient Osiriani, Common, Osiriani
SQ: Trapfinding +1
Combat Gear Potion of Cure Light Wounds; Other Gear Leather Armor, Dagger (2), Light Mace, Sling, Sling Bullets (10); Backpack, Bedroll, Belt Pouch, Flint and Steel, Grappling Hook, Thieves’ Tools, Torches (5), Trail Rations (4 Days), Waterskin,
34 gp, 3 sp, 7 cp
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Special Abilities
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Combat Expertise +1/-1 Bonus to AC in exchange for an equal penalty to attack.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
==Combat Gear Equipped==
Leather Armor (10gp) (15 lbs.)
Dagger x2 (4gp) (2 lbs.)
Light Mace (5gp) (4 lbs.)
Sling (—) (—)
Sling Bullets x10 (1sp) (5 lbs.)
Potion of Cure Light Wounds (50gp) (—)
==Miscellaneous Gear Equipped==
Backpack, Common (2gp) (2 lbs.)
Bedroll (1sp) (5 lbs.)
Belt Pouch (1gp) (1/2 lbs.)
Canteen (2gp) (1 lbs.)
Flint and Steel (1gp) (—)
Grappling Hook, Common (1gp) (4 lbs.)
Thieves’ Tools, Common (30gp) (1 lbs.)
Torches x3 (3cp) (3 lbs.)
Trail Rations x3 (15sp) (3 lbs.)
==Magical Items==
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)
Carrying Capacity
Light 0-33 lbs. Medium 34-66 lbs. Heavy 67-100 lbs.
Current Load Carried 40.5 lbs.
Current Wealth 34 GP / 3 SP / 7 CP
Sitina would never know her parents. Left on the doorstep of a Pharasmite orphanage in Wati, she was raised amongst Wati’s unwanted and abandoned, a condition that would quickly influence her burgeoning personality. Though the Pharasmites did their best they were overwhelmed by the number of children they had to take care, causing a young Sitina to be largely neglected. As a result, she quickly grew to be a wild and irreverent child, one who did not easily stomach the authority of others despite their good intentions, a problem that only worsened due to the role models that she did come to admire.
Moreso than the actual Pharasmite priests meant to rise her, Sitina took her cues from the older children of the orphanage. Many of them were already bitter souls at the ripe age of twelve and many of the most brazen and undisciplined end up leaving the orphanage altogether way before they reached adulthood or were found families to take them in. Sitina would follow their example escape when she turned ten, fleeing the orphanage in the dead of night with several other children and never looking back.
What followed after that was many tough years. Though the orphanage may have been neglectful and overstuffed, the mean streets of Wati were certainly no improvement. With little in the way of worker skills, Sitina and her young cohort of orphans were forced to take up a life of petty crime to survive in Wati’s poverty-stricken Bargetown. Fleecing schemes and outright theft became Sitina’s bread and butter and she honed these skills alongside her surrogate family, justifying the act as necessary evil if she wanted to survive.
As Sitina grew older so did her schemes, evolving from pickpocketing and shell games to smuggling and relic raiding. Though she left the orphanage a skinny waif of a girl had managed to become an enchanting woman whose beauty was constantly exploited to get marks for her gang and family: The Clever Hands. Of course, even with this life of crime, Sitina had her limits. Murder was one of them. As was stealing and conning those who barely had enough to survive themselves. But the thing that truly unsettled her was the idea of stealing from the nearby necropolis of Wati.
While she may have stepped into the dead city before as a child, and even taken some of the relics littered across its furthest outskirts, she had never dared enter its innermost areas. That would change when an encounter with a rival gang known as the Brothers-in-Scarlet saw Sitina’s thoroughly muscled out by a competitor that had no compulsion against killing to ensure their dominance. One night of bloodshed made that abundantly clear when much of Sitina’s gang was slaughtered by the red brothers, with herself barely ecasping. With much her friends and allies dead, and Bargetown now partially under the control of their murderers, Sitina was left with little recourse beyond accepting the Ruby Prince’s lucrative expeditions into the Necropolis for a way to make some fast coin and hopefully get out of town.
Age: 22 | Height: 5' 9" | Weight: 130 lbs. | Hair: Brown | Eyes: Amber | Build: Hourglass, Lithe
Appearance
Sitina grew up to become an attractive woman despite her impoverished upbringing in the slums of Wati. Possessing a slender hourglass figure that is both parts lithe and buxom, Sitina has the soft features of a young woman in the summertime of her beauty. While blessed with expressive amber eyes, plump full lips that make for a coy smile, and a healthy dark complexion that denotes her Garundi heritage, it’s her well-kept black hair, which straightly falls down past her slim shoulders that she keeps partially bond in a cloth kerchief.
Although she greatly enjoys changing her look whenever she has the coin to do so, Sitina’s all-time favorite garments are a white corset that accentuates her bosomy figure and a dazzling golden choker necklace who stole off a haughty Keleshite nobleowoman. When expecting violence, Sitina switches out the corset for a set of flexible leather armor that neither impedes her movements nor makes much noise in motion, both vital considerations for a woman who moonlights as a thief. Regardless of what clothes she wears, she makes sure that her weapons are always easily retrievable and concealable.
Personality
On the surface, Sitina is a fun-loving young woman with an upbeat personality that puts people at ease by virtue of just how outwardly easy-going and friendly she is. Unfailingly charming, and always willing to lend an ear to a friendly soul, Sitina has a catlike carefree energy that can be downright infectious to those who meet her. She’s the kind of person who can brighten up a room (likely a tavern) without being overwhelming or obnoxious, knowing just the right buttons to push and how far to push them when it comes to making someone feel welcome and comfortable. It’s for that very reason that she was such an effective thief and con artist.
The reality is that she’s a social chameleon, one who had to learn from an early age how to causally blend in in whatever social environment she finds herself in. Literally two-faced, and a consummate liar to boot, Sitina can easily adopt a façade of causal friendliness to better lower the defenses of a hapless opponent or mark. Likewise, she can just as quickly transform yourself into the tempting seductress, using coy promises and a mature manner to set someone’s mind to distraction. Of course, deep down she's a women who is slowly starting to see the futilely and hopelessness of her criminal lifestyle given recent events. More besides, while she can be ruthless when required, she has her limits and has no love for fooling the impoverished, much preferring her marks to be the rich and gullible. Furthermore, while lying has kept her alive for years she is thoroughly loyal to her friends and those who have stuck out their neck out for her.
Also here a couple of the other questions that were asked for.
Your timezone and when you usually post/how often you post.
Eastern Standard Time. I usually post in the evening, but you also expect a post in the morning as well if I got the time for it. All in all, I can definitely make the one post a day minimum that you require and do more so when I get back from work. That goes true especially during combat rounds.
Character concept and background This is the most important part of the application. I don’t need a thousand words, but a few paragraphs would be nice.
Most of the character stuff is in the Alias page, but in brief Sitina is an orphan native of Wati and a thief whose braved the tombs of Wati and knows them relatively well. She also knows that there’s some very lucrative artifacts in the area that make her a small fortune if she got her hand on some of them. She desperately needs the money and wants to use it to get out of Wati as soon as possible because of some issues involving the local gangs.
What role do you see them playing in the group?
She’s a rogue so expect someone who can be a scout and a trapfinder. There’s also the added benefit of someone who can be a rather decent face when it comes to Bluff, Diplomacy and Sense Motive. When it comes to combat, she will be assisting the more tanky melee combatants by being a reliable flanking teammate whose going to pumping out sneak attack damage whenever possible.
What is their personality or what quirks might they have?
Sitina is very catlike for better or worse.
She’s a sly character that uses her wits to get what she wants while avoiding any unnecessary fuss. Unnecessary being violence or pursuit by lawful authorities. She’s also pretty carefree or at least makes sure to be appear to be. The truth is she’s very concerned about her future or lack thereof and hopes that her expedition to the Necropolis leave Wait and start a new life.
Furthermore, while she's Chaotic Neutral now, that will certainly change with play towards a more heroic and less self-serving Chaotic Good.