Estril

Sota's page

71 posts. Alias of The Vagrant Erudite.


Full Name

Sota

Race

Vitals:
HP:42/42 | AC:23 | T:21 | FF:15 | Low-Light Vision | Detect Evil/Good | Perception:+10 (12 trap) | Initiative:+7 | F:+3 | R:+9 | W:+5 | CMB:+4 | CMD:10 | Speed:60 (fly)

Classes/Levels

Skills:
Acrobat+14,Bluff+12,Disable Device+17(19 trap),Diplomacy+12,EscapeArtist+23,Fly+29,Perception+10(12trap), Perf(dance)+12,Sleight+15,Spellcraft+9,Stealth+27, Other(-3 Str,+7 Dex,+1 Int,+1 Wis,+4 Cha)

Gender

Sprite Male "Adult"

Size

Diminutive

Age

3

Alignment

Chaotic Good

Deity

Gozreh and Caiden Caylean

Location

The Greenbelt

Languages

Common, Sylvan

Occupation

Fairy

Strength 4
Dexterity 24
Constitution 15
Intelligence 13
Wisdom 13
Charisma 19

About Sota

Male Sprite Unchained Rogue (Scout) / Sorcerer (Wildblooded - Dark Fey) / Gestalt 5
CG Diminutive Fey
Init +7; Senses Low-Light Vision; Detect Evil/Good (constant) Perception +10 (12 vs traps)
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Defense
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AC
24, Touch 22, Flat-Footed 15 (+2 Armor, +7 Dex, +1 Dodge +1 Deflect)
DR 2/Cold Iron
HP 42 (Roll:8,6,6,2,7)(+2/level Con)(+1/level Favored Class)
Fort +3, Ref +9, Will +5;
Not a Humanoid: Immune to spells and effects exclusive to humanoids
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Offense
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Speed
15 ft (Walk), 60 ft Perfect (Fly)
Melee Touch Attack +13 (Spell Effect)
Ranged Ranged Touch +14 (Spell Effect)

Sorcerer Spells Known (CL 5th; Concentration +12, Spontaneous Spell Casting)
. . 2nd (2 known w/out bonus)-7/day DC:17-Hideous Laughter (bonus), Invisibility, Scorching Ray
. . 1st—(4 known w/out bonus)-6/day DC:16-Entangle (bonus), Grease, Magic Missile, Protection from Evil, Vanish
. . 0-(6 known w/out bonus)-(at will)—DC:15-Acid Splash, Detect Magic, Mage Hand, Prestidigitation, Ray of Frost, Read Magic
. . SLA (constant)-Detect Good, Detect Evil
. . SLA (at will)-Dancing Lights, Daze (DC 17 [SLAs = DC 10+1/2level+ChaMod)
. . SLA (1/day)-DC:17 - Color Spray
Combat Gear (9000gp worth of stuff)
Weapons and Armor must be fitted, Wondrous Items, rings, etc resize IIRC
Handy Haversack (2K)
+2 Gloves of Dex
+1 Glamered Diminutive Haramaki (2862gp )
Ring of Protect +1 (2k)
Muleback Cords (1K)
Concealable Thieves tools (175gp)
Kit, Cat Burglar’s (15gp) - glass cutter, 5 glue paper, grappling hook, a masterwork backpack, and silk rope (50 feet).
Kit, Tricksters (475gp) - pot of alchemical grease, a board game, 5 candles, a candle lamp, a common snorkel, fake footprint shoes, a grappling hook, a mirror, a periscope, a potion of eagle’s splendor, two sacks, a scent cloak, 50 feet of silk rope, a smokestick, a dose of sneezing powder, five tindertwigs, and 50 feet of twine
14874 gp

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Special Abilities
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Luminous (Su)
A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers) (Spell Touch Attacks if that's allowed, since you can Weapon Focus those usually). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack +3d6: 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
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.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt:
a) Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
b) Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
c) Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
a)Stealth - 5 Ranks: Reduce the Stealth penalty from sniping by 10.
Bloodline Arcana/Powers (Dark Fey):
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Fey Fascination (Su)
At 1st level, as a standard action, you can force one target within 30 feet to make a Will save (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or be fascinated for 1 round for every 2 sorcerer levels you possess (minimum 1). This is a mind-affecting, illusion (pattern) effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces laughing touch.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Rogue Talent (2nd Level) - Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Rogue Talent (4th Level) - Combat Talent (Mobility): A rogue who selects this talent gains a bonus combat feat.

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Feats
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(1 - Class Bonus) Weapon Finesse
: 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.
(1 - Class Bonus) Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
(1 - Choice) Flyby Attack: Move before and after standard if flying
(3 - Choice) Dodge : +1 Dodge bonus to AC
(4 - Class Bonus) Mobility : +4 vs AoOs
(5 - Choice) Weapon Focus (Ranged Touch): +1 to Ranged Touch Attacks
Weapon Proficiency: Simple Weapons, Hand Crossbow, Rapier, Sap, Short Sword, and Shortbow, and Light Armor (not shields)

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Traits
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Kingmaker Campaign - Pioneer: You begin play with a horse. Also, choose one of the following skills: (Perception)—you gain a +1 trait bonus on this skill.
Combat - Reactionary: +2 to Initiative
Magic - Desperate Focus: +2 to Concentrate

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Background
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Like so many fey, Sota has been a free spirit most of his life...which has only been a few years, to be honest. Most of his life was spent living in the forests of the Greenbelt, playing with his friends Tyg and Perlivash, but when an adventuring company known as the Wardens came through the Stolen Lands, some of the other fey were curious about their motives. Sota, being the fastest flier of them all, as well as the most gifted at remaining hidden, flew to Restov, where the adventurers claimed to be from.

After weeks of quiet reconnaissance in the city, he discovered their claims of wanting to help make the Greenbelt a safer place for others to live was not only true, but that they had that ideal everywhere they went. Sota discovered the Wardens had earlier placed a bounty on a criminal known as Dalvik, a once petty bully who, in desperation after the bounty placed upon his head, increased his brutality over time and surrounded himself with protection.

Fortunately for Sota, when you're less than a foot tall and have access to fairy magic, slipping past defenses isn't that much work, and gagging and tying a half orc up in his sleep, while a timely process, is relatively easy - especially for a patient prankster like Sota, who during this process also managed to line two of Dalvik's lieutenants' armor padding with sheep dung, tie the boots of everyone he could find together by the laces, and spray paint "WaRD3ns got U" using Prestidigitation on the walls before tying the half-orc's binding ropes to a horse outside, opening the window, and leading the creature dragging the bounty by his ass out the streets of Restov in the middle of the night.

During his time in Restov surveying the area he learned that Quint's family were on mostly friendly terms with other fey, and he first attempted there to turn in his "prey". He ran into another Mendelev, Quint's cousin Rachael, who managed to listen to the sprite's nonsensical manic explanation of why there was a half-orc with his trousers rubbed raw from being dragged down the street by a horse, and after she finally figured out what he was trying to say, she laughed, woke up the rest of the household, and had to share the story. A few hours late, after Sota drank all of the house wine he could physically handle (half a glass), he was given a letter from Rachael for Quint, and the Mendelev servants tied Dalvik properly to the horse and one was sent with the fairy to show him where to find the Wardens proper, now that they had established a proper base in the Stolen Lands

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Physical Description
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Sota is little, even for a Sprite. At 7 inches tall, and just over a pound, he's a slim, seemingly delicate little fey with a shock of wild purple hair and skin of a light blue shade. He's not entirely certain where he came from, as he forgot, but he's pretty sure he was born on this plane. He's only been to the world of the fey a handful of times, and wasn't a fan; too many things kept trying to eat him. Sota has huge, excited black eyes, and almost always keeps a mischievous smile on his face, rarely serious about anything. He does, oddly enough, wear a tiny custom-tailored diminutive outfit, a gift from his encounter with Quint's family, as they hoped Sota's good impression would spur a stronger alliance with the fey of the Stolen Lands.

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Personality
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Sota is, in his heart, a good soul. He really is...and he really wants to be...but he also really, really wants to have fun. He has a seemingly endless amount of manic energy, and is almost always excited about a new subject. He has the attention span of a gnat, unless he is thoroughly engrossed in an activity (usually pranks), in which case he can have the patience of an Earth Elemental.

He's frustrated that the other fairies don't see the impact the Wardens will likely have on their land, and thinks they're all being too passive. Like most Sprites, he has taken a charge he thinks it's his job to protect, and for Sota, it seems he wants to protect the Greenbelt in general...to whatever interpretation his wild, chaotic mind thinks that is today.

Sota is a child at heart, even though fey age to adulthood very fast, and he has been considered (by them) one for a couple years now. He has a desperate need to prove himself at times, and can be very stubborn...but since he's so childish, it's usually easy enough to distract him from whatever he's being stubborn about. Being able to see into the very souls of some people (detect evil/good constant), he tends to be prematurely judgmental of others, and very quick to form opinions...but since his personality is so mercurial, those opinions can be shifted with work.