URogue (Shadow Walker) 2 | AC 17 T 14 FF 13 | HP 18/18 | F +2 R +6 W+2 | Init +4 | Perc +7 (Darkvision 70ft)
About Swen Xuo
Swen was born into a wealthy merchant family of Shadow Absalom, operating trade between the dark city's Material World counterpart. As a child, Swen was mostly left to her own devices and began to run with a gang of other fetchling youth. She developed a taste for pickpocketing which eventually evolved into more substantial thievery, and burglary. For her it was more about the thrill seeking than it was about a need to survive, her family being well able to support itself. That's not to mention that she was pretty good at it.
The members of her juvenile gang soon began setting each other up on dares for more and more valuable targets. It was only a matter of time before one if them was caught, and lo and behold, Swen stumbled into a trap as she was breaking into a renowned elven silversmith's shop in Absalom.
Merely a child, Swen was thrown behind bars. Disgraced by her behavior, Swen's family quickly renounced her and left her on her own. She was cast out of her homeland, banned from returning to Shadow Absalom.
One of the sheriffs, on the verge of retirement and tired of watching youths slip away into a life of crime, took pity on her and took her in. He enrolled her in a reform school, where Swen was repeatedly bullied for her outsider appearance. She soon came to hate the term fetchling, as it was used over and over to demean her, and began to refer to herself as Kayal.
By the time she finished her schooling, The Exchange was looking for ways to buy out her former family's business. They recruited her as an informant and tried to use her intel to strongarm the family. Their plan backfired, and Swen's reputation in Shadow Absalom was further tarnished. With nowhere else to go, she hired on to The Exchange as a low level go between, working odd jobs and receiving combat training where she could. Soon she was able to work as a mercenary escort for various trade caravans, and was able travel to varying locales throughout the Inner Sea region.
The Exchange keeps an keen eye on Druma, and soon took interest in the Silver Shields enterprise. They recruited Swen to work undercover, to infiltrate the organization and report back on their inner dealings. Swen eagerly took the mission, excited for adventure and the chance to prove herself. Contacts were made, documents forged, and quickly enough, Swen was on her way to Macridi to meet with Colewin Binderbook himself.
At 5'8" and a lithe 98lbs, Swen is slender as most fetchlings, but also fit and wiry. Her skin is ashen grey. She has jet black hair which she colors with indigo dye and keeps in two long braids. She wears black leather armor over a white tunic and black trousers. Black knee high boots and a black cloak complete her outfit. Her eyes are an intense yellow-green. She cares little about the politics of her employer and is simply hungry for the thrill and challenge of adventure.
Female Kayal Unchained Rogue (Shadow Walker) 2
CN Med Outsider (Native)
Init +4; Senses Low-Light Vision, Dark Vision 70ft; Perception +7
AC 17, touch 14, flat-footed 13 (+3 Armor, +3 Dex, +1 Dodge)
hp 18 (1d8+2+1)
Fort +2, Ref +6, Will +2
Resist Cold 5, Electricity 5
Speed 30 ft.
Ranged Short Bow +4 (1d6/x3)
Dagger +4 (1d4+2/19-20/x2)
Melee Short Sword +5 (1d6+2/19-20/x2)
Dagger +4 (1d4+2/19-20/x2)
Spell-Like Abilities Disguise Self (1/day) [CL2]
Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Traits Criminal, Survivor
Skills Acrobatics +7, Appraise +4, Bluff +5, Climb +6, Diplomacy +1, Disable Device +9, Disguise +1, Escape Artist +7, Fly +3, Heal +2, Intimidate +1, Kn. Dungeoneering +4, Kn. Local +5, Linguistics +4, Perception +7, Perform(Dance) +6, Ride +3, Sense Motive +8, Sleight of Hand +8, Stealth +12, Survival +2, Swim +2
Languages Common, Aklo
Carried Gear: 46lbs Short Bow, Arrows (40), Masterwork Short Sword, Traveller's Outfit, Masterwork Aszite Studded Leather, Dark Supple Leather Gloves, Lucky Coin, Bandolier (Alchemist's Fire (1), Dagger), Backpack (folding pole, caltrops, chalk (10), flint and steel, grappling hook, mirror, rope, soap, torches (9), trail rations (5days), waterskin, iron pot, pitons (10), mess kit), bedroll, belt pouch, masterwork thieves tools, bird in a cage, Coin: 14gp, 27sp, 31cp.
Racial Traits Low Light Vision can see twice as far as humans in areas of dim light
Darkvision can see perfectly in the dark up to 60ft
Native Outsider Fetchlings are outsiders with the native subtype
Shadow Blending (Su) attacks against in dim light have 50% chance of missing
Shadowy Resistance gain cold resistance 5 and electricity resistance 5
Spell-Like Ability (Sp) Can use Disguise Self 1/day, can assume form of any humanoid creature, CL=HD, 10min/lvl
Skilled (World Walker) +1 to Kn. Nature, +1 to Kn. Local, +2 to Stealth
Background Traits Criminal +1 trait bonus to Sleight of Hand checks
Survivor +1 trait bonus to Initiative and Sense Motive checks
Feats Dodge +1 dodge bonus to AC, conditions which lose Dex bonus to AC also lose dodge 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.
Class Features Finesse Training gain Weapon Finesse as feat
Expanded Sight range of darkvision increases by 10ft
Sneak Attack Attacks made when opponent does not have Dex bonus to AC or when flanking deal an extra 1d6 dmg
Evasion 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.
GM Bonuses Dark Supple Leather Gloves 1/day you may reroll a sleight of hand or disable device check and take the higher of the two
Hair Did +2 on Char Skill checks for one adventure.
Lucky Coin (Slotless) Anytime you or someone within 30 feet of the coin's holder rolls a 1 or 20 It charges the coin by one point. Every ten points and the coins holder can use a reroll on anything they want to reroll. It can hold five charges. (3 pts)
Elven Crow CR 1/3
N Tiny animal
Init +3; Senses low-light vision; Perception +14
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 8 (1d8)
Fort +2, Ref +5, Will +2
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception