Ninja

Tiny Litsy's page

747 posts. Alias of Ythiel.


Full Name

'Tiny' Litsy

Race

Human

Classes/Levels

CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Gender

Female

Size

Medium (5'2 ft, 96 lbs)

Age

16

Alignment

Chaotic Neutral

Deity

None

Location

Kintargo

Languages

Common, Sign Language

Strength 9
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 12
Charisma 14

About Tiny Litsy

Story Notes

“Tiny” Litsy
CN Human Unchained Rogue (Discretion Specialist) 2
Age: 16
Hair: Black
Eyes: Brown
Height: 5f 2 inches
Weight: 96 lbs
Deity: None
Init: +4 Perception: +5
Favored Class: Rogue (+1 HP)
Languages: Common, Sign Language
Special Abilities:

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sneak Attack: 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

Fast Talker: A discretion specialist adds half her rogue level (minimum +1) as a bonus on Bluff, Diplomacy, and Intimidate checks.

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.

Rogue Talents:
Lvl 2- Surprise Attack: During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.

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Statistics:
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Str 9 Dex 17 Con 14 Int 12 Wis 12 Cha 14
Base Attack: +1; CMB : +0; CMD: 13

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DEFENSE
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AC 16, touch 14, flat-footed 12 (+2 Armor, +3 Dex+ 1 Dodge)
HP: 18
Fort: + 2
Ref + 6
Will: + 1

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OFFENSE
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Spd: 30 feet
Melee: Rapier (+4/1d6/18-20 x2)
Sap (+0/1d6/x2/non-lethal)

Ranged: Masterwork Handcrossbow (+5/1d4/19-20 x2/30 ft)
20 Bolts

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Equipment and Money
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Starting Money: 240 GP
Combat gear:
Defense: Lamellar Cuirass
Offense: Rapier, Sap
Masterwork Handcrossbow (20 Bolts)

Other possessions: Bedroll, Masterwork Backpack, Flint and Steel, Mirror, Soap, Thieves' Tool, 2 Trail Ration, 1 Torch

Worn Magical Items:
+1 Boots (Daredevil Softpaws): As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy’s space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.

Spare Money:
PP: 0
GP: 438
SP: 3
CP: 8
Other valuable:
Carried Weight: 33
Encumbrance:
0-30 (33) lbs: Light Load
31 (34)-60 (66) lbs: Medium Load
61 (67)-90 (100): Heavy Load

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Feats:
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Light Armor Proficiency
Simple Weapons Proficiency (plus the hand crossbow, rapier, sap, shortbow, and short sword )
Weapon Finesse
Dodge (+1 AC)
Point Blank Shot (+1 attack and damage on targets within 30 feet)
Deceitful (+2 to Bluff and Disguise checks)

Skills: 10 (Base 8/ +1 Int/ +1 Racial Bonus)
Acrobatics +8
Appraise +5
Bluff +10 (+2 Deceitful)
Diplomacy +8
Disable Device +8
Intimidate +8
Knowledge (local) +7 (+1 Skill point Team Rank)
Perception +6
Sense Motive +6
Sleight of Hand +7
Stealth +8

Traits:
Natural Born Leader: You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

Ambush Training: You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Background::

At the age of five, the existence of Elizabeta Lancarius came to an end in the blaze that took her home and her parents. What was left of her, a haggard child in rags, was unceremoniously dumped on the steps of Old Kintargo's orphanage on a bright morning.

The decrepit old building was rumored to have been quite beautiful before it left the care of the Iomedaen church, driven away by the spread of violence and poverty in the district. Without much financial support, it had become a mere way to house the poor, the unwanted and the forgotten until they were old enough to leave.

As a child who remembered nothing but her name, which she mispronounced with the lisp of a five year old, Litsy probably wouldn't have lasted long if it hadn't been for Connor- at least, that was what he liked to boast about. Not that it was strictly untrue. Otherwise, her first and strongest memories wouldn't have been spending time with him, curled up with a book, telling him a story he couldn't decipher, and pointing to him words that he would get wrong on purpose to make her laugh.

Connor was a year older than she was, a solid foot taller, and nearly twice as large. He could have easily become one of the little brutes of the playground if he didn't keep to himself so much, and because he could throw a mean punch, few dared to disturb his solitude. There were rumors, said in a very low whisper, that his mother had been a "prostitute", though Litsy didn't know what that word meant.

At first, she didn't get why he had taken a liking to her, with her "tiny body, hella big mouth, and a knack for getting in trouble", as he used to say. It certainly hadn't earned her many friends. She was being pushed around a lot because of her slight build, and when she eventually got fed up with being mistreated and started to talk back, it had made things even worse. Why Connor had chosen one day to step in and chase off her bullies was, for many years, a mystery to her. Then, one day, he had opened up and told her about his little sister, whom he didn't see anymore because she had left the city with their mother. Litsy had wondered why she hadn't brought Connor along then, and said nothing but understood things a little better.

It was him who first had the idea to leave the orphanage. His head was filled with impossible dreams. He was persuaded that they could make a living out in the streets by becoming thieves, like many other children. They could bring some of the kids along, the ones who were sick of never getting adopted, and form a kind of big family. Litsy voiced her concerns, but a dangerous life outside with Connor was better than a half-life walled in the prison of the orphanage.

For five years, they just about managed to make a living on the streets. Because pickpocketing or heists were extremely risky, they turned to cons, which Connor and Litsy became experts at creating. They shared their profits, more or less equally, and found abandoned flats to shelter everyone at night.

Yet, the street urchins were frequently exposed to hunger, sickness and fatigue, which dwindled their numbers. Worse still were the grown-ups-the deranged and the criminals roaring the streets for fresh prey, drug-dealers seeking credulous clients, police officers on the lookout for easy-to-deal crime that could improve their arrest records and reputation. While Connor's dreams shrank, focusing on renting a tenement in Old Kintargo, Litsy's expanded. At the age of fifteen, she used most of her savings to hire a detective, who unveiled the existence of the minor noble house of Lancarius, fervent supporters of the late Monarch Carellia. Their estate had burned down in the wake of a political purge, leaving no other survivors than some distant family and a few servants, who had promptly left the country. Litsy refused to try and contact any of them and never talked of what she had learned to another soul, yet she started eyeing the Greens and its luxuries with a newfound resolve, persuaded that one day, it would be her and Connor's home.

The rise to power of Mayor Barzillai, however, destroyed whatever fragile equilibrium the two friends had managed to achieve. Increased patrols in the streets forced the gang to take more and more risks in order to make a living. One day, Connor's luck ran out, and he got recognized while trying to cheat a man from his purse. Litsy wasn't even there when the police constables dragged him away.

Some of his former partners in crime were foolish enough to think of breaking him out, or assist to his military trial, which Litsy categorically forbade out of fear that it would only end up in more arrests. Consequently, neither she nor her gang have any idea what exactly happened next to Connor. She believes that he was probably taken away to the old salt manufactory, now turned prison, where even rumors have trouble getting out.

There was, of course, nothing to be done. He'd never have wanted more people to get into trouble anyway. Still, Litsy sometimes lay awake at night thinking of the new Mayor's infamous fondness for dogs, and what they did to prisoners, and felt her heart sink and her eyes water.

Worse still, her authority over her own gang members was now waning, as they grew more and more distrustful and defiant of the traitor who had abandoned one of their own numbers.

It would only be a question of time before she ended up, once again, in serious trouble.

Appearance and Personality::

Litsy doesn't look like much, in every sense of the word. Aside from her incredibly petite stature that prompted Connor to nickname her "Tiny", there is nothing particularly remarkable about her. After a good wash, her plain but agreeable features might even be generously called pretty, though she rather disdains such infantilizing and under-handed compliments.

With her pale skin, dark eyes, even darker hair that she wears at shoulder-length and expressive eyebrows, she looks like many Chelaxian girls of around the same age. Few of them, however, would be caught dead with Litsy's worn-out but practical and comfortable clothing, or her disheveled hair that she cuts with her own knife. Living on the streets has taught her to distrust others and always watch her back, so she does her very best at trying to conceal any distinctive feature she might have, out of fear of being recognized by previous targets or the police. She is particularly exasperated by a mole above her left eye, that she typically attempts to hide beneath her hair.

In spite of her slight build, or perhaps because of it, Litsy has developed a boisterous and cheeky personalist that has rendered her an expert at talking her way in and out of trouble. Ever the staunch materialist, she has learned to rely on that ability as a way to make a quick profit. However, Connor's arrest has proven that not only were there problems against which her sharp tongue couldn't do anything, but that material goods would not wholly suffice to her happiness.