Ilarris Zeleshi

Vera Metora's page

24 posts. Alias of Tuyena.


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"Bandits!? Hells! Call for healing if you need me."

-Posted with Wayfinder


"Yes."

-Posted with Wayfinder


"Sorry Mr. Touch, you'll have to find another tent."

"Lets head back shall we?"

-Posted with Wayfinder


"... I assume we all brought our own tents?"

-Posted with Wayfinder


"If we are to scout this area out, then we should do so quickly if we do not wish to camp here. Another few hours and total darkness will be upon us."

"Likely, the Forest is much more dangerous at night."

"Perhaps a quick run of the perimeter as you say and then we had back to the river, and leave markings on how to get back to this spot to investigate more thoroughly in the morning?"

-Posted with Wayfinder


"What?" says Vera overhearing Mr. Touch, following his indication.

"Hmmm.... What do you think?"


"This is peculiar." says Vera indicating to the walkway and swamp.

Perception: 1d20 + 11 ⇒ (1) + 11 = 12

-Posted with Wayfinder


10d10 ⇒ (4, 1, 1, 10, 9, 10, 4, 2, 4, 3) = 48

Vera seems taken aback by the newest secret revealed to her, but quickly composes herself and weaves her magic.

When finished each if you begin to glow a slight hue of silver.

"This will keep us from getting lost by being able to follow ourselves back to this point."

"We should get moving again, shall we?"

As Vera walks off, a silver trail of floating rose petals is left in her wake.

-Posted with Wayfinder


"Let's not tarry too long, best get moving again." says Vera.

"This seems like a good place to camp for the night if it comes to it though. So we should leave a trail for us to get back to here."

"I know a spell that can do this for us, but in order for it to work I have to know something about you."

"Something you wouldn't tell to a stranger. It doesn't have to be your darkest secret or anything, just something personal."

"You can whisper it to me if you like."

-Posted with Wayfinder


"Well good, two is better than one as they say. Shall we?" says Vera indicating into the forest.

-Posted with Wayfinder


Once sure no one was else was willing to brave the forest Vera calls out to everyone, "Okay group. Let's move out. Is anyone a tracker? Might be useful once we enter the forest."

"And no, Kyle I'm not aware of one."

-Posted with Wayfinder


"We should not waste much more time."

Vera calls out to the square, "Anyone whom is interested in joining our group in the exploration of the forest of hope is welcome to do so. Merely join us here by the well, we'll be departing in five minutes."

-Posted with Wayfinder


Vera gags soundlessly, "If anyone has need of water, just be sure to let me know and I will be more than happy to create some for you."

-Posted with Wayfinder


To which Vera nods for a moment before asking, "... Zakain, how did you know your urine tastes like wine?"

-Posted with Wayfinder


"... Zakain I don't believe this was the well they spoke of."

"Did you spend all night down there? Please, go relieve yourself and then we can talk you must be in pain."

-Posted with Wayfinder


Looking around Vera says to Mr. Touch, why don't you go check on Zakain?

-Posted with Wayfinder


"That's a rather profound point you make there Percival, there might be quite a lot of truth too it as well. We'll keep that in mind." she says, rolling up the parchment, taking great care to avoid where Percival touched.


Vera starts as she was caught absent-mindedly toying with her wand once more.

She turns to Percival and smiles, "Oh, an early bird as well I see? I was hoping to catch the sunrise, but I suppose this" she indicates to the skies "is really what I should have expected."

"I've been looking over this map here for a short while and I think I'm finally familiar with it."

"Only I can't decide where we should go into the Forest of Hope, especially if I want to find that temple. Care to have a look?" she says, handing to him the roll of parchment.


Vera smiles as she shakes Percival's hand and bows her head to him, and doesn't pull out her wand to clean her hand until after he is out of sight.

-Posted with Wayfinder


Vera smiles at Mr. Touch, "It would be wrong of me to be upset at you Mr. Touch as clearly you are from a distant land. But, from where I hail a lady does not share her room quite so easily."

"I will take your words for what I assume is meant to be a compliment as opposed to an insult. So to that, I say thank Mr. Touch for the kind offer, but for now I must decline."

Addressing the rest of the group, "It seems we've reached a majority here, so let us retire. In the morning we shall make for the forest."

-Posted with Wayfinder


Vera peers over the map again, "We should all be getting off to bed soon too I think. Let's see if we can't plan a course of action first however."

"According to our generous barkeep, our best bet is either the forest or the Mouth of Doom. Does anyone here have an opinion?"

"I admit to being slightly biased towards the forest in the hopes of finding that profane temple."

"How about the rest of you?"

-Posted with Wayfinder


"A pleasure." says Vera extending her hand to Percival.


"Oh yeah...Actually I'm not so great with them myself...Anyone else can read this thing accurately?" she asks to the room at large.

Vera pulls out her wand again as she waits and toys with it against her leg.


Vera winks to Mr. Touch, and then bows to Kyle and Zakain.

"It's nice to meet you both."

Walking over to the table the group was at, she lays out the map and invites Kyle, Mr. Touch, Percival and Zakain over to the table.

Turning back to the beaten adventurers, she seems to realize the man who Mr. Go attacked again had once again fallen unconscious. She brings her hands together and two more waves of energy sheer off her lithe frame.

Channels: 4d6 ⇒ (1, 4, 2, 3) = 10

"Now clear out of here, as far as I'm concerned you're more bandits than adventurers. Go up to your rooms and sleep off your bruises. I expect better manners out of you come the morning."

Full Name

Dinetta Cillara

Race

Halfling

Classes/Levels

Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)

Gender

Female

Size

2' 9" - 29lbs

Age

29

Alignment

Neutral

Location

Razor Coast

Languages

Common(Taldan), Halfling, Dwarf, Elvish, Draconic, Tulita, Aquan

Occupation

Librarian

Strength 10
Dexterity 21
Constitution 12
Intelligence 14
Wisdom 12
Charisma 14

About Dinetta Cillara

___________________________________________________________
Offense:
___________________________________________________________
+5 Initiative (+5 Dex)
+7 BAB (+2 Fighter, +3 Rogue, +1 Halfling Opportunist, +1 Warrior)

+6 CMB (+7 BAB, -1 Size, +0 Str)
+26 CMD (+10 BAB, +0 Str, +5 Dex, -1 Size, +1 Dodge, +1 Deflection, +10) (use level, Defensive Combat Training)

+14/+9 Ghosttouch Rapier +1 [+7 BAB, +5 Dex, +1 Size, +1 Enhancement] - Crit(15-20) - Damage: 1d4+6+sneak(4d6)
+14/+9 Dagger [+7 BAB, +5 Dex, +1 Size, +1 Enhancement(masterwork)] - Damage: 1d3+sneak(4d6)
+13/+8 Sling [+7 BAB, +5 Dex, +1 Size] - Damage: (1d3)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 71

Max hp: 81 (+10+10+10+6+5+6+5+7+3+8, +10 Con, +1 FC)
AC 25 [+5 Dex, +6 Armor, +0 Shield, +1 Dodge, +1 Deflection, +1 Natural Armor, +1 Size, +10]
Flatfoot AC 19 [+6 Armor, +0 Shield, +1 Deflection, +1 Natural Armor, +1 Size, +10]
Touch AC 18 [+5 Dex, +1 Dodge, +1 Deflection, +1 Size, +10]

+12 Fort (+7 base, +1 Con, +2 Luck, +2 Resistance(cloak)) [+1 Rogue, +3 Fighter, +1 Halfling Opportunist, +2 Warrior]
+13 Ref (+5 base, +4 Dex, +2 Luck, +2 Resistance(cloak)) [+4 Rogue, +0 Fighter, +1 Halfling Opportunist, +0 Warrior]
+7/+9 Will (+2 base, +1 Wis, +2 Luck, +2 Resistance(cloak)) [+1 Rogue, +0 Fighter, +1 Halfling Opportunist, +0 Warrior]
--> +2 racial vs fear

Special Abilities
Helpful(trait) - +3 on aid another for others
Trap finding
Improved Trap Spotter (rogue/halfling opportunist ability) - 20' range
Evasion
Second Wind (heal 1d4+1) - 2/2
Exploitive Maneuver
Excellent Aid +1
Exceptionally Lucky +2
Rogue's Edge (Swim) - Swim Speed 30' or 10'
Slow Reactions - Rogue Talent
Uncanny Dodge
Danger Sense +1
Debilitating Injury

Feat Abilities
Finesse Training (Weapon Finesse + damage)
Sneak Attack - 4d6
Gang Up
Butterfly Sting
Step Up (immediate action)
Spring Attack

Magic Item Abilities
Slippers, Feather Step

Skills:
+13 Acrobatics (+5 Dex, Ranks 5, Class Skill +3)
+8 Appraise (+2 Int, Ranks 3, Class Skill +3)
+12 Bluff (+2 Cha, Ranks 7, Class Skill +3)
+5 Climb (+0 Str, Ranks 2, Class Skill +3)
+* Craft(Weapons) (+2 Int, Ranks 0, Class Skill +3)
+12 Diplomacy (+2 Cha, Ranks 7, Class Skill +3))
+14/+16 Disable Device (+5 Dex, Ranks 6, Class Skill +3] (Trapfinding +2) [Trapfinding = +1/2 per Rogue level]
+6 Disguise (+2 Cha, Ranks 1, Class Skill +3)
+11 Escape Artist (+5 Dex, Ranks 3, Class Skill +3)
+* Fly (+5 Dex, Ranks 0)
+6 Handle Animal (+2 Cha, Ranks 1, Class Skill +3)
+1 Heal (+1 Wis, Ranks 0)
+2 Intimidate (+2 Cha, Ranks 0, Class Skill +3)
+6 Knowledge, Arcana (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Dungeoneering (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Engineering (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Geography (+2 Int, Ranks 1, Class Skill +3)
+11 Knowledge, History (+2 Int, Ranks 1, Class Skill +3, Competence +5) <-- Scholar Ring
+6 Knowledge, Local (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Nature (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Nobility (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Planes (+2 Int, Ranks 1, Class Skill +3)
+6 Knowledge, Religion (+2 Int, Ranks 1, Class Skill +3)
+8 Linguistics (+2 Int, Ranks 3, Class Skill +3)
+14/+16 Perception (+1 Wis, Ranks 8, Class Skill +3, Trapfinding +2, Race +2) [Trapfinding = +1/2 per Rogue level])
+2 Perform(untrained) (+2 Cha, Ranks 0, Class Skill +3)
+7 Profession(librarian) (+1 Wis, Ranks 3, Class Skill +3)
+7 Profession(sailor) (+1 Wis, Ranks 3, Class Skill +3)
+9 Ride (+5 Dex, Ranks 1, Class Skill +3)
+5 Sense Motive (+1 Wis, Ranks 1, Class Skill +3)
+9 Slight of Hand (+5 Dex, Ranks 1, Class Skill +3)
+6 Spellcraft (+2 Int, Ranks 1, Class Skill +3)
+18 Stealth (+5 Dex, Ranks 6, Class Skill +3, Race +4)
+5 Survival (+1 Wis, Ranks 1, Class Skill +3)
+13 Swim (+0 Str, Ranks 10, Class Skill +3) - rogue's edge
+7 Use Magic Device (+2 Cha, Ranks 2, Class Skill +3)

Each level skill points gained:
Rogue --> 10 (+8 Class, +2 Int)
Fighter(Lore Warden) --> 4+2 (+2 Class, +2 Int)(+2 extra in Int skills)
Halfling Opportunist --> 8 (+6 Class, +2 Int)
4+(4+2)+(4+2)+(10)+(10)+(11)+(8)+(8)+(11)+(11) = 79+4(Int Skills)

Traits:
• Helpful - +3 when using Aid Another

Feats:

Two Weapon Fighting (Level 1)
Dodge (Fighter Level 1 Bonus)
Combat Expertise (Lore Warden Level 2 Bonus)
Mobility (Fighter Level 2 Bonus)
Gang Up (Level 3)
Weapon Finesse (Rogue Level 1 Bonus)
Defensive Combat Training (Combat trick - Level 2 Rogue talent)
Butterfly Sting (Level 5)
Step Up (Level 7)
Spring Attack (Level 9)

Light Weapon Proficiency
Martial Weapon Proficiency

Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency (not tower)

Racial:

Halfling[/]b
[b] Stats:
+2 Dexterity, +2 Charisma, and –2 Strength.
Type: Humanoid(halfling)
Size: Small - +1 AC, a +1 attack, –1 CMB and CMD, +4 Stealth
Base Speed: 30' - See Alt Traits
Low-Light Vision

Languages: Common and Halfling -- High Int --> Dwarven, Elven, Gnome, and Goblin.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Replaced - See Alt Traits

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

-----

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Favored Class:

Favored Class: Rogue(unchained)
Lv1 0 - Warrior
Lvl 1 - Fighter(Lore Warden)/1 - (0)
Lvl 2 - Fighter(Lore Warden)/2 - (0)
Lvl 3 - Rogue/1 - (Skill)
Lvl 4 - Rogue/2 - (Skill)
Lvl 5 - Rogue/3 - (HP)
Lvl 6 - Halfling Opportunist/1 - (0)
Lvl 7 - Halfling Opportunist/2 - (0)
Lvl 8 - Rogue/4 - (Skill)
Lvl 9 - Rogue/5 - (Skill)

Abilities:
Str: 12 (2 point buy) -2 racial = 10
Dex: 15 (7 points buy) +2 racial +1 level4 +1(level 8) +2 Belt of Dex = 21
Con: 12 (2 point buy)
Int: 14 (5 point buy)
Wis: 12 (2 point buy)
Cha: 12 (2 point buy) +2 racial = 14

+2 Dex - Racial
+2 Cha - Racial
-2 Str - Racial
+1 Dex - level 4 ability increase
+1 Dex - level 8 ability increase

Rogue(unchained):

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

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 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.

Finesse Training (Ex)
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). 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.

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.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
See Class info for list of talents

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.

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).

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).

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.

Uncanny Dodge (Ex)
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

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.

Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents
At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
See Class info for list of advanced talents

Rogue Talents & Abilities:

Abilities:
Rogue Talents
Level 2 - Combat Trick (Defensive Combat Training)
Level 4 - Slow Reactions

Sneak Attack +4d6
Debilitating Injury
Finesse Training (rapier)
Trap Finding
Danger Sense +1
Rogue's Edge (swim)

Halfling Opportunist
Improved Trap Spotter
Excellent Aid +1
Exploitive Maneuver
Exceptionally Lucky +2
Sneak Attack +1d6

Fighter(Lore Warden):

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 2 + 2 Int Skills + Int modifier.

Scholastic (Ex)

Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. - This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex)

At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. - This ability replaces bravery 1.

Maneuver Mastery (Ex)

At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. - This ability replaces armor training 1.

Halfling Opportunist:

Exploitive Maneuver (Ex)
A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.

The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.

Example: Piria is a halfling opportunist battling an ogre in a walled arena. On the ogre’s turn, it swings at her with its club; Piria’s player wants to use her exploitive ability to catch the club and use its movement to boost her toward the top of the arena wall, giving her a bonus on her Acrobatics check to jump. The GM decides this is a reasonable use, has the player make a combat maneuver check against the giant’s CMD, and allows her to use Piria’s Dexterity bonus in place of her Strength bonus in the check. She succeeds and will gain the aid another bonus on her Climb check on her next turn. The GM rolls the ogre’s attack with a –2 penalty, hits Piria, and deals damage, but Piria still gets the aid another bonus on her next Acrobatics check— perhaps as the ogre’s club hit her, she grabbed it, flipped onto it, and on her turn can jump from the swinging club using the +2 bonus from aid another.

Trap Spotter (Ex)
A halfling opportunist has a keen ability to notice and react to danger. She gains the trap spotter rogue talent.

Excellent Aid (Ex)
A halfling opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.

Exceptionally Lucky (Ex)
At 2nd level, a halfling opportunist learns how to squeeze even more from her innate luck. Her halfling racial bonus on saving throws increases to +2. This bonus increases to +3 at 4th level.

Sneak Attack (Ex)
This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every even level (2nd and 4th). If a halfling opportunist gets a sneak attack bonus from another source, the bonuses on the damage stack.

Improved Trap Spotter (Ex)
At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.

Fit In (Ex)
At 3rd level, a halfling opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check—this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.

Opportunity Attacker (Ex)
At 5th level, a halfling opportunist masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, she deals her sneak attack damage even if her target is not flat-footed or otherwise denied its Dexterity bonus to AC.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2.5 lbs.
(10100) Balanced Mithral Shirt +2, 5 lbs
(9000) Mithral Ghostouch Rapier +1, 1 lbs
(4000) Cloak of Resistance +2
(2000) Slippers, Feather Step
(2200) Glove, Apprentice's Cheating
(2) Dagger, Cold Iron, .5 lbs
(501) Mithral Dagger, .5 lbs
(2000) Amulet of Natural Armor +1
(2000) Ring of Protection +1
(8700) Scholar's Ring

Sling
Bullets x80

(free)CLW 1d8+1 x2
(free)CMW 2d8+7
(free)CSW 3d8+10
(free)Everfull Mug (3/day 12 ounces of fine beer or wine)

(2000)Handy Haversack
(250) Traveller’s Anytool, 2 lbs
(300) Thieves’ Ring
(4000) Belt of Dexterity +2

(375) Wand of CLW (37 charges)

Total = 47500

0 lbs

In Haversack
(50) Thieves’ Tools, Masterwork
(10) Rope, 50’, silk
bedroll
belt pouch
caltrops
chalk (10)
flint and steel
grappling hook
mess kit
mirror
pitons (10)
soap
torches (10)
trail rations (5 days)
waterskin
(10) Bullseye Lantern
Oil x10

(100) Alchemists’ Fire x5 [ooc]<-- 4 left, 1 used against rats

10+5 lbs = 15

Belt Pouch

Chalk, 3 pieces
0 p.p.
200 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Encumbrance: 15 = 10 Equipment + 5 Haversack

Light Load: x < 23 lbs.
Medium Load: 24 < x < 47 lbs.
Heavy Load: 48 < x < 75 lbs

Appearance:

A mousy woman with spectacles, Dinetta looks every part a librarian, from the ink smudges on her hands, and often her cheeks, to the way her dark hair is tied back.

Or, was that Dinetta, the dark wisp that moved almost unseen across the rooftop before disappearing into an unlocked third floor window?

Background:

Escaping slavery at a young age, Dinetta sought to never be so constrained again. As early as she could, she enlisted with the guard where she learned to use weapons and wear armor. However, what she found was that she enjoyed learning far more than fighting. So, while the other guards were patrolling the walls, she would often be in the back rooms of the fort pouring over old tomes to aid the commanders with determining how to fend off the next attack, or what could be expected from a certain pirate should he sail into the harbor again.

After several years in the military, Dinetta decided that she enjoyed books and reading far more than the military, so she found a retired naval officer and managed to get him to hire her as a librarian. For the past six years, Dinetta has served as Lord Faihal’s librarian, keeping his substantial collection of books obtained from the many ports that he visited, in perfect order and condition.

If this had been Dinetta’s only goal, then this would likely be the end of her story, but it is not. After about a year in Lord Faihal’s employ, a friend of hers, a human woman named Giesel, asked Dinetta about her employer. Dinetta explained that he was a retired naval officer and was now involved in shipping and the import/export business between the Razor Coast and the more civilized parts of the world. After some discussion, Giesel convinced Dinetta that she could gain invaluable information about Lord Faihal and his customers, information that the ladies could use for their own benefit. Thus began Dinetta’s second life as a cat burglar.

For the past several years, Giesel and Dinetta, along with their two companions, Falwith, a master of the blade and skilled singer, and Vaicon, a quiet mage with useful spells, have carefully requisitioned the property of several dozen visiting merchants, as well as a number of other wealthy locals.

Everything went well until three weeks ago when the group apparently got a little two complacent in their techniques. Dinetta had easily gotten into the chamber of a spice merchant, but had apparently missed a trap, or perhaps it was an ambush, she really does not know. Either way, the group was in the midst of emptying the merchant’s chest, when a dozen armed guards suddenly appeared as though out of the air. Dinetta managed to escape out the window, but her friends were not so lucky. The next day, Dinetta had stood with a look of shame and despair as her former friends’ heads were displayed on spears along the dockside beneath a mark indicating justice done.

Dinetta had returned to her employer and continued her job as a librarian, but the life of intrigue, the life of living on the edge had gotten the better of her. Then, yesterday, her fence and told her that Captain Riggs of The Sealord’s Blessing was looking for a few skilled individuals to serve as guards on his ship. Knowing the reputation of Captain Riggs, Dinetta, after much, ok, not very much, deliberation, decided that this was a calling she must answer. So, last evening, she had told Lord Falwith of her plans. He pleaded with her to stay, even offering a sizable increase in her wages. Dinetta thanked the Lord, but told him that this was something she had to do. To see the world and experience real life outside of a library.

So, now Dinetta sits crouched on the second floor awning of The Salty Goblin, not one of the more reputable taverns on the waterfront, but one that provides a good view of the ship. After watching the ship for about an hour, Dinetta finally decides that she has to go forward with this. So, after easily scaling the wall back down, she sets forth down the pier. What this ship and her life will hold, she did not know, all that she knew is that it will be different than that she has lived for the past years.

Well, Captain Riggs and The Sealord's Blessing turned out to be enough adventure for most people for their entire lives. After several days on the ship, Captain Riggs brought the ship up against a oddly wrecked ship, skewered would be a better term as some strange stony protrusion had actually impaled the ship from beneath. The Captain and the hired muscle, which is what Dinetta and her companions had been hired to be, went into the wrecked ship, and that was where things got strange. The Captain attacked the group before fleeing through the wrecked ship and into a strange alien ship, which was what the rocky spire actually was. After many near disasters, the group managed to find and kill the treacherous Captain before finding the true mastermind, and ruler of the alien ship, a creature who referred to himself as the Engineer. After a brutal fight, which resulted in the death of one of the group, the companions managed to defeat the Engineer. After escaping the alien ship, which sounded as though it was counting down to self-destruct, the group returned to port where they parted ways.

Since this time, Dinetta's wanderlust has continued. She has signed on with several sailing ships, both those flying honest merchant flags, and those flying the skull and crossbones flag. She has gotten her sea legs and become an expert swimmer, something that she severely lacked when she first signed on with The Sealord's Blessing several years ago.

Now, she is unsure where her travels will lead her. Once more her interest in books has lead her back to the libraries of every town she visits, while continuing to sign on for adventure when the interest tinges her passion.