Unchained Rogue/6 HP 45; AC 18 T 14 FF14; Fort+3 Ref+9/10(traps) Will+4; Init+4; Perception+11, Sense Motive +12
Gender
female
Age
17
Strength
12
Dexterity
18
Constitution
12
Intelligence
12
Wisdom
14
Charisma
10
About Quinn Starling
Female Human unchained rogue 6
CN medium humanoid (human)
Init +4 Senses Perception +11 ; Sense Motive +12
Defense AC 18, touch 14, flat-foot 14 (+4dex); AC20 against traps (danger sense +2)
HP 45 (1d8, +1con, +1favored class)
Fort +3 Ref +9(+10 against traps) Will +4
Special Abilities
Sneak Attack +3d6
Trapfinding: A rogue adds 1/2 level on Perception checks to locate traps and on Disable Device checks. A rogue can use Disable Device to disarm magic traps.
Evasion: 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.
Rogue Talent - Ledge walker (This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.)
Danger Sense +2: a rogue gains a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks made by traps. In addition, she gains a +2 bonus on Perception checks to avoid being surprised by a foe
Finesse Training (daggers)
Debilitating Injury: 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 (bewildered, disoriented, or hampered)
Rogue Talent - Wall Scramble (A rogue with this talent rolls twice when making Climb checks and takes the better of the two rolls.)
Uncanny Dodge: cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
Rogue's Edge: She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. Skill=perception. You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Rogue Talent: Expert Leaper - When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
10min bkgd:
*physical description
Quinn’s full name is Quinnella Beatrice Starling. She stands at 5’8 with black curly hair, dark brown eyes, and dark skin. She is willowy.
*2 important/defining life events
Quinn was born into a wealthy family. She is the middle child of five which caused her to become very competitive as she felt she had to be the best to be noticed by her parents. However, anything she did went unnoticed. Her father's only focus was his work as a barrister and her mother's only focus for Quinnella was to train her to be a proper lady who would someday marry a nice young man and continue her family’s social status. Quinn wanted none of it.
Quinn began hanging around with their housekeeper’s grandson, Timothy. Timothy’s grandmother had to bring him to work with her a few times and Quinn thought he was cute. She started following him around but it turned out that he was a bad influence on her. He had a habit of breaking into the houses in her neighborhood and taking things. He told her that the people were so rich that they never noticed things were gone and that he needed it more than they did. Because she liked him, she never turned him in. Instead, she learned a few things from him and because of her competitive nature, she did her best to get better than him.
She got bolder and bolder in her own forays into thievery which ended in an emotionally scarring incident. She took a piece of jewelry from a family in the neighborhood during one of her outings with Timothy that ended up being a family heirloom. They were very distraught at the loss and Quinn was too concerned about herself to turn herself in. The theft ended in the family acquaintance committing suicide. She’s felt guilty ever since but not enough to stop because she never feels more alive than when she’s picking someone’s pocket or disarming traps or sneaking around somewhere she shouldn’t be.
*3 quirks/habits that define your PC
1) She really doesn't like birds
2) Has a victory chant: “Go Starling, it’s your birthday. Go Starling, it’s your birthday.”
3) Often flips a coin to make decisions
*3 people tied to your PC: one related, one friendly, on unfriendly
Mother – Vivienne Starling
Friendly – Timothy Saunders
Unfriendly – Anna Young (daughter of family acquaintance who committed suicide who believes Quinn knows something but can’t prove it)
*2 secrets, one known by your PC, one unknown by them
Unknown: The ‘family heirloom’ actually belonged to a crime family which is why the neighbor was so distraught. They were entrusted with it but couldn’t keep it safe and they were blamed for it’s loss rather than the person who actually took it.
Known: That Timothy and herself are responsible for the break-ins in her affluent neighborhood.
*your PCs main goal for entering the great game.
Timothy entered as part of another team and she’s determined to beat him and his team. The challenge of the safe by Strongarm Safe and Security has also piqued her competitiveness.