Kassata

Lucille Bluth's page

20 posts. Alias of GM Idyll.


About Lucille Bluth

Background:

Lucille is the daughter of the infamous buccaneer, George "Pop Pop" Bluth. Unfortunately for him - and subsequently Lucille - that infamy was not earned for being fearsome. Rather, it was for being a bumbling fool, incapable of plundering even the tamest of merchant vessels without serious mishap.

One such mishap occurred when Lucille was 16. It was the first time her father allowed her on board his vessel. He was working with a meager crew - as only the most desperate would sign on with "Pop Pop" - and so the work was spread quite thin. Lucille loved the work and did everything as well or better than the rest of the crew. While she was manning the crow's nest, she spotted a vessel approaching from their stern. She called down to her father, who was overseeing the swabbing of the deck, and he immediately ran to the rear of the ship to discover they were being pursued by Sargavan officials.

"Pop Pop," in an effort to rally his troops, fired his customary two pistol shots into the air (hence hisnickname, "Pop Pop"). Unfortunately, in his haste to reload the second cartridge, he didn't pack it correctly and the gun backfired, completely removing his face and ending his life. The Sargavan officials quickly overtook the ship, removed the distraught Lucille from her father's side and threw her in the sick bay.

Upon returning to Sargava, Lucille managed to escape the officials - who had no intention of keeping her locked up, any way - and found passage aboard a privateer's ship. She honed her abilities and swore that she would redeem the "Bluth" name.

LUCILLE BLUTH CR 2
Male Human (Varisian) Rogue (Knife Master, Scout) 3
CN Medium Humanoid (Human)
Init +4; Senses Perception +12
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DEFENSE
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AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 30 (3d8+3)
Fort +2, Ref +7, Will +3
Defensive Abilities Blade Sense +1, Evasion
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OFFENSE
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Spd 30 ft.
Melee Dagger +7 (1d4+1/19-20/x2) and
. . Dagger +7 (1d4+1/19-20/x2) and
. . Dagger +7 (1d4+1/19-20/x2) and
. . Dagger +7 (1d4+1/19-20/x2) and
. . Dagger, Punching +6 (1d4/20/x3) and
. . Masterwork Dagger +6 (1d4+1/19-20/x2) and
. . Masterwork Dagger +6 (1d4+1/19-20/x2) and
. . Unarmed Strike +6 (1d3/20/x2)
Ranged Shortbow +6 (1d6/20/x3)
Special Attacks Sneak Attack +2d8/+2d4
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STATISTICS
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Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats Rogue Weapon Proficiencies, Skill Focus: Perception, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Dagger
Traits Besmara's Blessing (1/week), River Rat (marsh or river)
Skills Acrobatics +10, Climb +6, Disable Device +12, Escape Artist +10, Perception +12, Profession (Sailor) +9, Sense Motive +8, Sleight of Hand +10, Stealth +10, Swim +7, Use Magic Device +5
Languages Common, Elven, Halfling, Varisian
SQ Hidden Blade +1
Combat Gear Arrow, Bamboo Shaft (20), Dagger, Dagger, Dagger, Dagger, Dagger, Punching, Leaf Armor, Masterwork Dagger, Masterwork Dagger, Shortbow; Other Gear Backpack, Masterwork (7 @ 7 lbs), Blanket, Flask, Pouch, belt (1 @ 1.5 lbs), Spyglass, Sunrod (5), Thieves' tools, masterwork
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SPECIAL ABILITIES
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +1 +1 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.