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About Vreni WinthropIf one noticed Vreni lurking in the shadows they would first notice her cold harsh glare from behind a face that was obviously once quite beautiful but is now covered in scars from burns and cuts. Those who think they know Vreni describe her as a cut throat with a foul tongue and wicked temper. They wouldn't be wrong. Backstory:
Vrenitha Margerie Winthrop, daughter of Lilith Valkest and Percival Winthrop the Lord and lady of house Winthrop. Vreni lost her Mother to illness at the age of three. Two years later her Father Percival remarried a low noble named lady sharpelle. Lady Sharpelle and her son Landon moved into the Winthrop mansion and the family was later blessed with a second son they named Jamison. Many years went by and Vreni was competing with Landon to be the next Winthrop Lord/Lady. Landon knew that as an illegitimate Winthrop he stood very little chance for the title which is why one night he plotted to kill her. Luckily Landon's sadistic nature gave Vreni a chance to flee to her father's aid but when she got to him she found him dead at the feet of Lady Sharpelle. Vreni managed to escape the mansion and make it to the slums of Bastion. She survived off the pawned possessions that she escaped with until she was taken in by a cult following of Panacea and taught in the art of the silent kill.
The Knightbane is the name of a underground cult of Panacea located in the wharf sector. The Knightbane is run out of an underground temple which likely used to be a forgotten crypt. The Knightbane Temple has three secret entrances which leads the storage room of an Inn, a back corner of a library and a nearby back alley. Vreni as a child was an active member in the cult after they took her in and trained her. Two years ago before Vreni met her friends Eva, Mahkah and Sterling; Vreni was sent on a mission to poison and kill a priest of a local temple of Sarenlyn. Vreni ended up poisoning the wrong cup and ended up killing 10 worshipers but failed to poison the priest. Vreni was kicked out of the cult for failing her mission but still has the Iron ring (the Kightbanes symbol) on a string around her neck as she still worships the Goddess of Stealthy murder. Human Slayer
AC 18 , touch 10, flat-footed 13 (Armour +3, Dex +3)
Melee +4
Ranged +4
Prepared Spells
Level 1: 1+1
STATISTICS
Armour
Equiptment 52 lbs/76 lbs light load
GP
Feats
Traits
Drawback Paranoid Skills
Languages
Special Qualities
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Track: A slayer adds 1/2 her level (minimum 1) to Survival checks made to follow tracks. Heart of the Slums: +2 sleight of hand and stealth, +4 survival, advantage on saves from disease Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields) Darkness Domain
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive. Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades. Death Domain
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area. Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Blind-Fight (Combat)
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
486 XP |