Anevia Tirablade

Wilhelmina "Mina" Wagner's page

36 posts. Alias of YoricksRequiem.


Classes/Levels

F Ninjablade 6 [ HP: 38/38 | AC (Phy): 17 / (Bal): 18 | Fort +4 / Ref +12 / Will +6 | Init +3 / Percept +9 (Low Light, Darkvision 90) ]

About Wilhelmina "Mina" Wagner

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Wilhelmina “Mina” Wagner
Female Fetchling Nightblade 4 / Ninja 2

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    Stats
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Size / Type: Medium Humanoid (Human) / Outsider (Native)
Alignment: LN
Deity: None
Age: 23ish
Speed: 30
Initiative: +3
Senses: Perception +9 (Low-Light, Darkvision 90’)
Languages: German (Native), English (Proficient), French (School), Italian (School)

Attributes
STR 14 (+2)
DEX 16 (+3)
CON 13 (+1)
INT 16 (+3)
WIS 10 (+0)
CHA 16 (+3)

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    Offense
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BAB: +4

Masterwork Langesmesser (x2)
Attack: 1d20 + 8 (4 BAB + 3 Dex +1 MW + 1 APB - 2 TWF +1 Focus)
Damage: 1d6+3 (2 Str +1 ABP)
Crit: 18-20 x2

Silenced Pistol (x2)
Attack: 1d20 + 5 (4 BAB + 3 Dex - 2 TWF)
Damage: 2d4
Capacity: 8
Crit: 20 x4
Range: 30
Misfire: 1
Notes: -4 Attack when firing into melee

Grenade
Attack: 1d20 + 7 (4 BAB + 3 Dex)
Damage: 4d6 (Splash)
Range: 10
Notes: Explodes one round after being thrown

Attack Options
- Arcane Strike (Swift Action): +1 Damage, weapon is magical, for 1 round.
- Invisibility (Surge Ability): +2 Attack, +1d6 Sneak Attack Damage, target Touch AC
- Ki Strike (Full Round, 1 Ki Point): Attack again at highest BAB (Main/Main/Off)

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    Defense
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HP: 38 (5d8 + 1 Con/Level + 4 Favoured)

Physical AC: 19 (10 Base + 4 Armour + 3 Dex + 1 Natural + 1 Attunement)
Ballistic AC: 18 (10 Base + 2 Armour + 3 Dex + 1 Natural + 1 Deflection +1 Attunement)

CMB: 6 (4 BAB + 2 Str)
CMD: 19 (10 Base + 4 BAB + 2 Str + 3 Dex)

Resistances: Cold 5, Electricity 5

Fort +4 (+1 Nightblade +0 Ninja +1 Con +2 ABP)
Refl +12 (+4 Nightblade +3 Ninja +3 Dex +2 ABP)
Will +6 (+4 Nightblade +0 Ninja +0 Wis +2 ABP)

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    Skills
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Per Level Nightblade: 11 (6 Base + 3 Int + 2 Background)
Per Level Ninja: 13 (8 Base + 3 Int + 2 Background)

  • Acrobatics +12 (+6 Ranks +3 Class +3 Dex)
  • Appraise +9 (+3 Background+3 Class +3 Int)
  • Bluff +12 (+6 Ranks +3 Class +3 Cha)
  • Climb +8 (+3 Rank +3 Class +2 Str)
  • Diplomacy +9 (+3 Ranks +3 Class +3 Cha)
  • Disable Device +11 (+3 Ranks +3 Class +3 Dex +2 Equipment)
  • Disguise +12 (+6 Ranks +3 Class +3 Cha)
  • Escape Artist +7 (+1 Rank +3 Class +3 Dex)
  • Intimidate +11 (+5 Ranks +3 Class +3 Cha)
  • Kn Geography +7 (+1 Rank +3 Class +3 Int)
  • Kn History +9 (+3 Background +3 Class +3 Int)
  • Kn Local +7 (+1 Rank +3 Class +3 Int)
  • Linguistics +7 (+1 Rank +3 Class +3 Int)
  • Perception +9 (+6 Ranks +3 Class +0 Wis)
  • Perform (Wind) +11 (+1 Rank +3 Class +3 Cha +2 Equipment)
  • Sense Motive +9 (+6 Ranks +3 Class +0 Wis)
  • Sleight of Hand +12 (+6 Background +3 Class +3 Dex)
  • Stealth +14 (+6 Ranks +3 Class +3 Dex +2 Racial)
  • Swim +8 (+3 Ranks +3 Class +2 Str)

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    Traits
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Black Chamber Operative (Campaign): You have been trained in the Black Chamber's enhanced interrogation techniques. Once per day, you can cast Detect Thoughts as a spell-like ability. This only works on a single target, who is aware of it, and is painful for them. DC for Will Save is 10 + 1/2 character level + your Cha modifier.

Magical Knack (Magic): +2 Nightblade Caster Level up to Character Level

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    Feats
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Weapon Finesse: You can use Dexterity instead of Strength on attacks with light weapons. (Houserule Bonus Feat)

Two-Weapon Fighting: You can attack with weapons in both hands. Since they’re both light weapons, you take a -2 penalty on each attack. (Level 1 Feat)

Arcane Strike: Can spend a swift action to make attacks do +1 damage and be treated as magical.(Level 3 Feat)

Blind Fight: If you miss because of concealment in melee, you can reroll your miss chance percentile roll one time to see if you hit. You do not lose your Dexterity Bonus against an invisible attacker, and they do not get the usual +2 bonus for being invisible. You do not need to make Acrobatics skill checks to move at full speed while blinded. (Nightblade Bonus Feat)

Weapon Focus (Langesmesser): +1 Attacks with a Langesmesser (Level 5 Feat)

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    Specials
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Proficiencies - Simple weapons, kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. Light armours. You do not incur normal arcane spell failure when casting nightblade spells in light armour.

Poison Use - You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.

Sneak Attack - If a target is denied their Dex bonus to AC, or when you’re flanking them, you deal an extra +1d6 damage. This is precision damage and is not multiplied on a critical hit. The target cannot have total concealment and you must be able to pick out a vital spot to strike.

Ki Pool (4 / Day) - You gain a pool of Ki equal to ½ your Ninja level + your Charisma modifier. This pool replenishes each morning after 8 hours of rest or meditation. These hours do not need to be consecutive.
- As long as you have 1 point in your Ki pool, you treat any Acrobatics skill check made to jump as if you had a running start.
- Spend 1 point as part of a Full-Round action to make an additional attack at your highest Base Attack Bonus
- Spend 1 point as a swift action to incease your speed by 20 feet for 1 round.
- Spend 1 point as a swift action to gain a +4 insight bonus to stealth checks for 1 round.

Evasion - You can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You do not gain this benefit if you are helpless.

Nighteye - Your Darkvision range increases by 30 feet. You gain Blind-Fight as a bonus feat.

Automatic Bonus Progression
- Armour Attunement - +1 Enhancement Bonus to AC
- Deflection - +1 Deflection Bonus to AC
- Resistance - +2 to all Saving Throws
- Weapon Attunement - +1 Enhancement Bonus to 2 Weapons
- Toughening - +1 Natural Armour
- Mental Prowess - One Mental Ability gets a permanent +2
- Physical Prowess - One Physical Ability gets a permanent +2

Arts & Tricks
- Shade Innoculation (Nightblade) - When you use Distorting Shadows, you can designate a number of creatures up to your Charisma modifier to be unaffected by the distorting shadows.
- Wall Climber (Ninja) - A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Shadow Surge - As a standard action you can gain a single shadow surge, darkening your shadows as it is infused with planar energy. You cannot have more than one surge at a time, but can refill it multiple times per day. It is lost if you are unconscious, asleep, or killed. You can spend Shadow Surge as an action to do one of the following:
- Shroud yourself in darkness as a free action, letting you roll Stealth twice and take the better result.
- Disappear as a move action, for one round per Nightblade level, as the spell Invisibility. You cannot gain a new Shadow Surge until the invisibility ends.

Path of the Twilight Veil
Extended Illusions (Path Technique) - You may have any illusion spell you cast with a duration of “concentration” last a number of additional rounds equal to 1/2 your nightblade level after you stop maintaining concentration.

Distortion Shadows (2 / Day) - As a standard action, designate a point in space within 50 ft to conjure distorting shadows. The shadows swirl around that point in a 20 ft radius spread, affecting any creatures within or entering the area. Any creature that enters the area of your shadows, or starts its turn within the area, must make a Will save or be affected by the shadows, which causes a random effect. Each creature must make this save every round they remain in the area or suffer another randomly determined effect.

Distorting Shadows lasts for 3 + ¼ Nightblade Level rounds. You can dismiss it early as a Standard Action. You are immune to the effects of your Distorting Shadows. Sightless creatures are unaffected by them as well. This is a mind-affecting pattern effect.

If the creature being affected has less HD than 5 + ½ Nightblade Level, roll 1d8. Otherwise roll 1d6.
1 - The shadows makes the creature feel uneasy, sickening it for 1 minute. This duration does not stack.
2 - The shadows make the creature feel unusually tired, causing it to be fatigued for 2d4 rounds. This effect does not stack, and is removed at the end of the duration.
3 - The pattern assaults the creature’s senses, blinding or deafening it (your choice) for 1 round.
4 - The distracting patterns throw the creature off balance, staggering it for 1 round.
5 - The creature cannot focus on any tasks, dazing it for 1 round
6 - The shadows confuse the creature for 1 round
7 - The distortions are overwhelming, stunning the creature for 1 round.
8 - The creature falls unconscious for 1 round. Only living creatures can fall unconscious; nonliving creatures are stunned instead.

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    Spells
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DC: 10 + Spell Level + Charisma modifier

Concentration-duration Illusion spells can linger for rounds equal to ½ Nightblade level after you stop maintaining concentration. Concentration-based spells are listed below with an Asterisk.

  • Level 0 (X / Day)
    Detect Magic*
    Ghost Sound
    Open/Close
    Read Magic
    Shape Shadows
    Snuff

  • Level 1 (4 / Day)
    Forced Quiet
    Interrogation
    Obscuring Mist
    Silent Image*

  • Level 2 (2 / Day)
    Detect Thoughts*
    Spider Climb

  • Other (1 / Day)
    Detect Thoughts (Campaign). Save is 10 + ½ Character Level + Cha modifier
    Disguise Self (Racial)

    ___________________[list]Gear

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Money: $258
Carrying Capacity: 36 / 58 lbs

Light Armour, Colt M1911 Silenced Pistol (x2), Masterwork Langesmesser (x2), Spell Component Pouch, Bandolier (x2), Flint & Steel, Grenades (x3)

Potion of Cat’s Grace, Potion of Cure Light Wounds (x3), Potion of Cure Moderate Wounds, Potion of Vanish (x2)

Masterwork Thieves Tools, Snapleaf, Trail Rations (x3 Days), Bullets (30), Campsite Feather Token (x2), Key of Lock Jamming (x3), Signal Whistle, Canteen, Radio, Specialist Kit, Masterwork Flute

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    Racials
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Shadow Blending - Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Spell-Like Abilities - A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice.

Bound to Here - Some fetchlings are from families that have fearfully avoided the Shadow Plane, living on the Material Plane for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill.

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    Backstory
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It was while studying abroad at Yale University in America that Mina first got the news that Germany had invaded Poland.

She spent the first several minutes in shock, knowing that she couldn’t go home to Bavaria, knowing that she couldn’t see her father, perhaps ever. The next thought that occurred to her was a painful one, indeed - while there was little reason to suspect it, she knew that her father must somehow be involved. He had fought in World War 1, and still maintained a position within the Reichswehr. There was no way such an act could have happened without his knowledge. Either he would be opposing it… or he was involved.

Forgetting her afternoon classes, Mina rushed back to the dorm she was staying in, finding a letter from him. Her heart racing, she opened it up and read through it several times, unsure at first of what to make of it. It said simply that she would be hearing things about him in the coming months, that those things would be true, and that she would do well to stay in America and focus on her studies. “Stay away as long as you can.” He wrote. He didn’t sign it Dad, or Your Father, or even Eduard, but instead, “Colonel Wagner”, as if it was an official correspondence.

It felt like Mina held her breath for days, unsure of what to do. She felt as though she were waiting for the other blow to hit, and it wasn’t long before it did. Mina received word from back home that the prisoners who had been taken in one of the first battles of Poland were being executed, and that some of the orders signed by her own father.

Unable to let this continue, Mina walked to a recruiting office. When asked why she wanted to join the military, she said simply, “Mein homeland has gone mad.”

Mina was far from the strongest recruit, but she was quick, she was intelligent, and most of all, she was driven. While many of those enlisted did not love the idea of war, Mina longed to stand on German soil again. That need was at the core of her, and it wasn’t long before she was enlisted by the Black Chamber, specifically the OSS department.

Her knowledge of the world around her, and what she was capable of doing would grow as a result of her training, but as much as the world seemed to change, she remained focused on one thing: Germany. Now that her father has risen to the rank of Quartermaster-General, she feels more strongly than ever that she must get over there, and see for herself what her country has become.

PERSONALITY
Mina is confident, sometimes to the point of being foolhardy. She’s an incredibly capable spy and infiltrator, versatile and cunning. She’s often calm and collected, sometimes seemingly to the point of being disconnected. Her supervisors would describe her as a chameleon, capable of blending in and adapting, and unsure how much of her they really know. It has been suspected on multiple occasions that she is a double agent working with the Germans, but raising the issue to her is the one time she has visible shown true anger. She broke several bones in a Commander’s arm at the mere suggestion.