Thief

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Organized Play Member. 288 posts (1,693 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 26 aliases.



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'I am growing tired of everyone being afraid of us. I would try going with "buh", but that would likely aggravate his injuries '
Lillie sighs , "Arcavic please do the 'we-don't-want-to-eat-you,we-are-here-to-help-speech'"


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I'm fine with just bringing it up when it adds to the story


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Presenting:
Charlotte Blackbriar

crunch:

 Dhampir(moroi born) Mesmerist 1;
Neutral Medium
Init: +1 Senses: +3, darkvision 60ft
DEFENSE
AC: 15 Touch: 11 Flat-Footed: 14
HP: 10
Fort: 1Ref: 3Will: 1
OFFENSE
Speed: 30ft
Melee: +3  Bite 1d4, morning start 1d6
Ranged: +1
Mesmerist spells known (CL 1; concentration +5)
1st (2/day)- Murderous Command (DC 15), Sleep (DC 15),
0th (at will)- Daze (DC 14), Detect Magic (DC 14), Mage Hand (DC 14), Prestidigitation (DC 14),

Charm person and command x1 per day
STATISTICS
Str 16 Dex 12Con 12Int10 Wis 10Cha 18
Base Atk: 0 CMB 3 CMD 14
Skills: Bluff +9; Intimidate +9; Knowledge (local) +4; Perception +3; Sense Motive +3; Stealth +5;
SPECIAL ABILITIES
Feats: unusual heritage  (dhampir)
Specials: Consumate Liar; Hypnotic Stare; Knacks; Painful Stare; trick (mesmerist's mirror), heir to undying Nobility
Equipment:
Traits: princess,  ironfang survivor

Looks

The the thing most notice about Charlotte first is her lack of colours, skin white like fresh milk, hair like silk, only her red eyes give her body a hint of colour. She wears a travelling cloak of fine make that has seen better days, under the coak is a also quite worn set of riding clothes, hidden beneath those she wears an slightly rusty suit of chainmeil .


fluff:

Charlotte was practically raised by the staff of the mansion she grew up in. Her mother tended to visit, the mansion close to the Fangwood once or twice a year, but send letters regularly. The times she saw her father can be counted on one hand.

She grew up sheltered, learning all things a lady needs to know. She rarely left the grounds, venturing into the gardens in the hours of twilight.

In recent years she snuck out from time to time, heading for the closest village to see people, besides the ones working in the mansion.

Her sheltered live came to an abrupt end, when  a small troupe of hobgoblins attacked the mansion. She was reading a book like she used to do at night when she heard the sound of fighting and two goblinoids barged into her room. When the two brutes closed in on her she used her inane powers, the ones that are the reason she has been exiled to this old hunting abode. A thought caused one of the attacker's to turn onto the other, striking down the surprise creature with his Morningstar. The scent of blood thick in the air she walked up to the dazed creature, her fangs , tiny but noticeable, lengthening. As her fangs sunk into the soldiers throat her teeth were sharp like needles. The hobgoblins eyes went from confusion about how his best friend could do something like that to understanding to horror and finally went dim. Coming back to her senses the dhampir's horror about what she had just done was pushed back by the worry about her surrogate family.
Her appearance in the great Hall, her eyes glowing in a baleful red, mouth and fangs still covered in blood caused the hobgoblins to flee, as they thought that they had come face to face with a full vampire in the middle of the night.
But she was to late, none of the staff had survived, they fought valiantly but futily. Charlotte broke down crying. When she had no more tears to cry she got up, picked up a shovel and started to dig holes and pick up  bodys, a task that should have been imposible with her tiny frame. After she buried those that loved her she decided that she couldn't stay here any longer, so she picked up anything that seemed useful or valuable to her, including the Morningstar of the first being she killed. Before leaving she set fire to the mansion,  a act both symbolic and practical to not let anything fall to the raiders.

Her aimless travels that should finally lead her to Phendar, were marked by hardship and danger, both overcome by adaption and natural skills.


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F Human oracle of Bones 1

but a tennis racket leaves much more interesting marks ;)

Aralu summons another eagle and readys her crossbow to shoot gorloth, sould he try to escapereadyd action on move

Her army attacks
eagle1
beak: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d4 ⇒ 3
talon: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d4 ⇒ 4
talon: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 ⇒ 3
eagle2
beak: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d4 ⇒ 4
talon: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d4 ⇒ 2
talon: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d4 ⇒ 1
bob
claw: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 4 ⇒ (20) + 4 = 24crit?
damage: 1d4 + 2 ⇒ (2) + 2 = 4
confirm?: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 2 ⇒ (3) + 2 = 5
red
claw: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d4 + 2 ⇒ (3) + 2 = 5


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f
skills:
Stealth: 30 Acrobatics: 14 Climb: 30 Bluff: 8 Diplomacy 7 intimidate 7 Craft(alch)10 Escape atrist 16 Knowledge(nature) 12 Knowledge(martial) 8 Perception: 10 Sense motive 9 Slight of hand 11 Survival 12
Spiderling (UC)rogue(vexing dodger)/swashbuckler(mouser),Warlord/druidHP: 52/52 init: 10 per: 9 saves: 7, 10, 6 AC: 22 20 15 Rage rounds 7/7

"I think you need to be able to make conscious decisions to be good or evil, unless you are a Demon, Angle or Undead or something, to be good or evil."

"the question is, is it necesarry to destroy them, so they don't spread or endanger those that plan to settle here, or if it is enough to mark this place with warnings, so no one enters it"

I wasn't to far of with the poppies.


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female Human Inquisitor (Iconoclast)(Preacher)hp 3/8|AC 15|perc 8|init 1|Agile feet 7/7

Haruka carefully moves along the wall, away form the guy with the horrible laugh( and his rapier). She levels her stern gaze at the traitor on the floor, " Ally with us and safe yourself. We can offer you redemption and forgiveness if you stand by our side in this battle, their kind has noting to offer for you, neither survival nor comfort, they will put a dagger in your back or bugs in your brain at their earlyes convenience. And even if they don't, I can tell you how your live will end, straped to an altar, bleading, lamenting your life, lamenting that you weren't born to be eaten by a demon.
stand with us and have a chance to live"

The Miko turns away from him without another word and tries to free Balek from his gooey prison.

Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21
Intimidate: 1d20 + 1 ⇒ (13) + 1 = 14

free Balek: 1d20 ⇒ 10

5-foot step towards Balek, talking to traitor-guy, freeing Balek(whatever kind of action that is)
I assume Haruka is now at 4 HP (through Judgement(Healing))
I don't know what modifiers to add to the freeing roll