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Started by Dracos, September 18, 2009, 12:02:48 AM

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Dracos

Name: Maya Mahabala
Class: Harrier 6
Gender: Female
Age: 20
Height: 5'2''
Weight: 100 lbs
Eyes: Purple
Hair: Purple
Size: medium

Image:
http://i33.tinypic.com/2j1natj.jpg
http://i37.tinypic.com/2zso3mh.gif

Stats:
HP:  73 = 24  + 1d4(2,3,3,4,1) + 12 +24
Reserve: 73/73

Active Defense: 21.  +29 vs AoO.
Mobility Bonus: +5
Expertise Range: 0-+5
DR: 2/magic
Base defense Bonus: +5
Melee Attack: +11/+6
Mobility bonus is currently: +6
Damage: 2d8+6
Base Attack Bonus: +6/+1
Initiative: +4
Speed:  50 (10 squares) - 30 out of combat.

base stats: 18, 16, 14, 12, 10, 8
STR: 8  (-1)
DEX: 19 (+4)
CON: 14 (+2)
INT: 12 (+1)
WIS: 10  (0)
CHA: 16 (+3)

Language: Common

Armour check penalty: 0

Fort: 8 = 6+2
Ref:  10 = 6+4
Will: 6 = 6+0

Traits:

Mighty Build: +1 weapon size
Weapon Bond (BastardSword): Can apply dex to wielding a great sword in place of str.

Feats (Defensive Mastery 3, Finesse Mastery 3, Other 1):

Level 1 - Mobility 1: +4 active defense bonus against AoO.
Level 1 - Run: X5 running speed, +4 to jump, Retain Active defense bonus while running.
Level 2 - Skill Focus: Tumble: +3 to Tumble
Level 4 - Finesse 2 - Combat Expertise: Up to +5 from Base attack to Defense.
Level 6 - Mobility 3: Spring attack basically.
   
Abilities:
Combat Speed: Improved speed based on level while in combat.
Combat Mobility: x2 dex bonus to tumble, tumble at full speed without penalty, +4 active defense bonus against AoO.
Mobile Defense:  + Squares Moved / 2 to Defense Bonus.
Mobile Assault:  +squares moved to attack, up to current level.

Skills:
Use Rope (dex)             15 = 9 + 4 + 2
Diplomacy (cha)             14= 9 + 3 + 2
Gather Information (cha)     12 = 9 + 3
Bluff (cha)                 12 = 9 + 3
Listen (wis)         9 = 9 + 0
Spot (wis)                 9 = 9 + 0
Perform (Cha, dancing) :      14 = 9 + 3 + 2

Skill Group (Atheletics): 9
Climb (Str)                      12  = 9 - 1 + 2 +2
Jump (Str)                 18 = 9 - 1 + 8 + 2
Swim (Str)                 8 = 9 - 1

Skill Group (Agility): 9
Balance(Dex)              15 = 9 + 4 + 2
Escape Artist(Dex)           15 = 9 + 4 + 2
Tumble (dex)              22 = 9 + 8 + 2 + 3

Inventory:
The Elegant Swallow- Masterwork-5 Parrying-2 Large Bastard sword (2d8, 19-20, x2 crit)  (Power/Finesse/Slashing)
Gypsy Outfit - Masterwork 2 DR Bonus-1 Padded armor (DR 2)
Entertainer's outfit - Dancer's Costume (includes light gloves)
Masterwork Musical Instrument: Dancing Rings - +2 to perform
Several nice dresses from the shop
Silk Rope
Grappling hook
Bedroll
356 gp

Plotty Outfits:
Exotic Fur Bikini outfit - Gotten in Farvona.
White Silk Dress - Surprisingly flexible...and yet looks expensive enough to be a noble woman's dress.  Maya naturally got two.  +2 to bluff, diplomacy, and sleight of hand apparently :P

Background:
The Mahabala has for generations been talented entertainers, alchemists, fortune tellers, and card sharks, in a word, traveling gypsies with a tendency to wander in their blood, honing their arts on the road, learning mysticism in dark shadows, and generally developing techniques that work well in entertainment and defending themselves on the road.  Mara and Oram Mahabala came to <CITY> almost twenty years ago, their caravan pulling in and bedazzling the townsfolk with tricks and wonderment beyond imagination.  When it pulled out to head on, they choose to stay behind, taking heed of modern medicine as best they could to help with a difficult childbirth.

Maya grew up the only child of these settled gypsies, a touch spoiled and carefree, they poured their knowledge of tradition into her, when she'd sit around for it anyway.  Having no head for alchemy or mysticism, Maya was a common sight around the town, wandering and exploring, hopping along the rooftops and cheerfully chatting it up with travelers coming through with tales of other lands, avoiding her father's teachings when she could get away.  Instead, she took more from her mother's art, a skillful dancer and singer, she was a natural to the eclectic blade-dancing techniques of her mother, practicing with many a blade as she grew, working her way up to what eventually became entirely incredible feats wielding sharpened weapons nearly as large as she was.  She steadily grew into being one of the town's great beauties as she matured, performing whimsically across many a stage in the city.  Her sword dancing routines became one of the wonders of the town, her pictures drawing surprise from travelers as such a slender girl could clearly never hope to even lift a blade that size, much less perform with it.  With a wink and a smile, Maya quickly grew used to rarely paying for anything she wanted, despite the rebukes of her parents, her beauty and charm usually easily scoffing free gifts and the coin from her performance covering much anything her teenage heart wanted for a time.

To those who talk with her these days, they may occassionally notice a slightly more poignant longing for stories from far away, her eyes drifting off as she pictured herself in far away villas, performing in cities she wouldn't even know the name of.  Her parents knew this of course, it would not be long before she vanished along the roads, seeking her fortune.  Gypsy blood doesn't long sit in one place.

Simple:
Maya is the kid of traveling gypsies.  She likes to dance, slice things, wheedle people to get her stuff, and have fun.  She's traveling because it is in her blood.  She's elegant but playful in personality.  A liftetime of being fawned over and adored guiding in some respect her attitude and expectations.  She grew up on the stage with all that entails.

Intended build:
Level 1: 1/1
Mobility 1
Run

Level 2: 1/1
Skill Focus: Tumble

Level 4: 2/2/1
Combat Expertise Finesse 2

level 6: 3/3/2/1  - Take Mobility 3, then retrain it out at level 8 when you get it again.
Weapon Finesse, Finesse 3

Level 8: 4/4/3/2
Improved Crit 4

Level 10: 5/5/4/3
Weapon Finesse, Finesse 5

Level 12: 6/6/5/4
- Skill affinity: +2 tumble, +2 perform - Note: Retrain out at level 7.

Level 14:
Weapon Finesse, Finesse 7

Level 16:
Improved crit 8
Well, Goodbye.

Navilee

#1
Name: Anassia Lorit
Class: Arcanist 6
Gender: Female
Age: 18
Height: 5'4"
Weight: 125
Eyes: Turquoise
Hair: Green
Size: Medium

Hit Points: 55/55
Reserve Points: 55/55
Defense: 16 (+4 [Class], +2 [Dex])
                 (+3 [Overwhelming Presence])
                 (+1 [Parrying Dagger])

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 19 (+4)
Wisdom 8 (-1)
Charisma 16 (+3)

Base Attack Bonus: +4
Melee: +8  Ranged: +8
Fortitude: +6 (+1) = +7
Reflex: +6 (+2) = +8
Willpower: +6 (-1) = +5
Base Defense: +3

Special Abilities:
Spellcasting (Saving Throw: 10 + Intelligence + Half Mana Spent)
   Necromancy (Mastery 4 - Primary; Purple)
   Transmutation (Mastery 3 - Secondary; Sickly Yellow)
   Illusion (Mastery 2 - Tertiary)
   Abjuration (Mastery 1)
   Conjuration (Mastery 1)
   Divination (Mastery 1)
   Enchantment (Mastery 1)
   Evocation (Mastery 1)

Mana Limit (17/27)
Aspect of Power:
   Eldritch Darts (1d6+4 Ranged Projectile Attack)
   Bounding Step (DC 15 Concentration check; +20 to next Jump check)

Token Pools:
Political Mastermind:
Captain Wilkens: 6
Vyrdram Town #1: 2
Tactics

Traits:
Shadowborn: Infernal Glower (+2 Knowledge: Arcana, Spellcraft; +4 Intimidate when Angry or Upset)
Bewitching (can choose to start NPC attitude one higher when using Diplomacy)

Feats:
Weapon Proficiency (simple)
Overwhelming Presence 1 (p. 136)
Tactics of the Mind 1 (p. 142)
Political Mastermind 1, 2, 3 (p.137)
War Leader 1 (p.146)

Skills:

Academia
Appraise (INT)                 13 = 9 + 4
Concentration (CON)         10 = 9 + 1
Decipher Script (INT)        13 = 9 + 4
Heal (WIS)                      8 = 9 - 1
Knowledge (INT)              13/15 = 9 + 4 (+2 [Arcana])

Mysticism
Use Magic Device (CHA)    12/14 = 9 + 3 (+2 [UMD using written])
Spellcraft (INT)               17 = 9 + 4 + 2 + 2

Social
Bluff (CHA)                     12 = 9 + 3
Diplomacy (CHA)              14/16 = 9 + 3 + 2 (+2 [Adallia])
Gather Information (CHA)  14/16 = 9 + 3 + 2 (+2 [Adallia])
Intimidate (CHA)              14/18 = 9 + 3 + 2 (+4 [Infernal Glower])
Sense Motive (WIS)         8 = 9 - 1

Theatrics
Perform (CHA)                 12 = 9 + 3
Sleight of Hand (DEX)       11 = 9 + 2
Disguise                         12/14 = 9 + 3 (+2 [When aware of being observed])

Other

Hide (DEX)                      11 = 9 + 2
Listen (WIS)                    7 = 9 - 1
Move Silently (DNT)          10 = 9 + 2
Search (INT)                   12 = 9 + 4
Spot (WIS)                     7 = 9 - 1
Use Rope (DEX)               10 = 9 + 2
Ride (DEX)                      10 = 9 + 2

Knowledge Specialties
Arcana
Geography: Adallia
History: Adallia
Local: Adallia, Farvons
Nature
Nobility: Adallia, Vyrdam
Religion

Perform Specialties
Acting
Dancing
Oratory

Equipment
169gp, 2 sp, 5 cp

1 Masterwork 2 (-2 DR) Longspear (1d8+0, 20/x3; Spear: piercing, reach, set) [9lbs]
1 Masterwork 2 (+1 Active Defense) Dagger (1d4+0, 19-20/x2, 10'; Dagger: Finesse, piercing or slashing, thrown) [1lb]
1 Dagger (1d4+0, 19-20/x2, 10'; Dagger: Finesse, piercing or slashing, thrown) [1lb]

Masterwork 3 (+1 DR) Leather Armor (1d2+1/magic, +6 Dex) [15lb]

Light Horse (Chandra)
--Riding Saddle [25lb]
--Saddlebags [8lb]
--Tent [20lb]
--Silk Rope [5lb]
--Backpack [2lb]
----5 Torches [5lb]
----Bedroll [5lb]
----Waterskin [4lb]
----Flint and Steel [-lb]
Belt Pouch [.5lb]
--Skeleton Squirrel (Briar)
--Skeleton GIANT SNAKE

Carrying:
Light: 33 or less
Medium: 34-66
Heavy: 67-100

Background:
    When Anassia was born, the first of two children, to Merian and Matthias they were understandably pleased.  After all, she was a healthy baby even if her hair and eye color was shockingly different from any in her family's.  Her brother, Valak, was a healthy child as well, something that delighted them equally as much but tormented several-year-old Anassia to no end.  She got used to being the older sibling after a few years, and all in all, had few true 'sibling rivalries' with one another.  Their entire family lived in a small farm, a good distance away from the village and relatively isolated with few true neighbors.  They made the occasional trips back into the village but for the most part young Anassia and younger Valak had only each other to antagonize after they had finished with the day's chores.  Anassia took to books in order to ameliorate the lonliness she often felt, escaping into the worlds within the dozen-or-so books her parents had.  On a particularly boring day (her brother and herself had gotten into a spat earlier) Anassia was exploring an old abandoned barn some distance from her home, despite her parent's warnings about the lofts and that there were likely all manner of monsters and deathtraps lurking in the shadows.

    So adamant was she that she went into one of the dark lofts and nearly screamed to death when she tripped over an old and decrepit wooden safebox.  After she had managed to break open the box, a task that was helped immensely by the obvious age and ill-repair of the box.  Within, she found an odd manuscript, obviously handwritten in a harsh scrawl.  She all but ate up the words on the page, having something new, with delightful new words and concepts for her to get her mind around.  Of course, she could not truly understand the implications of what she was reading, still being up a child herself.  One day within a nearby forest, Anassia came upon a dead squirrel and in a fit of childish sorrow, used one of the rites she had read in the manuscript several days before.  When the flesh sloughed off and the skeleton rose out of the remains under its own power, she screamed.

    Her parents were understandably upset, refusing to allow her to practice any further; thankfully, they believed her promises and the squirrel managed to evade her parents that encounter.  But that one day had awoken something into her, beyond a simple thirst for knowledge.  She actively sought it out and, after mastering the manuscript (having managed to keep that, at least, a secret from her family) began to seek something else with which to expand her knowledge.  Although she searched through each other abandoned building she had access to and coming up empty she buried the manuscript within the barn she originally found it in, within a box much like the original. for another to find and learn from.  She held her magical practices as a secret from all others, including her family, to avoid the unnecessary complications such would inherently create.

Feat Progression:
6th: Political Mastermind 3
7th: Political Mastermind 4
8th: Tactics of the Mind 4
10th: Tactics of the Mind 5

Namagomi

#2
Name: Aleph Kae-Valsein
Gender:Male
Level: Archer 6
Age: 17
Size: Medium
Height: 5'9"
Weight: 154 lb.
Eyes: Brown
Hair: Red
Languages: Common

STR:16     [+3]
DEX:19     [+4]  
CON:12    [+1]  
WIS:14     [+2]  
INT:10    [+0]  
CHA:12    [+1]  

Hit Points: 68/68
Base Defense: +5
Armor Class: 10 +5 Defense +4 DEX =19
Fort Save: 6 (+1 CON) = +7
Ref Save : 6 (+4 DEX) = +10
Will Save: 6 (+2 WIS) = +8

Base Attack Bonus: +4 melee/+7 ranged
Attack Bonus (melee): 4 (+3 STR) = +7
Attack Bonus (ranged): 7 (+4 DEX) = +11/+6
Attack Bonus (longbow): +12/+7 (+13/+8 at point-blank), -2 if Rapid Shot
Attack Damage (longbow): 1d8+4 (1d8+9 point-blank), 19-20 threat/x4 crit

Armor Check Penalty: -1
Initiative: +4 DEX = +4
Speed/Base Speed: 30/30 ft (modified)

Feats
-----------
Traits:
-Dextrous(+2 DEX, -2 CON)
-Intuitive Learner(Use WIS in place of INT for determining skillpoints)

Masteries:
Projectile 4
Defense 3
Finesse 2
Other 1

Selections:
1a-Point-Blank Shot 1 (+1 to hit and damage from 30' or closer)
1b-Precise Shot 2 (Negate penalty for shooting into melee)
2a:Weapon Focus[Longbow] 1 (+1 to hit with longbows)
Bonus:Rapid Shot 2 (Can fire one extra shot on a full attack at a -2 penalty)
4-Point Blank Shot 3 (+Dex to damage from 30' or closer, stacks with Point-Blank Shot 1)
6:Precise Shot 4 (+1 Critical Multiplier to projectile attacks)
Bonus:Improved Critical[Longbow] (Increases longbow crit to 19-20)

Skills
----------
Skill Points = 39/6 unspent; * denotes class skill group
*[Agil] Balance[DEX]: 9 (+4 DEX) +2 Synergy = +15(+14)
*[Agil] Tumble[DEX]: 9 (+4 DEX) +2 Synergy = +15(+14)
*[Agil] Escape Artist[DEX]: 9 (+4 DEX) = +13(+12)
*[Ath] Climb[STR]: 9 (+3 STR) = +12(+11)
*[Ath] Jump[STR]: 9 (+3 STR) +2 Synergy = +14(+13)
*[Ath] Swim[STR]: 9 (+3 STR) = +12(+10)
*[Perc] Spot[WIS]: 9 (+2 WIS) = +11
*[Perc] Listen[WIS]: 9 (+2 WIS) = +11
*[Perc] Search[WIS]: 9 (+0 INT) = +9
*[Perc] Sense Motive[WIS]: 9 (+2 WIS) = +11
[Wild] Survival[WIS]: 5 (+2 WIS) = +7
[Rob] Open Lock[DEX]: 3 (+4 DEX) = +7
[Rob] Disable Device[INT]: 3 (+0 INT) = +3
[Rob] Sleight of Hand[DEX]: 1 (+4 DEX) = +5(+4)
[Soc] Bluff[CHA]: 6 (+1 CHA) = +7
[Stea] Hide [DEX]: 6 (+4 DEX) = +10(+9)
[Stea] Move Silently[DEX]: 3 (+4 DEX) = +7(+6)

SIZE:Medium       LANGUAGES:Common
Class Specials:
-Aim Pool: See below (lose tokens on switching target)
-Deadeye Shot:Accurate Shot, Storm of Arrows, Unerring Shot (see below)

Pools and Pool-Derived Abilities
--------------------------------

Aim Pool:0/16
*************
Acquisition Action--Aim
=======================
Move--+1 Token
Standard--+2 Tokens
Full--+4 Tokens
Stationary Target--+1 Token

Abilities
==========
-Storm of Arrows(Make a shot as full action.  Fire 4 additional arrows/2 tokens spent.  Check attack versus AC of adjacent targets.  If hit, target takes damage equal to additional arrows, up to DEX mod)
-Accurate Shot(Negate 2 AC worth of cover for 1 token.  Does not work if line of sight is blocked.)
-Unerring Shot(Target makes a Reflex Save (DC 13+tokens spent) or loses active defense against next shot)
*************

Equipment and Inventory
-----------------------
Equipped: Masterwork 2 Composite Longbow +3(1d8+1 P damage, max STR +3, x3 crit, 100' increment) [003lb.] <700GP>
Ammo: Arrows x60 [009lb.] <003GP>
Armor: Masterwork 5 Studded Leather(1d3+2 reduction, -1 ACP) [020lb.] <2125GP>
Worn: Explorer's Outfit [008lb.]
Belt: Dagger x2 (1d4 P/S damage, x2 crit, 10' increment) [002lb.]
Belt: Masterwork Thieves' Tools [002lb.] <100GP>
Backpack [002lb.] <002GP>
Backpack: Bedroll [005lb.] <0.1GP>
Backpack: Flint and Steel [---lb.] <001GP>
Backpack: Torch x5 [005lb.] <.05GP>
Backpack: Trail Rations x3 [003lb.] <1.5GP>
Backpack: Fishhook [---lb.] <0.1GP>
Backpack: Waterskin[004lb.] <001GP>
Backpack: Nice Clothes from the store.
Backpack: Alchemist's Fire x2[2.5lb.] <40GP>
Backpack: Alchemist's Frost x2[2.5lb.] <40GP>
Backpack: Smoke Bomb x2[2 lb.] <80GP>
Backpack: Thunderstone x1[1 lb.] <30GP>

GP 645.05

Total Weight: 71 lb.
Loads: 0-76 lb. Light, 77-153 lb. Medium, 154-230 lb. Heavy


Background
-------------------
The nomadic Valsein tribe was known, amongst other things, for its people's physical acuity, and no small amount of shared expertise with bows.  Roaming the plains to the south, they mostly lived a peaceful existence, with the occasional altercation with a bandit gang or other group that was less than friendly.  However, as is wont to happen in the world, catastrophes happen that are inescapable and unfightable.  The recent breakout of a plague amongst the regions to the south--and subsequent spread to the tribe--was one such problem, and to save their children from what would have been otherwise certain death, several families sent their children away on horseback.  No small number died--some to the plague they had hoped to escape, others to the wilderness or starvation.

Aleph, of the Kae subfamily, was one of the lucky ones who survived.  Sent at roughly four years of age, he luckily found a growing farming village.  Upset, starving, and homeless, and arriving slumped on horseback from the southern trading entrance, he was taken in by the townspeople, and raised there.  Demonstrating remarkable coordination and an ability to pick up skills almost naturally, he was taught the bow at a later age, and eventually set to the task of guarding crops and herds from any potential wandering thieves and animals.  The abilities fit the job, so what could go wrong?

...Aleph got bored.  Not much in the way of attacks or attempted theft had occurred, and as such, he had a tendency to often sleep on the job.  Much to everyone's dismay, he ultimately grew into the one thing a farming village despised the most: a freeloader.  More precisely, a freeloader that did his job only some of the time (usually with advance warning of something in the area), slept more of his hours, hunted for his own food, stayed the night either outside in public places or in the inn, and when he did get paid, had a tendency to use what wasn't spent on the arrows and bow maintenance for drinking...

...and it couldn't be said that the occasional episode of having to avoid varied thrown objects after getting a view of one of the more attractive girls' unmentionables was exactly bad for his dodging...

Iron Dragoon

#3
Do me a favor and check my maths and stuff. My ability point went into Dex. Formatting/spacing sucks.
___________________________________________________________________________________
Brina Driscoll
Female
Age: 23
5' 7"
125 Pounds
Dark brown hair
Green eyes
Level: 6 (Executioner: 5 / Harrier: 1)      

Stats:                              
Strength      12 (+1)                          
Dexterity      19 (+4)                          
Constitution  14 (+2)                          
Intelligence   10 (+0)                          
Wisdom        16 (+3)                          
Charisma        8 (-1)                          
                             
Traits                              
City Rat - Bravo: +1d6 Sneak attack                          
Swift: +10 Foot Movement                          
                             
Hit Die:75/75 1d4+4 (6)
Speed: 50 (30 Base + 10 Swift + 10 Harrier)                              
                         
Skill Groups-  
Executioner:                             /      Harrier:      
Athletics, Perception, Stealth      /      Agility, Athletics                  
Skill Points: 1st (6 + Int Mod x 4) 24   Skill Points: 1st (8 + Int Mod x 4) 32                  
Additional Level: 6 + Int Mod (6)        Additional Level: 8 + Int Mod (8)                  
                                     
BAB: +6/+1 (Ex:5 / Hr: 1)/ +7/+2 attack; +2 Damage with Dagger (feat)            
BDB: +5 (Ex:5 / Hr: 1) (-1 Multiclass)                      
Initiative: +4
Attack Bonus: 6 (BAB) + 4 (Dex/Finesse) + 1 (Weapon Focus) + 2 (Special Properties) = +13 / +8 (+15/+10 if Flanking)
Attack Damage: 1d4+3 (+1 Str, +2 Weapon Focus)
Sneak Attack: 5d6 (Executioner: 3d6 / Trait: 1d6 / Feat: 1d6)
Armor: 10 + 5 (BDB) + 4 (Dex) = 19

                       
Special Abilities:
Execution Pool: Gain number of Tokens equal to level                  
Executioner's Eye: Study enemy, gain 2 Tokens on successful opposed roll (Sense Motive vs. BAB/Bluff)      
Hindering Cut: Spend 1 Token; if attack is successful, on an opposed roll opponent suffers -1 to attack and defense, or a -1 square speed penalty, effects stack (DC 16 + Tokens + Sneak Attack Dice)        
Combat Speed: Gain speed bonus listed in table (+2/10 feet); double Dex bonus for tumble; full speed while tumbling      
Combat Mobility: When you provoke an attack of opportunity due to movement, you gain +4 bonus to defense.  
Armor Piercing Strike: Before an attack, spend 2 tokens to reduce enemy DR. (-1 DR)      
Create Distraction: Spend 2 tokens; if you hit, enemy must make a Spot Check (DC: 16 + extra tokens), Hide if successful.                  
                             
Feat Progression:                            
1: Finesse 1, Power 1
2: Finesse 1, Power 1, Defense 1
3: Finesse 1, Power 1, Defense 1
4: Finesse 2, Power 2, Defense 1, Lore 1
5: Finesse 2, Power 2, Defense 1, Lore 1
6: Finesse 3, Power 3, Lore 2, Defense 1, Other 1          
                             
                             
Proficiencies:                              
Simple/Martial Weapons                    
Light Armor
                         
Feats:                  
Weapon Finesse: 1/3 - (1) Apply Dex modifier instead of Str modifier to attacks. (3) +1d6 Sneak Attack         Mobility: (1) +4 Defense Bonus against attacks of opportunity due to moving.              
Weapon Focus: 1/2 - (1) +1 attack bonus; (2) +2 damage bonus
 
Roll Mod
Skill's Group/Name
Group
Rank
Ability
Synergy
Other
Athletics (H/E)
9
+10
Climb
| - |
+9
+1 (Str)
+12
Jump
| - |
+9
+1 (Str)
Tumble
+10
Swim
| - |
+9
+1 (Str)
Agility (H)
9
+15
Balance
| - |
+9
+4 (Dex)
Tumble
+3
Escape Artist
| - |
+9
+4 (Dex)
+19
Tumble
| - |
+9
+4 (Dex)
Jump
+4 (Combat Mobility)
Perception (E)
9
+12
Listen
| - |
+9
+3 (Wis)
+12
Sense Motive
| - |
+9
+3 (Wis)
+12
Spot
| - |
+9
+3 (Wis)
+9
Search
| - |
+9
+0 (Int)
Stealth (E)
9
+13
Hide
| - |
+9
+4 (Dex)
+13
Move Silently
| - |
+9
+4 (Dex)
Other Skills
+4
Bluff
| - |
+5
-1 (Cha)
+10
Open Lock
| - |
+6
+4 (Dex)
+15
Sleight of Hand
| - |
+9
+4 (Dex)
Bluff
SUM:
=56=

Other synergy: Diplomacy+2 (Bluff), Intimidate+2 (Bluff), Use Rope+2 to bind someone (Escape Artist), Survival+2 to follow tracks (Search)

Equipment:
Dagger, MW5 (Attack +2) - 2620 GP
Dagger, MW1 x4 - 416 GP
Shortbow - 60 GP
Arrows (40) - 2 GP
Leather Armor, MW3 (DR Bonus +d2+1) - 130 GP
Cloak, Reversible (Muted Colors (urban) inside/ Green-Brown Mottle (forest)) +2 Hide Bonus - 75 GP

Backpack (2 GP):
-Tent; 10 GP
-Bedroll; 1 SP
-Blanket, Winter; 5 SP
-Flint, Steel; 1 GP
-Clothes, Plain (4); 4 GP
-Waterskin (3) - 3 GP
-Rations, Trail (10) - 5 GP
-Rope, Hemp (2) - 2 GP
-Grappling Hook; 1 GP
-Mirror, Steel; 10 GP
-Lantern, bullseye; 12 GP
-Oil (10); 1 GP
-Signal Whistle; 8 SP
-Thieves' Tools, Masterwork; 100 GP
(Cost: 162 GP; 5 SP)

Money on Hand- 99 Gold; 5 Silver
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Background:
Brina grew up with her father and four siblings, one younger brother and three younger sisters. As the eldest child, she had to learn her father's trade; that of a scout and hunter. In her younger years, she helped her father by taking the skins and extra meat to a butcher in the city. She made a few friends with the local orphans, occasionally passing them a small portion of the hunt. In return, they taught her what they knew, the skills of the street. What they taught her, she quickly worked into her hunting, preferring to stalk her prey and eventually becoming skilled enough to hunt successfully with blade instead of bow. As her younger brother grew and became the heir of their father's trade, she began to find herself getting pushed out of the house. Her younger sisters learning more womanly trades, she finds herself without prospects and with a reputation for both her friends in the streets and dodging through trees, she decides it time to strike out on her own and make her fortune.

Having decided on her fate, Brina began moving about and fell into becoming a convoy guard and body guarding. In her effort to move away from her home, she was eventually hired to be the body guard for the wife of a village councilman; one serving in a village named (name of village). During the trip, Brina became friendly with her client and discussed her intent to move on. Once the contract was completed, the client introduced her to the group, hoping to help give the young woman direction in life, and better survival odds...
______________________________________________________________________________________________________

Personality:

Brina grew up as the eldest child of her family, and ultimately bore the responsibility for her siblings in addition to learning her father's trade. Her father absolutely enforced the value of family into her, not being able to afford any stubborn selfishness from his eldest while trying to provide for a family of six with only his eldest daughter for help. This ideal was taken so close to her heart, that she voluntarily left her home to make her family's life easier when the family out-grew the home.

The quiet, calm, and patient nature of her father's trade was ingrained into her from a young age and became the core of her personality. She is typically quiet and observing, having learned through her trade and dealing with the squabbles of her siblings that there are never simply two sides to a story; she also quietly basks in small moments with her friends and family. This lends her interaction with others as a 'fly on the wall' feel, people overlooking her even more-so since her training has ingrained the absence of minor movements, only speaking up when she has something useful to add or to present a different view point to the discussion.

Between dealing with her siblings and what she has learned from the street orphans, she has become well adept at picking up the unconscious ticks of those around her, and has applied that skill to dealing with rambunctious youngsters, ranging from her brother and sisters to the orphans she spends time with. Watching the street orphans grow up has given her a sense of quiet sorrow after watching them turn from children that were happy and energetic when she came around turn into sullen and haunted young adults.

The experience she gained from helping to raise both her siblings and the street orphans has given her an air of authority, much like a matron. While not overly forceful in normal interactions, she none-the-less has acquired a core of steel and expects her words and opinions to be given weight and credit. While her nature seems to be more of a matron at first clash, she none-the-less is well skilled in knife work and hunting, and carries that confidence with long practiced graced.

She is, ultimately, the big sister who silently watches over those close to her, helping unobtrusively and keeping the peace, but reacting with the swift harshness and vengeance of the hunter she is.
This is not the greatest post in the world, no... this is just a tribute.