Art by @peritwinkle
Name: Kaerri Elvenheart
Ancestry: Half wood elf
Deity: Poseidon
Class: Level 7 Rogue/Level 7 Shadowdancer
Size: Medium
Alignment: Neutral Good
Speed: 30 feet per action
Gender: Female
Age: 28
Height: 5'4"
Weight: 110
Hair: Strawberry blonde
Eyes: Brown
Strength: 10 (+0)
Dexterity: 22 (+6)
Constitution: 16 (+3)
Intelligence: 20 (+5)
Wisdom: 12 (+1)
Charisma: 12 (+1)
Hit Points: 99
Armor Class: 27 =10 +10 Elven chainmail +6 Dex +1 Dodge
Touch Armor Class: 17 =10 +6 Dex +1 Dodge
Initiative: +11 (+6 Dex, +1 Quick-witted signature ability, +4 Charm of Bastet)
Base Attack Bonus: +10/+5
Sneak Attack damage: +4d6
Fortitude Save: +8 (+2 Rogue, +2 Shadowdancer, +3 Con, +1 Luckstone)
Reflex Save: +16 (+5 Rogue, +4 Shadowdancer, +6 Dex, +1 Luckstone)
Will Save: Expert +6 (+2 Rogue, +2 Shadowdancer, +1 Wis, +1 Luckstone)
-- 30% half-elf resistance to Charm spells and effects (rolled before saving throw)
-- immune to Enchantments of 4th level or lower cast by reptiles (Charm of Bastet)
-- +2 vs. Enchantments
-- immune to sleep spells and effects
-- +2 vs. traps
-- +2 vs Fear effects (Courage signature ability)
Action points: 11
Signature abilities:
Quick-witted -- Adds +1 to initiative
Courage -- Add +2 to Will saves against Fear effects
Cat feet -- Automatically take 10 on Move Silently checks
Languages: Common, Elven, Halfling (Int), Aquatic (Int), Dwarven (Int), Draconic (Int), Giant (Minotaur) (Int), Thieves' Cant (Rogue), Terran (Armand) (Linguistics), Ignan (Linguistics), Avian (Linguistics)
Feats
Total character feats: 7 (1, 3, 5, 7, 9, 11, 13)
Bonus half-elf feat (Skill Focus)
Bonus feat from Highwind Knight's medal (Rapid Reload)
Feat: Skill Focus: Stealth (Half-elf bonus feat)
Description: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Prereqs: none
Page: 134
Feat: Rapid Reload (light crossbow)
Description: Choose a type of crossbow (hand, light, or heavy). The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
Prereqs: Weapon Proficiency (crossbow type chosen)
Page: 132
Feat: Dodge (character level 1)
Description: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Prereqs: Dex 13
Page: 122
Feat: Mobility (character level 3)
Description: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Prereqs: Dex 13, Dodge
Page: 130-131
Feat: Alertness (character level 5)
Description: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prereqs: none
Page: 117
Feat: Skill Focus: Perception (character level 7)
Description: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Prereqs: none
Page: 134
Feat: Deft Hands (character level 9)
Description: You get a +2 bonus on Crafting and Thievery skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prereqs: none
Page: 121
Feat: Stealthy (character level 11)
Description: You get a +2 bonus on all Thievery and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prereqs: none
Page: 135
Feat: Skill Focus: Thievery (character level 13)
Description: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Prereqs: none
Page: 134
Skill points: 168 (91 rogue, 77 shadowdancer)
Conditional modifiers in gold
Skill . . . . . Total = Ranks + (Ability Mod) + miscellaneous bonuses/penalties
Acrobatics . . . . . +24 = 14 ranks + 6 Dex + 1 luckstone
Arcana . . . . . +6 = 0 ranks + 5 Int + 1 luckstone
Athletics . . . . +14 = 10 ranks + 0 Str + 1 luckstone (+ 4 swim, Trophy of Typhon)
Crafting (Traps) . . . . . +18 = 7 ranks + 5 Int + 2 Deft Hands feat + 1 luckstone
Crafting (Locks) . . . . . +18 = 7 ranks + 5 Int + 2 Deft Hands feat + 1 luckstone
Deception . . . . . +19 = 14 ranks + 1 Cha + 1 luckstone
Diplomacy . . . . . +13 = 8 ranks + 1 Cha + 1 luckstone
Intimidation . . . . . +2 = 0 ranks + 1 Cha + 1 luckstone
Linguistics . . . . . +12 = 3 ranks + 5 Int +1 luckstone
Lore (Fishing) . . . . . +10 = 4 ranks + 5 Int + 1 luckstone
Lore (Geography - Averlundian) . . . . . +13 = 7 ranks + 5 Int + 1 luckstone
Lore (Geography - Rhumian) . . . . . +7 = 1 rank + 5 Int + 1 luckstone
Lore (Monster) . . . . . +14 = 8 ranks + 5 Int + 1 luckstone
Lore (Planes) . . . . . +14 = 8 ranks + 5 Int + 1 luckstone
Lore (Sailing) . . . . . +7 = 1 rank + 5 Int + 1 luckstone
Medicine . . . . . +3 = 1 rank + 1 Wis + 1 luckstone
Nature . . . . . +5 = 3 ranks + 1 Wis + 1 luckstone
Occultism . . . . . +9 = 3 ranks + 5 Int + 1 luckstone
Perception . . . . . +29 = 14 ranks + 1 Wis + 4 Alertness feat + 6 Skill Focus feat + 1 luckstone
Performance (Dance) . . . . . +19 = 14 ranks + 1 Cha + 1 luckstone
Religion . . . . . +3 = 1 rank + 1 Wis + 1 luckstone
Sense Motive . . . . . +19 = 10 ranks + 1 Wis + 4 Alertness feat + 1 luckstone
Society . . . . . +11 = 5 ranks + 5 Int + 1 luckstone
Stealth . . . . . +34 = 14 ranks + 6 Dex + 6 Skill Focus feat + 4 Stealthy feat + 1 luckstone (+ 30 hide, True Cloak of Elvenkind) (+ 10 move silently, Boots of Elvenkind) (See Cat feet signature ability)
Survival . . . . . +2 = 0 ranks + 1 Wis + 1 luckstone
Thievery . . . . . +40 = 14 ranks + 6 Dex + 6 Skill Focus feat + 4 Deft Hands feat + 4 Stealthy feat + 1 luckstone + 2 masterwork thieves' tools (+5 escape artist, Sash of Escape)
Rogue
Sneak attack +4d6: anytime target is denied their Dex bonus to AC or when the rogue is flanking her target.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Thievery skill checks made on traps (+3). A rogue can use Thievery to disable magic traps.
Evasion: If the rogue makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Must be in light or no armor and not helpless.
Trap Sense +2: Applies to Reflex saves made to avoid traps and to AC against attacks made by traps.
Uncanny Dodge: Cannot be caught flat-footed, and does not lose Dex bonus to AC if the attacker is invisible. (Can still lose Dex bonus to AC if immobilized or if an opponent successfully uses the feint action against her.)
Rogue Talent: Fast Stealth: Allows the rogue to move at full speed using the Stealth skill without penalty.
Rogue Talent: Trap Spotter: Whenever the rogue comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Rogue Talent: Quick Disable: The rogue takes half the normal amount of time to disable a trap using the Thievery skill (minimum 1 round).
Shadowdancer
Hide in Plain Sight: The shadowdancer can use the Stealth skill even when being observed. As long as she is within 10 feet of an area of dim light, she can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Darkvision: The shadowdancer gains darkvision out to a range of 60 feet.
Improved Uncanny Dodge: Cannot be flanked. Denies another rogue the ability to sneak attack her by flanking unless the other rogue has at least 4 more rogue/shadowdancer levels.
Shadow Illusion (Sp) 3/day: This ability functions as silent image, using the shadowdancer level as the caster level. She can use this ability once per day for every two shadowdancer levels. The DC for this ability is Charisma-based.
Summon Shadow (Su)
Shadow Call (Sp) 2/day: This ability functions as shadow conjuration, using the shadowdancer level as the caster level. She can use this ability once per day plus one additional time per day for every 2 levels beyond 4th. Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based.
Shadow Jump (Su) 80 feet: The ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. She can jump up to a total of 80 feet each day. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll: Once per day, when the rogue would be reduce to 0 or fewer hit points by damage in combat (by weapon or other blow, not a spell or special ability), she can attempt to roll with the damage by attempting a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage; if she fails, she takes full damage. Must be aware of the attack and able to react to it (if she is denied her Dex bonus to AC, she can't use this ability).
Slippery Mind: If the rogue is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Rogue Talent: Ledge Walker: Allows the rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, she is not flat-footed when using Acrobatics to move along narrow surfaces.
Rogue Talent: Resiliency: Once per day, the rogue can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogues hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Weapons (ready for use)
Wave (unique intelligent trident +3)
-- Total to hit: +13/+8
-- Damage: 1d10+3 piercing
-- Critical: Special (1d10+3 plus 1/2 HP)
-- Wave has a number of special abilities that Kaerri has discovered through roleplaying (granting his wielder the ability to breathe water; creating a Cube of Force around himself, able himself to speak with all underwater creatures) but she's not convinced he's yet told her everything he can do...
Mithril long-knife +3 (from Ben the Smith)
-- Total to hit: +13/+8
-- Damage: 1d6+3 piercing
-- Critical: 17-20/x2 (keen-edged)
-- Range: 10 feet
Stinger (rare light crossbow +4)
-- Total to hit: +22/+17
-- Damage: 1d8+6 piercing (+4 Stinger, +2 Bracers of Marksmanship)
-- Critical 19-20/x2 (stacking critical up to x4)
-- Range: 80 feet
-- Of half-elf make; can Slow 3/day (Will DC 15, lasts 8 rounds)
-- 10 crossbow bolts +2 (adds to damage and attack; as per Shop Talk, attack bonus does not stack with crossbow bonus)
-- 12 masterwork crossbow bolts (adds +1 to attack; as per Shop Talk, does not stack with crossbow bonus)
In the hands of any but a half-elf, this weapon is a +2 light crossbow. In the hands of a half-elf, the weapon gains the following bonuses:
- Bolts from Stinger may hamper the combat ability of opponents. If the strike causes damage to the target, the target must roll a saving throw (Will, DC 15) or be Slowed for 8 rounds. This function can be attempted three times per day. Bolts fired thusly strike with a purple explosion of magic.
- Stacking Critical (max x4!): When you roll a natural 19 or 20 and critically hit, roll again as if confirming the critical under previous rules. Every successful attack roll against the target's AC increases the critical modifier by 1 and results in another roll (up to x4). Once the roll fails, however, the critical modifier stays as is. Ex: Kaitha, the half-elven Paladin, rolls a 19 to hit an ogre. The weapon has scored a critical hit (critical modifier x2). Kaitha's player rolls again, with a total of 21, which is a successful hit and raises the critical modifier by 1 (total of x3). She rolls a third time, a 9, and the critical successes stop at x3. Stinger strikes for 3d8 +12 points of damage, and the ogre howls painfully.
- Stinger is a collapsing crossbow. Upon uttering the command word (Drualli - "Sleep"), Stinger becomes an easy-to-hide rectangular object (1 ft long, 3 inches wide, 3 inches deep). The crossbar folds along the sides, the trigger and handle fold inside the body, and the sights and ridges flatten. The bowstring becomes Reduced, and the weapon overall becomes highly portable. The command word Alsti ("Fly") reverses Stinger to its normal shape and size.
Spike Shot (rare sling +3)
-- Total to hit: +19/+14
-- Damage: 1d6+3
("Increases damage for launched object to the next dice greater; i.e., d4 becomes d6")
-- Critical: 19-20/x2
-- Range: 50 feet
-- From Anubis priests
-- "Named such as the object launched becomes covered in tiny, sharp spikes. Once Spike Shot strikes, the launched stone or object reverts to its normal shape."
-- 8 magical sling bullets (+1 to damage and attack; as per Shop Talk, attack bonus does not stack with sling bonus)
-- 14 sling stones
Bola
-- Total to hit: +16/+11
-- Damage: 1d4
-- Critical: x2
-- Range: 15 feet (-3 increments)
-- Special: +2 to entangle
Weapons (in pack)
Dagger +3
-- Total to hit: +13/+8
-- Damage: 1d4+3 piercing
-- Critical 19-20/x2
-- Range: 10 feet
-- From Ben the Smith
2 Daggers +2
-- Total to hit: +12/+7
-- Damage: 1d4+2 piercing
-- Critical 19-20/x2
-- Range: 10 feet
-- From Habib the Necromancer
Armor
Asgardian Elven Chainmail +5 (not enchanted; this is the inherent bonus of the armor)
-- Armor Bonus: +5+5
-- Dexterity Modifier Cap: +8
-- Check Penalty: -0
-- Speed Penalty: none
-- Forged by Asgardian elves of unknown metal
Jewelry and other items
Kaerri has rather a lot of such things; the ones she is currently wearing are marked with **
** Trophy of Typhon: +4 to Athletics checks involving swimming (and user cannot fumble); may be used with other non-fiery magical necklaces. "This beautiful assortment of seashells, undersea magical runes, and predators' teeth is a tribute to heroes of the undersea (especially those of the Sea Elven folk). Creatures of the sea (especially the Deep Sea) will recognize the Trophy of Typhon upon first glance and will act accordingly. If legends are to be believed, some sea predators will refuse to attack a user of such a trophy."
** Charm of Bastet: Improved Initiative (+4), Cat's Grace 1/day, Immune to Enchantments spells/effects cast by reptiles (4th level or lower). "An expertly-carved golden figurine of a perched Abyssinian cat, dangling from a chain of intertwined kittens. The kittens seem to be chasing one another from right to left. Each kitten bears a hieroglyph. When all are read, the following is learned: 'Enrich the world with life. Cleanse the path to greatness with power, wisdom, patience, and the corpses of your foes. Retire and enjoy life and all of its blessings.' If the user is not in good standing with the Egyptian goddess Bast, this item works as a loadstone. Taboo: Never pass up the opportunity to destroy minions of Set."
** Knight of Highwind medal: shows rank of Knight in Highwind's nobility (not magical)
Brooch of Blending (transforms Half-elves to look either as humans or elves, more)
** Henrietta's Hallowed Hairpin
"I recognize this imprint! This is one of Henrietta's Hallowed Hairpins from the market square, except this one is... probably Oti's age?" She winks at her handsome half-elf. She reaches over and holds it up. It is a delicate and shiny Highwindian hairpin carved from white wood in an old wooden case at least 50 years in age (value 1 g.p.).
"This hairpin will magically keep in place any hairstyle to which it is affixed. However, Henrietta was known to loathe the undead. According to books I studied in the Church-fortress of Saint Cuthbert, is said that any corporeal undead creature to whom this pin is stuck into will not be able to transform into any type of incorporeal matter. Ever since I read that, I've always wanted to see if it is true!"
(DM notes: In actuality, this is a +3 Hairpin, 1 h.p. piercing damage. Treated as both a Good/holy and silver weapon for purposes of Damage Reduction.)
Ring of Warmth: Continual Endure Elements (absorbs 5 points of cold damage per round)
Ring of Invisibility: at will
** Ring of Freedom of Movement: at will
Rary's Telepathic Ring: From Shalin Riversbane
** Ring of Featherfalling (borrowed from Bria)
** Sash of Escape: +5 to Thievery (escape artist checks only)
** Bracers of Marksmanship: +2 to hit and damage with bows and crossbows; from Kath via Shalin
** Boots of Elvenkind: +10 to Stealth (move silently checks only)
** True Cloak of Elvenkind: +30 to Stealth (hide checks only)
Equipment (in pouches, pockets, and other easily-retrievable places)
Luckstone: +1 to saves, skill checks, and ability checks
shell (from Wave, when Kaerri first saw the ocean)
5 lengths of silk (4" by 18", 1 white, 4 deep blue, 4 sea blue)
bag of 28 marbles
2 fishhooks
bola, slings, etc.
Signet ring of King Thorin of Morgandir
Highwind royal token (x3)
6 vials of holy water
Potion of Invulnerability
blue Potion of Light - "just a tiny bottle filled with liquid-light; each has a peaceful, soft radiance of that brings out the detail in many objects."
Scroll detailing the care and use of the jade hippogriff figurines
Green-and-white scroll that shared the case with the hippogriff scroll
Crystal ball for contacting Oscar
Equipment (in backpack)
flint and steel
map case (map of Highwind)
pencils (red, blue, black)
2 pieces of chalk (white)
hooded lantern
2 oil flasks (empty)
grappling hook
waterskin (full)
rainbow ink and quill
scroll case (from ship)
Arrow of Direction (used)
Rope of Climbing
Lantern of Revealing (bull's-eye lantern)
Flask of white phosphorescent stuff
Plant fiber (Shadowplane)
Bit of rock ogre
Key to black iron chest (St. Cuthbert)
Map (Highwind to Mithril Tomb)
Glamered miniskirt
5 daggers
In Kaerri's room at the Highwind Adventurers' Guild
short sword, 9 brass keys, 8 pieces of chalk (white), hand lamp, bell, 2 orc arrows, waterskin, 4 blankets, 2 sets of traveler's clothes (navy breeches and vests, ivory shirts), snowshoes and 6' pole
In the Elvenheart home in the Forest Eternal
perfume, soap, cards, dice, whetstone, explorer's outfit, 9 candles (evergreen), 4 mirrors, 1/2 pound of herbs, 1/2 pound of salt, waterskin (empty), cold weather gear, whistle
Money:
39 mithril
5 platinum
2 gold
24 silver
3 copper
Gems:
8 golden pearls
Rublets (Rhumian currency):
87 green
22 blue
2 black
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