Hero, CL1 (0xp-1000xp) Action Dice: 3d4
Origin: Elf, Spider Nation Talents: Sorcerer Classes: Explorer 1
Features: Female - 83yo, 5'6", 110lbs, White Hair, Blue Eyes, Dusky Skin
Attributes:
Str: 10 (+0) Dex: 16 (+3) Con: 10 (+0) Int: 13 (+1) Wis: 17 (+3) Chr: 13 (+1)
Interests: +3 Ranks
Languages: Elvish, Midron* Alignment: Shelloth the Weaver
Studies: Homeland: Toonela, Poisons
Skills - 28 points, Max 4 (*= Origin Skill)
Athletics 4, Blend 3 (+4), *Crafting: Pharmacy 4 (+5), Haggle 1 (+4), Investigate 3 (+6), Notice 2 (+5), Prestidigitation 1 (+4), Resolve 1, Ride 1 (+4), Search 1 (+2), *Sneak 4 (+7), Survival 3 (+6)
Racial Abilities/Feats:
Aloof - Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
Burden of Ages -Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the younger species. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).
Keen Sight - Your visual range increments are equal to your Wisdom score × 50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re Aiming.
Natural Elegance - Your Appearance bonus increases by +1.
Sharp Hearing - Hearing range increments are equal to Wisdom score × 10 ft (160ft). Further, you may always act during a surprise round unless deafened.
Spider Nation -You gain darkvision II and light-sensitive (see pages 233 and 234), as well as a 50% discount when purchasing poison. Also, the lower of your Intelligence or Charisma scores rises by 1(your choice in the case of a tie), and when taking the Basic Skill Mastery feat you have access to a new skill pair: Dark Elf (Sneak & Spellcasting). However, the Disposition of any character who’s
aware of your species and doesn't share your native culture worsens by 10.
General Abilities/Feats:
Charming - Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5
Paired Skills - Each time you gain 1 or more ranks in the Spellcasting skill, you gain equal ranks in the Intimidate skill. This may not increase your Intimidate skill beyond its maximum rank.
Terrifying Look - The Will save DCs of stress damage you inflict increase by 4.
Defenses:
Initiative: +4
Armor: DR2 (Moderate, Fire 5) Defense: 13 (+1CL, +3 Dex, -1AR) Vitality: 9 Wounds: 10
Fortitude: 2 (+2CL) Reflex: 4 (+1CL, +3 Dex) Will: 3 (+3 Wis)
Proficiencies, 4 ranks:
Edged, Blunt, Hurled, +1 Trick: Venom Master
Tricks:
Venom Master - Poisoned weapons are very dangerous in the character’s hands. When he makes an attack with the poisonous or venomous quality, he may raise his error range by 1 to lower the poison’s first Incubation Period to Instant. With a miss, the character becomes flat-footed at the end of his current Initiative Count. The character may apply this trick a number of times per combat equal to the number of Covert feats he has (min. 1).
Weapons:
Long knife +0 , 1d6+3 lethal, 19–20, Finesse, keen 4, T/1h, Hard 2, 2 lbs.
Chain +0, 1d6 subdual, 20, Hook, reach +1, D/1h, Hard 1, 5 lbs.
Throwing knife (10) +3, 1d4 lethal, 19–20, 15 ft. × 3, Poisonous, D/1h, Hard 1, 1/2 lb.
Combat Abilities/Feats:
Whip Basics - While holding a readied whip, you may Handle Items and Tire characters within your Reach. Also, you gain a stance.
Vicious Intensity (Stance): If you made no attacks last round you gain a +2 bonus with melee attack checks and damage rolls this round.
Class Abilities and Feats:
Friends All Over - You gain the Extra Contact feat. You may gain the Extra Contact feat a second time later, as your character options allow. Also, once per adventure you may spend 1d6 hours and 1 action die to summon one of your contacts, even if you’re nowhere near their residence, so long as there are at least 40 people within a 25-mile radius (e.g. a small swamp-side dock, a nomad camp in a vast desert, etc.)
Tomb Raider - You’re familiar with all manner of dangerous locations — how to get in, and how to get out alive. At Level 1, each time you fail an Athletics or Search check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
Extra Contact - You gain an additional contact with a Reputation value of 30 or less who doesn't count against the number of Prizes you may keep.
Move/Carry:
Speed: 40ft, 4mph Size: M/1/1 Carry: 50/150/350 Lift/Push: 450
Gear:
Moderate leather armor (DR 2; Resist Fire 5; DP –1; ACP –0; Spd –5 ft.; Disguise +0)
Rations (x 7)
Blanket/bedroll (Cold Resistance 4)
Prizes:
Contact, Dursiel the Spinner (Fortune Teller, see FC2P pg. 245)
Coin/Lifestyle:
Total Lifestyle: 2 Appearance: +1 Panache: +0 Prudence: +2
Coin in Hand: Stake: 0
Reputation and Renown:
Legend: +1 Reputation: 0 Renown: 0
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Background:
Sheya is an orphan from Toonela, home of the Spider Tribe of elves. Raised in the vast and endless caverns of Toonela by her guardian and mentor Dursiel the Spinner, she is accustomed to being in dark and mysterious places that might otherwise intimidate even her own kind. From Dursiel she learned the secret weave that connects all living things to one another and their fates, as well as the crafting of medicines and poisons.
Upon reaching adulthood, Sheya gained employment and purpose as a 'Pathfinder'; mapping out the cast caverns of Toonela that runs under the earth and connects all of Vistria through secret paths known fully only to the Goblin races.
Although over eighty years old, Sheya is still considered young and inexperienced by her own people's standards, and has much to learn about the world and it's workings.
Sheya is also a devout worshiper of Shelloth the Weaver, and she seeks after the goddess' guidance as she follows the weave of her own fate. That being said, like all wise beings she is also fearful of the goddess as well, knowing that she is fickle and is known to be capricious and cruel even towards those who love her best.