Born with a skin as dark as a Dark Elf, and hair as
white as one -- only identified as Wood Elf by scrutinizing.
ICON RELATIONSHIPS
Positive: The Prince of Shadows(2 points)
Conflicted: The Elf Queen(2 points)
BACKGROUNDS
Lockpicking, shadowing, pickpocketing, general Thievery skills
picked up when living with the Dark Elves (4 points)
Magician (sleight of hand) at the Elf Queen's Court (2 points)
Ratcatcher at the Elf Queen's Court (1 point)
Apprentice of a clockworkmaker at the Elf Queen's Court (1 point)
RACIAL POWER
1
Elven grace
Roll a die at the start of every turn;
if the result is less than the escalation die, you get an
extra standard action. The die starts with d6, move upward
through d8, d10, d12, d20 on every success. No more extra
actions after a success with d20.
TALENTS
1
Murderous
Against staggered enemies, your crit range with
rogue attacks expands by 2, and you gain a +2 attack bonus
(Adventurer's Level Feat).
2
Shadow Walk
You gain the Shadow Walk at-will
power: as a move action before you have used your
standard action this turn, if you are not engaged, you can
make the following "attack" against all nearby
enemies, targeting the enemy among them with the highest
Mental Defense. Attack: Charisma + Level (9) vs MD Hit: Remove yourself from play. At the start of your
next turn, return anywhere nearby that you could have moved
to normally during your turn, and deal double damage with
your first rogue attack that turn. Twice per day, you can
reroll the rogue attack that follows your succesful use of
shadow walk (Champion Level Feat). Miss: No effect. You can't attempt to shadow
walk again until your next turn, but you still have your
standard and your move action this turn (Adventurer's Level Feat).
3
Tumble
You gain a +5 bonus to disengage checks. In addition,
while you are moving, if an enemy moves to intercept you, you can
make one disengage check per intercepting enemy as a free action
to avoid that enemy, but you must stop the first time you fail
any of those disengage checks.
FEATS
1
Heritage of the Sword (A)
You gain a +2 damage bonus with swords
that deal d6 and d8 damage.
2
Shadow Walk (A)
On a miss, you can still use your
move action normally (but you still can't Shadow Walk this turn).
3
Shadow Walk (C)
Twice per day, you can reroll the rogue attack
that follows your succesful use of shadow walk.
4
Murderous (A)
You gain a +2 attack bonus against staggered
enemies.
5
Improved Initiative (A)
+4 to all initiative checks.
6
Spiky Bastard (C)
Damage now applies when you are staggered,
though obviously not while you are unconscious.
CLASS FEATURES
1
Momentum
You gain momentum when hitting an enemy with an
attack. You lose momentum when you are hit by an attack. The
default is that you can use momentum powers without losing
momentum, but a few powers specify that you must spend your
momentum to use them. You don't have to use attacks that
require momentum against the foe you hit to gain momentum. Most
momentum powers are interrupt actions.
2
Sneak Attack
Once per round when you make a rogue melee
weapon attack against an enemy engaged with one of more of your
allies, you can deal +3d6 damage.
3
Trap Sense
If a rogue's skill check involving a trap is
a natural even failure, the rogue can reroll the skill check
once. If a trap's attack roll against a rogue is a natural odd
roll, the rogue can force the trap to reroll the attack once.
POWERS & SPELLS
1
Sure Cut
Melee attack At-Will Special: You must have momentum and be able to deal your
Sneak Attack damage to the target if you hit. Target: One enemy Attack: Dexterity + Level (10) vs AC Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage. Miss: Deal your Sneak Attack damage + damage equal to
your level (3d6 + 6).
2
Tumbling Strike
Melee attack At-Will Always: You gain a +5 bonus to all disengage checks
you attempt this turn. You can also move to engage an enemy,
make this attack against it, and then use a quick action to
attempt to disengage from it (the quick action disengage lets
you move again if you succeed). Attack: Dexterity + Level (10) vs AC Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage Miss: Damage equal to your level (6).
3
Slick Feint
Melee attack At-Will First Target: One enemy engaged with you Attack: Charisma + Level (9) vs MD Hit: The target is dazed until the end of your next turn, and
you can make an improved attack against a second target. Miss: Your attack action is over; the feint
was a screw-up. Second Target: A different target from the
first target that is engaged with you. Attack: Dexterity + Level + 2 (12) vs AC Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage Miss: Damage equal to your level (6).
4
Flying Blade
Ranged attack At-Will Special: You must use a small bladed weapon with
this attack. Target: One nearby creature Attack: Dexterity + Level (10) vs AC Hit: WEAPON (6d8+4) + 2 * Dexterity (8) damage, and
if your natural attack roll is even and
one of your allies is engaged with the target, you can
use your Sneak Attack damage for the round. Miss: Damage equal to your level (6).
BASIC MELEE ATTACK
ATTACK
+10
HIT
6d8+12
MISS
6
Includes +2 dmg w/sword (Feat)
Includes +2 magic weapon dmg
BASIC RANGED ATTACK
ATTACK
+10
HIT
6d6+8
MISS
6
EQUIPMENT
GP: 25
Dice
Music Box
Short Sword
Dagger x 4
Leather armor
MAGIC ITEMS
Boots of Sure Feet: Disengage checks and other checks
involving fancy footwork gain a +2 bonus (champion).
You can walk or run normally through terrain that would usually
slow one down, such as rubble, undergrowth, muck, etc. The boots
don't protect you against damage or similar effects incurred
from hospitable terrain. Reckless Short Sword: recharge 6+
When you miss with an attack, reroll the attack with a +4 bonus.
In addition, until the end of the battle, enemies attacking you add
the escalation die to their attack roll (no effect if the enemy already
adds it for some reason).
POWERS & SPELLS (ct'd)
5
Harmless Misdirection
Momentum Power At-Will (once per round)
Interrupt action; requires momentum Trigger: You miss with a melee attack while an ally is
engaged with the target. Effect: You can pop free from the target, and the target
can't attack you during its next turn as long as your ally
remains engaged with it.
6
Swift Dodge
Momentum power At-Will (once per round)
Interrupt action; requires momentum Trigger: You are hit by an attack against AC. Effect: The attacker must reroll the attack.
7
Spiky Bastard
Daily Quick action Effect: You go all-out to hurt anyone who tries to get a
piece of you. For the rest of the battle, while you’re conscious,
using at least one bladed weapon, and are not stunned,
you deal 10 damage to each enemy that makes a melee attack
against you and rolls a natural odd attack roll. The damage hits
the enemy before their attack damages you.
(includes champion Feat: damage now applies when you are staggered,
though obviously not while you are unconscious.)
BASIC RULES
Rally: Once a battle, use a standard action to rally, spending one
of your recoveries and regain hit points. Specify what gives your
character the will to keep fighting (honor, pride, mission, vengeance,
etc). After the first time you can try to rally, but need to make a
normal save (11+) first. If you fail, you can take your turn normally.
Si'trova is a graceful, tall elf. Her skin
is as dark as that of any dark elf she ever saw, and her hair is
just as white. Her eyes are dark green, unlike most of the dark elves,
and this is one of the tiny details that lets people on to the fact
that she really is not what she seems.
Normally Si'trova dresses
in all black-dyed leather with a few pieces of jewelry to set off her skin.
A long black cape usually hangs on her back.
Background story
Just after birth, Si'trova was found an abberation,
and her mother and father did not want to raise her. As a babe, she
was given to a passing lone Dark Elf merchant named Ghe'an, who saw an
opportunity to create a devoted heir to his business -- which, aside
from regular trading, included far more shady deals as well.
Ghe'an turned out to be a cruel master. Living alone, he made sure
that Si'trova was always there for him. Over time the relationship,
although always tense, grew to some sort of equilibrium. Ghe'an
taught Si'trova some of the rules of trading, although she really was
not interested as such. She also met and went with a few shadier
friends of Ghe'an, who taught her the "art" of pickpocketing,
following, and even the basics of the knives.
The years passed by but as she grew older Si'trova discovered that
she really did not blend in as well as the other younglings among
them. And she never got used to the displays of cruelty so common
in her environment. She noticed that Ghe'an became more and more
complacent, coming to rely on her for the basic menial tasks while
sitting comfortably at home himself. But he always made sure that
she could not escape, even though she really wanted to.
One day, a delegation of the Elven Queen came to visit the
town where Ghe'an and Si'trova lived. Of course Ghe'an was to meet
the delegation, as he was by then considered to be a patron of the
village. But when he returned he had a life-changing message for
Si'trova: he had sold her to the delegation for a hefty sum. She
was to pack her belongings, and return to the court with them.
While she could not agree with his methods, Si'trova did not
like being bought either. And so it was that she went with the
delegation with a heavy heart. Despite the leaders contention that
she was to be set free, she suspected that they would still keep
some strings attached. Upon arrival at the court, her suspicions
were confirmed: she was presented to the Elven Queen as some sort
of price, to be kept close at hand.
Life at court was not hard at all. She was merely expected to
behave toward the noble guests that frequented the balls and festivities.
She soon noted that her complexion was her reason to be there, but
then she was not simply there as someone to laugh at; mostly she
was expected to accompany some gullible lord and laugh with him at
appropriate times. It was a better life than she had had before.
She was put in the care of an old Wood Elf named Otrovin. In
had been at the court for hundreds of years, as a magician. While
his health was detoriating, he was still able to do a lot of magic
tricks, and Si'trova had quick enough fingers to pick up a lot of them.
Together they could put on a magic show not equalled without real
magic.
But upon discovering that she had a better sleight of hand than most,
the Elven Queen did decide to put her to a better use than before --
now, instead of merely accompanying a noble, she was sometimes asked
to "appropriate" some incriminating evidence from his
quarters or clothes. Si'trova did not feel like she had another
choice, so she complied, reluctantly.
Luckily, she had met Rhiannon only a few years after arriving at
the court. Her closest friend was one of the bright stars in her life.
They could always sit and talk for the longest time. Rhiannon also
knew a lot about politics, a subject for which Si'trova did not have
a good head, but she did pick up a bit here and there. In return,
she taught Rhiannon a few tricks of the trade.
Daar vnl tentoongesteld cq goochelaar, heel
soms dirty deeds. At court Rhiannon ontmoet. Toen Rhiannon wegging,
meegegaan.