Aphra Pesara, Fed-Up Citizen female human Fighter [Vengeful Hunter] 1
CG Medium Humanoid (human)
Ex-Asmodean: members of Aphra’s family were once worshipers of Asmodeus. Her family was asked to give up something dear as a sacrifice - in Aphra’s case, she herself. Seeing that in truth Asmodeus does not care for his followers, Aphra managed to escape, leaving the church, as did her family. As a result, her entire family was executed. Ever since, she has vowed to someday get revenge on the church. Aphra gains a +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.
Convincing Liar: Aphra has spent her life perfecting the art of half-truths in order to do what she's needed to do. She gains a +1 trait bonus on Bluff and Intimidate checks and one of these skills (Bluff) is a class skill for you.
Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. Aphra gains a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in Urban and Underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This human racial trait replaces Skilled.
Vengeful Fighter: A vengeful hunter gains Diplomacy, Knowledge (local), and Perception as class skills and loses Knowledge (dungeoneering) and Knowledge (engineering) as class skills.
Favored Class: Fighter
Languages Common, Infernal, Halfling
Age 18 Height 5'7" Weight 155 lbs. Hair brown Eyes brown
Exotic Weapon Proficiency (elven curve blade)
+8 Bluff [1, +3 cha, +1 trait, +3 trained]
+1 Climb [0, +2 str, -1 ACP]
+3 Disguise [0, +3 cha] plus +2 w/ Disguise Kit
+8 Intimidate [1, +3 cha, +1 trait, +3 trained]
+7 Knowledge (local) [1, +2 int, +3 trained]
+6 Perception [1, +2 wis, +3 trained]
+5 Stealth [0, +4 dex, +2 heart of the slums, -1 ACP]
+6 Survival [0, +2 wis, +4 racial (in Urban & Underground settings)]
+5 elven curve blade (two-handed) 1d10+3 18-20/x2 slashing [plus +1 trait to attack & damage vs agents of House of Thrune, worshipers of Asmodeus, and most (but not all) devils] W 7
AC 17 [+4 dex, +3 studded leather armor]
+5 Fort [+2 b, +3 c] may roll twice vs disease and keep better result
+4 Ref [+0 b, +4 d]
+4 Will [+0 b, +2 w, +2 iron will]
ba +1 CMB +3 (+5 to disarm, sunder, trip) CMD 17 (19 to sunder elven curve blade) Speed 30 Init +4
Armor studded leather armor ACP -1 Max Dex +5 Weight 20 lbs.
club M +3 1d6+3 bludgeoning x2 R +5 1d6+2 bludgeoning x2 RI 10 W 3
dagger M +5 1d6+2 piercing or slashing 19-20/x2 R +5 1d6+2 piercing or slashing 19-20/x2 RI 10 W 1
gauntlet [unarmed attack, cannot be disarmed] M +3 1d3+2 bludgeoning x2 W 1
Carrying Capacity str 14 (15): 58
carrying: 52 lbs.
Clothing and Containers
Traveler's Outfit [white shirt with brown vest, sturdy belt, breeches, and ample cloak and hood 5 lbs.
Boots, Fire Resistant [these heavy leather boots contain a layer of brick dust that protects your feet from heat. You gain fire resistance 2 against fire attacks directed at or under your feet, such as walking across hot coals. Repeat or prolonged exposure to fire damage eventually burns the outer leather of the boots, ruining them (typically after about 1d10+20 rounds of exposure) 2 lbs.
Gauntlet [see weapons above]
Backpack, Masterwork [when wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.] 4 lbs.
Bag, Waterproof 1/2 lb.
Sack 1/2 lbs.
Canteen 1 lb.
Rope, Silk (50') [4 hit points and can be broken with a DC 24 Strength check] 5 lbs.
Sunrods (2) 1 lb. each
Locks, Keys, Tools, Kits
Flint and Steel
Goggles, Smoked [You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).]
Hook, Grappling [Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.] 4 lbs.
Repellent, Vermin (2) [This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.]
Antitoxin [If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour] 1 lb.
Musk, Harpy (2) [The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.
Troll Oil [This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round] 1 lb.
Aphra Pesara was born in the heart of the slums of the city. When she was old enough to speak, she began saying the prayers to Asmodeus with her family, as she was good and did what she was told, so young and fully impressionable. Little did she know the strange words were the Infernal tongue. She said the prayers passed down from her parents, as their parents had passed them down before them, for generations past.
When Aphra was a young maiden she was taught one of her own ancestor’s tales, who’d had a close friendship in an elf who’s life he’d saved. A man of poverty, he was gifted an elven curve blade, as he and the elf had become friends for the remainder of her great grandfather’s life. Whether the long-lived elf still lives is unknown to Aphra, yet she’d learned that as her father had no sons, she had been named after the elf, Aphras.
Knowing this, and as a rebellious young maiden in the dangerous slums, she became fascinated by the family heirloom that hung over the crude hearth of her family’s dwelling. A cunning and convincing liar, at the age she could manage to lift the sword with both hands she began secretly removing it from its perch and practicing with it. Eventually caught by her Uncle Gorbis, instead of being chastised by him she was yet further taught in secret, as Gorbis had once served briefly in the city guard as a younger man. Gorbis was kind, and of all of her family, it was Uncle Gorbis that Aphra suspected did not hold true devotion in his heart when speaking the prayers to Asmodeus, as she.
The day came a week ago when clerics of Asmodeus came to the dwelling in the slums of the Pesara family. That day they demanded a particular sacrifice from the family in the form of the unmarried young maiden Aphra herself. That had come to take her away. Even her family could not bear this, and as they were being executed for their disobedience before Aphra’s very eyes, slaughtered, she ran for her life and escaped.
Aphra did what she had to do. The church of Asmodeus did not practice as they preached, and the House of Thrune had been squeezing the city into unbearable oppression, especially in the slums. Through half-truths and clever lies she navigated covertly until she risked returning to the scene of her family’s execution. With vengeance in her heart, she drew down the elven sword from its hanging place as she stood over the rotting corpse of her beloved Uncle Gorbis. She stole what little wealth her family possessed from it’s hiding place, knowing that some in the Pesara family were still unaccounted for and might still be alive. She deftly used the gold coins in the marketplace to prepare herself, including a visit to her halfling friend Boggy who ran a ramshackle alchemy shop. With the desire for revenge burning in her, Aphra set out to claim it, by herself if she had to - a fed-up citizen on the warpath with nothing left to lose.
Hero Points 1
Opening Intimidate When you guys get the rebellion up and running you will start with an extra 1d6 +1 supporters:(3) +1= 4 supporters.
Rumor: "The Red Jills are getting murderous, I tells you," the man said. The other man laughed at his friend. "Those dirty devils scare you, eh? I've never met a tiefling that could take on a real man." The first man blanched. "I'm telling you that boss of theirs has gone some sort of crazy. It ain't safe for nobody." The Red Jills, a tiefling gang, are becoming more aggressive and dangerous in the Redroof and Temple Hill neighborhoods. Their leader is apparently crazy.
Group: "The Chelish Citizen's Group", red bandanas
Last edited by Bong Bellowsmoke; 03-10-2017 at 08:11 PM.
The Red Condor shrieked at Sir Darvig in full wrath. Wings flapped storms of fire across the sky. "The Mage-God grows in power swifter than it appears to Paladine. This I know. A warning," Sargonnas told Darvigl, "for you to give to Paladine in your prayers."
“I will,” Darvig uttered.