Name: Morrigan
Class(es): !Unchained Rogue 4/Martial artist 2 (+1 HP/lv)
Race: Asura spawn Tiefling
Alignment: Neutral-Neutral
Description:
Fetishes: Practically anything except for basic bodily functions and the items that are generated by such. (No scat/watersports)
Backstory: A half blood born to a human woman raped by an Asura during a demonic invasion several decades prior. Morrigan's mother died birthing her and as she wasn't a human but child of mixed heritage, the girl was given to slavers to deal with. For the better part of nearly twenty five years the girl was handed off from caravan to caravan, no one willing or wanting to put her on the block due to her not having anything outstanding aside from her moniker of "daemon child," though eventually she was purchased by a wealthy family who's lord was known for his preoclevity for purchasing lesser races due to either a sexual deviance for them, or an odd altruism, or sometimes a mix of both people wisper. The, at the time, young maiden, was taken in as a maid to the estate and was rigirously trained to be a proper servant, which included but wasn't restricted to, beatings, lashings, verbal denouncement and many other unsavery actions that eventually broke the young lady into a dower blank eyed shell. When she was properly broken in she was introduced to her real role, being a personals serf to the lord of the manor, her job being to cator to all whims be they menial, social, personal or even sexual. This life went on for the better part of nearly forty years. She was seen as a hereditary gift, being given from Parent to child as they came of age. She didn't object, as it was her position to be the tool of her masters, since compared to the slave auctions, this was paradise.
Bonus questions!
What's a secret your character would never want anyone to know: Cannot and does not keep secrets.
Your character has been trapped in prison and is waiting for mental reconditioning, what do you do?: Will accpt her reconditioning since she obviously did something wrong, and slaves who did things wrong need to be properly punished.
You are faced with an enemy you realize you and your group can not defeat, what do you do?: Will attempt to work the situation to the advantage of her masters and betters, if that means she sacrifices herself for the greater good of her lord or lady's plan then so be it.
Ability Scores (+Modifiers)
Str 10 +0
Dex 18 +2 20 +5
Con 10 +2 12 +1
Int 12 -2 10 +0
Wis 14 +2 16 +3
Cha 10 +1 11 +0
HP: 37
Armor Class: 24 (10 + 5dex + 5dex +4 dodge)
Initiative Bonus: +9 (+5 dex, +4 Feat)
BAB: +5 (+3 Rog, +2 MA)
CMD: +22 (10+ +3 BaB, +5dex +4 dodge)
Fort: +5 (+1 con, +1 Rog, +3 MA) Ref: +12 (+4 Rog, +3 MA, +5 dex) Will: +4 (+1, +3 wis)
Class/Racial Abilities:
Racial:
Type: Considered an Outside with the Native subtype
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Asura Born Tieflings gain a +2 racial bonus on Appraise and Knowledge (Local) checks.
Dark vision: Tieflings can see perfectly in the dark for up to 60 feet.
Spell-like ability: Asura Born ieflings can use hideous laughter once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Racial Mutations: hoofed feet, forked tail.
Martial Artist:
Weapon and Armor Proficiency
Simple, Martial, kama, nunchaku, sai, shuriken, and siangham
No armor
Improved Unarmed Strike: Martial artists receive Improved Unarmed Strike as a bonus feat.
Dodge: Martial artists receive Dodge as a bonus feat.
Agile Defense: Martial artists receive Agile Defense as a bonus feat.
Chosen Weapon (Ex): The martial artist selects one type of weapon or unarmed strikes as his chosen weapon(Dagger). When striking with his chosen weapon, he gains a bonus to damage equal to half his level (+3)
Improved Uncanny Dodge (Ex): Cannot be flanked. Cannot be SA'd unless +4 Lvs.
Intimidating Stare (Ex) +2 Intimidate
Bonus Combat Feat: Improved Initiative
Unchained Rogue:
Weapon and Armor Proficiency
Simple,
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Light Armor
Sneak Attack: +2d6 Precision
Trap finding: +2 Perception to find traps.
Finesse Training (Ex): Lv1: get weapon finesse as a bonus feat
Lv 3: add dex to damage over str for finessed weapon.
Evasion (Ex): rfx save = no damage from aoes
Danger Sense (Ex): +1 ac/rfx/percep vs traps.
Rogue Trick: Ninja Trick: Fast Stealth: move full speed while stealth with no penalty.
Debilitating Injury (Ex): On successful SA can deald -2 AC, -2 Att or 1/3 land spd for 1 rnd.
Uncanny Dodge (Ex) Can't lose Dex to AC unless immobile or feinted.
Rogue Talent: Weapon training - Gain Weapon Focus as a bonus feat.
Traits: Born Damned (Teifling racial trait): +1 to saves vs curse, Hidden Hand: +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round. Mud-doll touched: +2 Profane bonus to Constitution but -2 AC against undead. This penalty is doubled against zombie type undead like the mud-dolls.
Feats: Improved Unarmed Strikes, Dodge, Agile Defense, Weapon Finesse (dagger), Unarmored specialist, Improved unarmed specialist, Two-Weapon Fighting, Weapon Focus (Dagger), Improved Initiative
Skills: 26/26
Acrobatics (dex): +10 (+5 dex, +3 prof, +2sp)
Perception (wis): +10/11 vs traps (+3 wis, +3 prof, +4sp)
Slight of Hand (Dex): +10 (+5 dex, +3 prof, +2 sp)
Stealth (dex): +14 (+5 dex, +3 prof, +6 sp)
Sense Motive (Wis): +10 (+3 wis, +3 prof, +1 sp)
Disable Device (Dex) +10/12 vs traps (+5 dex, +3prof, +2sp)
Escape Artist (Dex): +10 (+5 dex, +3 prof, + 2sp)
Profession [Maid](Wis): +8 (+3 wis, +3 prof, +2 sp)
Craft [Cooking](int) +8 (+3 prof, +5 sp)
Knowledge (Local) (Int): +7 (+3 prof, +2 sp, +2 racial))
Appraise (Int): +7 (+3 prof, +2sp, +2 racial)
Intimidate (Cha): +10 (+3 Prof, +2 ca, +5sp)
Equipment and items: (+Gold)
+1 Dagger
Masterwork Alchemical Silver Dagger
Masterwork Cold Iron Dagger
Handy Haversack
Outfit, Maid's Uniform
Knife Sheath, left thigh.
Kit, cooking (In the sack)
Kit, Grooming (also in the sack)
Various foodstuffs and spices meant for cooking.
~574 gold.
Attacks/Actions:
Unarmed: +3/+3 att, 1d3 x2
Dagger (Melee): +9/+9 att, 1d4+9/id4+9 19-20/x2
Dagger (Thrown): +9/+9 att, 1d4+9/1d4+9 19-20/x2
Sneak Attack Damage: +10 att, 1d4+9+2d6 19-20/x2