Craftsmen and Chimeras Wiki

Narinae Kaedim

Narinae effects

Combat stats

Strength: 0
Dext.: 5

Contn.: 2
Intel.: 4

Hybrid pseudostats

Might: 4
Prws.: 5

Power: 9
Cun.: 9

Noncombat skills

Interpers.: 2
Trickery: 4

Survival: 0
Education: 3

Profession: 5

Other stats

HP: 21

Speed: 6

Size: 1

Race: Human (Malka)

Armor (e/m): 7/0
Reflex (e/m): 4/2

Fort. (e/m): 2/2
Will. (e/m): 4/2

Narinae Kaedim

Narinae effects

Personal and Family Information

Religion

Shessism

Political associations

Kaedim family

Residence

Shaswic

Spouse

None

Children

None

Parents

Rhyol Kaedim (Father)
Illia Kaedim (Mother)

Characteristics

Race

Human (Malka)

Age

22

Height

5'8"

Eyes

Blue

Hair

..let's pretend it's darkish blonde

Narinae Kaedim is a Malkan noblewoman and member of the Kaedim family. She is the oldest daughter of Rhyol Kaedim.

Items[]

Commoner's clothing

Clothing

A set of standard clothing, commonly worn by people of your tribe.

Clothing
Enhancement: +1 Interpersonality

Commoners' deference: When making Interpersonality or Trickery rolls against someone whose Interpersonality is higher than yours, the roll takes a -2 penalty.

Unremarkable: In crowded areas, you gain a +3 bonus to nonvocal Trickery rolls.


Noble's clothing

Clothing

Elaborate clothing frequently worn by the well-to-do of your tribe.

Clothing
Enhancement: +3 Interpersonality, +1 Education

The nobleman's swindle: When making Trickery rolls against someone whose Interpersonality is lower than yours, the roll gains a +2 bonus.


Cloth armor

Level 0 armor

A set of very light clothes that provides supreme maneuverability.

Armor
Armor: +7 evasion, 0 mitigation



Birthday Claw

Level 0 weapon

A hardened leather gauntlet tipped with spikes. Given to you as a birthday present.

WeaponOne-handed, Cunning
Hit die: 1d6Range: 1
Accuracy mod.: +1


Jester

Level 5 weapon

A large dagger with an exaggerated pommel. On the hilt is a face frozen into a permanent grin.

WeaponOff-hand, Cunning
Hit die: 1d4Range: 1
Accuracy mod.: +1
Enhancement: +5 Cunning, +5 Damage
Properties:

  • +1 evasion against Martial attacks
  • When a foe misses you with a Martial attack, you gain combat advantage against that foe until the end of its next turn.

Attacks by this weapon against enemies who grant the user combat advantage deal an additional 2d4 damage.


Weeping Patron

Level 5 weapon

An intricately crafted articulated sanguite gauntlet. The fingers are sharpened to points, each with a small opening at the tip...

WeaponMain-handed, Cunning
Hit die: 1d6Range: 1
Accuracy mod.: +1
Enhancement: +5 Cunning, +5 Damage
Properties:

  • +1 evasion against Martial attacks

Each hit from this weapon adds one stack of Unspeakable Poison.

Unspeakable Poison (per stack): You take 2 true Death damage at the beginning of your turn and your accuracy is reduced by 1. If poison goes untreated, afflicted will gradually lose their vision and become blind within 48 hours.

Unspeakable poison can be substituted with any other poison. If the poison usually has a delay before its first effect, that delay is reduced to 0. All other delays are reduced by the time before the first effect.

Solid hit: 1d6 bonus damage


Non-combat abilities[]

Realpolitik

Utility

"Politics have no relation to morals."

Encounter ✦ Interpersonality
Free action
Trigger: One or more individuals express moral qualms with your actions or plan of action.

You make an interpersonality check. If it succeeds, the subject(s) strongly reconsider their convictions.


Inscrutable

Utility

You have become adept at keeping your motives hidden.

Passive ✦ Trickery
Passive ability

You gain a +4 bonus to rolls made to evade questions about yourself.


Future[]

Something to Say

Utility

Something about your words makes even those who know to be suspicious of you want to hear you out.

Encounter
Interpersonality
Trigger: A conversation is refused or is ending

You make an interpersonality check. If it succeeds, you may speak for at least a moment longer, and your target(s) will listen to what you have to say.


Combat abilities[]

Combat Awareness

Defence

You remain always-vigilant for weakness.

Passive ✦ Martial
Passive ability

You may use Disarm as an attack of opportunity.


Sabotage

Utility

You take full advantage of every opening in your opponents.

At-will ✦ Martial
Immediate reaction
Trigger: An ability solidly hits on an opponent against whom you have combat advantage

Effect: You may choose to invoke the ability's Sabotage action.

Abilities which have the Sabotage keyword but no associated roll should roll 3d6 to determine whether they "solidly hit". In this case, determination of combat advantage is made on the basis of the target of the Sabotage ability.


Relentless Assault

Attack

You dispassionately tear into your foe.

At-will ✦ Martial, Sabotage
Standard action      Melee weapon
Target: One enemy
Attack: Weapon vs. Armor

Effect: You may shift up to 1 tile as a free action prior to your attack. This movement does not provoke attacks of opportunity.
Hit: 1[W] damage.

Special: You may use your movement action between the shift and attack.

Sabotage: Minor: You may attempt to disarm the foe.


Guarded Stance

Defense

Your stance is guarded, always prepared for an attack.

At-will ✦ Martial, Sabotage
Standard action

Effect: You may perform a disarm as an immediate interrupt the next time you are attacked until the end of your next turn.

Sabotage: You may choose one tile adjacent either to you or your foe. The disarmed weapon(s) are dropped there.


Battle Dance

Utility

You constantly dart around your enemies in combat, drawing their attention every which way.

At-will ✦ Movement, Sabotage
Move action      Melee weapon
Target: One enemy
Attack: Cunning vs. Reflex

Effect: Move to any tile adjacent to target, ignoring movement impairing effects and attacks of opportunity.
Hit: Gain combat advantage against foe until the end of your next turn.

Sabotage: Gain 2 bonus evasion until the end of your next turn.


Sudden Sabotage

Utility

You always keep a few surprises ready.

Encounter ✦ Sabotage
Minor action
Trigger: You use an ability with the Sabotage keyword

Effect: You trigger the Sabotage effect. This effect may cause Sabotage to occur multiple times.

Sabotage: The ability refreshes at the beginning of your next turn.


Hand-to-hand Evasiveness

Defense

You've accrued much experience fighting the unarmed.

Passive ✦ Martial, Disarm
Passive ability

Against unarmed opponents, disarm's effect is replaced by the following: You evade the next evadable attack made by the enemy against you.