Narinae Kaedim
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Combat stats |
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Strength: 0 |
Contn.: 2 |
Hybrid pseudostats |
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Might: 4 |
Power: 9 |
Noncombat skills |
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Interpers.: 2 |
Survival: 0 |
Profession: 5 |
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Other stats |
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HP: 21 |
Speed: 6 |
Size: 1 |
Race: Human (Malka) |
Armor (e/m): 7/0 |
Fort. (e/m): 2/2 |
Narinae Kaedim
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Personal and Family Information |
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Religion |
Shessism |
Political associations |
Kaedim family |
Residence |
Shaswic |
Spouse |
None |
Children |
None |
Parents |
Rhyol Kaedim (Father) |
Characteristics |
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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 |
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 |
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 |
Birthday Claw Level 0 weapon |
A hardened leather gauntlet tipped with spikes. Given to you as a birthday present. |
Weapon ✦ One-handed, Cunning |
Jester Level 5 weapon |
A large dagger with an exaggerated pommel. On the hilt is a face frozen into a permanent grin. |
Weapon ✦ Off-hand, Cunning
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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... |
Weapon ✦ Main-handed, Cunning
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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 |
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 |
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 |
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 |
You may use Disarm as an attack of opportunity. |
Sabotage Utility |
You take full advantage of every opening in your opponents. |
At-will ✦ Martial |
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 |
Effect: You may shift up to 1 tile as a free action prior to your attack. This movement does not provoke attacks of opportunity. |
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 |
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 |
Effect: Move to any tile adjacent to target, ignoring movement impairing effects and attacks of opportunity. |
Sabotage: Gain 2 bonus evasion until the end of your next turn. |
Sudden Sabotage Utility |
You always keep a few surprises ready. |
Encounter ✦ Sabotage |
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 |
Against unarmed opponents, disarm's effect is replaced by the following: You evade the next evadable attack made by the enemy against you. |