Orishka
Green-born changeling rogue 7
NE Medium humanoid (changeling)
Init +4; Senses darkvision 60 ft.; Perception +12
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1
dodge)
hp 28 (7d8-7)
Fort +4, Ref +10, Will +5
Defensive
Abilities evasion, trap sense +2, uncanny dodge
Speed 30 ft.
Melee +1 rapier +10 (1d6+3/18-20) or
2 claws +10 (1d4+2)
Ranged mwk light
crossbow +10 (1d8/19-20)
Special Attacks
sneak attack +4d6
Spell-Like
Abilities (CL 9th; concentration +10)
1/day—disguise self
Str 14, Dex 18, Con 10, Int 13, Wis 12, Cha 10
Base Atk +5; CMB +7; CMD 22
Feats Awakened
Hag Heritage, Combat Reflexes, Dodge, Iron Will, Weapon Finesse
Skills
Acrobatics +14, Bluff +11, Diplomacy +11, Disable Device +14, Disguise +11,
Knowledge (local) +11, Perception +12, Sense Motive +12, Sleight of Hand +14,
Stealth +14 Swim +12
Languages Common,
Garundi
SQ green widow,
rogue talents (combat trick, fast stealth, stand up), trapfinding +3
Combat Gear potion of cure moderate wounds, potion of
invisibility, tanglefoot bag; Other
Gear +1 studded leather, +1 rapier, masterwork
light crossbow with 20 bolts, cloak of
resistance +1, thieves’ tools, 489 gp.
Orishka is a member in a quasi-coven of three changelings, who plan on taking over the local town...just because. Orishka is the practical and the hands-on member of the coven. A rogue, not a spell-caster, she's usually the first to go into a troublesome situation, or a less pristine one, such as bartering with the locals. She looks like a pale and sickly, yet still attractive, Garundi woman, and indeed, she prefers to fight with finesse, not strength, but people should underestimate her at their peril; Orishka often hires some toughs to further tip the odds in her favor too.
Orishka's Garundi good looks hide a generally rough and ugly character; though she is appreciative of the beauty in the world, (by changeling standards, anyhow), but in combat she can be ruthless and will fight until she's down to 10 hp.
Orishka has hidden her changeling nature, perhaps even too successfully - many of the local thieves' guilds have a warrant out for her, so she is constantly on the move and has to look-out for competition as well; thus, she is somewhat paranoid and is liable to turn on a supposed enemy with just a slightest provocation.
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