Sarpini

Kestryl's page

65 posts. Organized Play character for Apocalypso.


Full Name

Kestryl

Race

Sylph

Classes/Levels

Rogue- Sniper

Gender

Female

Age

16

Alignment

Chaotic Good

Strength 10
Dexterity 18
Constitution 8
Intelligence 16
Wisdom 10
Charisma 16

About Kestryl

Sylph
Rogue Sniper 1
(Want to put a few levels into Sorceress (Air) or Oracle (Wind), but favored class is Rogue)

DescriptionKestryl is just a slip of a girl, with a definite slant of something fey. She is pale with sharp features, silvery hair, and, most striking, her vivid indigo blue eyes. Her clothes are a vivid patchwork of multiple layers, some bright, some faded. And everywhere she is wrapped with scarves, and belts, and pouches. Her hair is likewise braided with numerous beads and feathers. Even when still and silent, Kestryl has the air of being always in motion. A slight breeze seems to follow her everywhere.

Background & Motivation:

Background Kestryl has never known who her original parents were. She was found as a young girl by a tribe of wandering gypsies. Rather it would be more accurate to say, she found them.

The Caravan had been travelling down a wooded carriage road, when the Matriarch heard a strange noise off to the side. Hoping it was game they could catch for dinner, the caravan stopped and scouts were sent to hunt the animal.

Noises led them further and further away, and then suddenly disappeared. Just when they would give up and start back, the noises would start up again, heading in a different direction. Then stop. This repeated a few times before the hunters gave up, discouraged. They ignored the noises the last time and just headed back to their wagon. There they found that a small girl, no more then 5 or 6, had snuck into their food supplies while they had been on the wild goose chase. She still had a fistful of the pepples she had thrown with great accuracy to lead them astray.

Furious at the embarrassment and missing food, the lead hunter was about to beat the girl, but the Matriarch pulled him back. She declared it was destiny, and the girl was meant to travel the Long Road with them. The Matriarch adopted the girl as her own.

Life with the gypsies was not easy. They travelled much and stayed nowhere. When honest work was not available, they grifted. Kestryl turned out to have uncanny knacks for distraction and misdirection. She loved to climb to high places and surprise the unwary. And no one could best her for accuracy with stones or daggers.

One day they pulled a grift on a Cheliaxian noble, who was fierce in his vengeance. Many of their Caravan were killed, or imprisoned. Many went missing. The Matriarch's last words to Kestryl were to run and make a new identity. It was no longer safe to wear the Caravan's colors.

So Kestryl ran. She ran until she could run no farther--she had found the sea.

When she stepped into "The Maid" Kestryl had no thoughts beyond begging, borrowing, or stealing her next meal. Destiny had other plans. When she got press-ganged, Kestryl was only momentarily discomfited. Then she laughed and laughed. After all, this was simply a Caravan on water.

Motivation
For now Kestryl just wants to elude the Chexian noble and survive. Going out to sea will suit her just fine. In time she will come to wonder if any of her Caravan-mates survived. And she will want to get revenge for those who died.

A Note on (Kestyl's views of) Chaotic Goodness and Thievery
Kestryl does not view stealing anothers possessions as an evil act. Stealing lives is a different matter altogether and should never be taken lightly. But money? The gypsies taught her that all things in life are transitory, especially money. A famous quote amongst her tribe was "Money is like water, you use it and you let it pass. Only a rube tries to hold onto their water or their gold." The thrill of money is in the game of getting it, and the fun of spending it. Kestryl has no understanding of people who try to accumulate money for its own sake. She feels she is doing the wealthy a favor by revealing to them how transitory money can be.

Creation Build:

Tiefling Variant: rolled 2, 11, & 75.
11- 50 move.
2- 25 point build
3- Bonus Feat

Feats and Traits:

Feats
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rogue Weapon Proficiencies

Traits
Eye for PlunderYou gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp
Wealthy Dabbler (2 non-combat cantrips)
Message (1x/day)
Prestidigitation (1x/day)

Crunch:

Senses
Darkvision (60 feet)
Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. . (+4 Dex)
HP 7 (1d8-1)
CMD 14
Fort -1,
Ref +6,
Will +0
Resist electricity 5
--------------------
OFFENSE
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Init +4
Spd 30 ft.
. .Tiefling Variant TraitOnce per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.

Base Atk +0;
CMB +0;
Melee Dagger +0 (1d4/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Masterwork Shortbow +5 (1d6/20/x3) and
. . Sling +4 (1d4/20/x2)
Special Attacks
Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.

Spells & Spell like abilities:

Feather Fall (Sylph)
Message (1x/day) (Wealthy Dabbler)
Prestidigitation (1x/day) (Wealthy Dabbler)

Skills & Languages:

Acrobatics +8,
Appraise +7,
Bluff +7,
Climb +4,
Disable Device +6,
Disguise +7,
Escape Artist +8,
Fly +1,
Perception +4,
Ride +1
Sense Motive +4,
Sleight of Hand +8,
Stealth +8,
Swim +4

Languages Aquan, Auran, Common, Elven, Sylvan

Gear & Money:

Money
14 gp starting- rogue minimum
Remaining6.66 gp
Will add 50 gp of stuff once on ship, per Eye for Plunder

Gear
Masterwork Shortbow
Arrows (20)
Sling (wrapped around waist like a belt)
Bullets (10)
Dagger

Sack (8 @ 22.36 lbs)
Bedroll
Flask
Flint and steel
Grappling hook
Marked Cards
Rope, hempen (50 ft.)
Twine (50')

Special Abilities:

Accuracy (Ex) Halve all range increment penalties with a bow or crossbow.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Wealthy Dabbler Choose two 0-level, non-combat spells - they each become a 1/day spell-like ability for you.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Tiefling Variant TraitOnce per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
Eye for PlunderYou gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood.

You've always had a keen eye for the glitter of gold or silver, and you've robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden.

You found yourself relatively well off when you got your share of your last voyage's plunder, and decided to spend a few of your hard-won coins at the Formidably Maid, a popular pirate tavern in Port Peril. Maybe the shine of your new wealth distracted you, however, because you never saw the miscreants who slipped something into your drink, knocking you out cold.