This is a converted NPC I've always wanted the chance to play (Although I tried once in a short-lived pbp here). She's very, er, versatile, which is another word for weak.
BTW, item-wise, she has a few items priced based on the dmg rules (the boots and the armor). The armor is reverse-engineered to be based on a chain-shirt instead of chain.
How much would it be to get clothes that could turn into another outfit at will, or will you let my hat of disguise just do that.
Rana was born to a minor noble family in the nation of xxxx, where she spent her rather miserable childhood in a the family compound being tormented by her father and brothers. Her family operated an organized crime syndicate out of the dungeons below their compound, specializing in smuggling illicit goods to and from the Underdark. She was raised to lie and spy, with her father fully intending to marry her off to the son of a rival so as to position her to spy on her family's behalf.
Things didn't work out as he planned. When the family's involvement with the Drow became something of an open secret, the nation of xxx decided to make an example of them. They hired a band of adventurers to attack the family compound and slaughter everyone inside, to show the dire consequences of consorting with drow.
As the adventurers dispatched the guards, Rana, 12 years old, and her father were in a room underground. He had finally told her who she was being forced to marry and betray. She refused, just as the team reached the room and began listening through the door. Her father, enraged, beat her mercilessly, first with his fists, then with whatever objects her could find around the room. The assassins broke down the door and shot xbow bolts through his legs, causing him to sink through his knees moments before a dwarven waraxe shattered his chest.
Having heard the fight, they did not have the heart to kill her. The group's cleric examined Rana's quite severe injuries and determined that they would need to either take her with or leave her to die. If he tried to stabilize her, she'd slip away before anyone would find her. So they slaughtered the remaining inhabitants and carried her back to the inn where they were to stay for the rest of the night. When she regained consciousness the next morning, Rana, much to their surprise, thanked her captors for ridding the world of her despicable family and readily agreed to return to xxxxxx to start a new life in service of the state.
She submitted to be drugged and carried in a chest so as not to draw suspicion from the authorities or passersby and to make sure that she could not discover the route to the secret facility that they operated from. They kept her drunk with elfwine for nearly a week, for lack of a better option, and ever since she's had a taste for drink, often in excessive amounts.
After being adopted almost immediately by a very powerful (politically, but also magically and physically) noblewoman, she discarded her brith name for the simple word that she is known by now, which means "wanderer," symbolizing her feelings of homelessless that still tugged at her. Her teenaged years were relatively happy ones, as she quickly grew in stature and popularity in the court as well as in personal might. She was formally inducted into the military, where she attained the rank of captain, eventually leading teams on missions of sabotage and assassination. Later, she joined the diplomatic corps as a diplomat, troubleshooter-for-lone, and sometimes spy and assassin.
Rana appears to be a young, personable, and very pretty young woman of cultured, noble, stock. She is usually quite outgoing, and is comfortable in almost any social situation. It is somewhat difficult for her to open up to people on a deep level, but those who she does truly befriend she holds dear forever.
Her childhood has not left her unscathed. Usually outgoing, she is prone to periodic depression and erratic, emotional behavior. Even when relatively happy, she tends to have a drinking problem, which has persisted since her early teens. Her residual feelings of rejection and guilt regarding her family make her very protective of those that she is willing to grow emotionally attached to, and she is known to occasionally be heroic to the point of foolishness. Other times, her heroism can be attributed to a craving for acceptance and affection.
Her anger has helped her develop a great deal of zeal for killing, but her rage has been moderated as of late, after she was forced to kill her last surviving brother, the only one she actually loved, in battle. This extreme act partially settled her own emotional struggle with her family, and she has learned to better appreciate the value of sentient life, and is (slightly) more reluctant to shed blood needlessly.
PC Name : Rana
----------------------------------------------------------
Player Name : DM_Matt
----------------------------------------------------------
Race : Human
Class : Ranger1/Sorceror6/Eldritch Knight5
Level : 12
XP's : ??,???
Age, gender : 25, Female
Alignment : Chaotic Good
----------------------------------------------------------
Strength : 18 (+4enh)
Dexterity : 16 (+2enh)
Constitution : 16 (+2enh)
Intelligence : 12
Wisdom : 8
Charisma :21 (+3 Levels+4 Enh)
----Combat------------------------------------------------
Hit Points : 84 = 10+3*6+4*5+36
Armor Class : 21 = 10 +3(Dex) +5(Armor) +3(Enh)
Initiative : +7 (+3 dex, +4 imp init)
Melee attack : +13 = +9(Base) +4(Str)
Ranged attack: +12 = +9(Base) +3(Dex)
Speed : 60 feet
Saving Throws
Fortitude : +11 = +2(Fighter) +2(Sorc) +4(EKnight) +3(Con)
Reflex : +6 = +2(Sorc) +1(EKnight) +3(Dex)
Will : +5 = +5(Sorc) +1(Eknight)-1Wis
Attack Bonus: +16/+11 (with GMW)
Damage : 2d6+6str+1enh(usually3)+2d6holy+2humans --> often 4d6+9 or 11 v humans
Critical : 19-20/x2
Type : Slashing
Special : +1 magic weapon (Usually +3 with GMW), Adamantine, Holy
----Feats & Special Abilities-----------------------------
Craft Wondrous Item
Empower Spell
Eschew Materials
Combat Reflexes
Improved Initiative
Power Attack
Cleave
Track
Favored Enemy(Human) (+2 to damage, bluff, spot, listen, sense motive, survival checks)
----Languages---------------------------------------------
Common
----Skills------------------------------------------------
Skills: 6*4+2*11+14+12int+12human = 84
Tumble: +11 (4r, +3dex, +2jump)
Jump +19 (5r, +5str, +10enh))
Disguise +8 (2r, +2 bluff, +5 cha) (usually +18 due to hat ot disg)
Ride +4 (1 ranks, +3 dex))
Swim +5 (+1r, +4str)
Concentration: +18 (15r, +3 con)
Hide +4 (1r+3dex)
Move Silently +6 (3r+3dex)
Diplomacy: +13 (2r, +5cha,, +2 bluff, +2 Sense Motive)
Bluff +20 (14r, +6 cha) (+2vHumans)
Sense Motive +8 (9r, -1 wis) (+2vHumans)
Spellcraft +16 (15r+1 int)
Perform(Dance) +6 (1r, +5 cha)
Perform (Song) +6 (1r, +5 cha)
Survival -1 (+1vHumans)
----Magic-------------------------------------------------
Spell DC = 15+Spell Level
----Spells Per Day----------------------
Level 0: 6
Level 1: 6 +2
Level 2: 6 +2
Level 3: 6 +1
Level 4: 5 +1
Level 5: 3 +1
----Spells Known------------------------
9/5/4/3/2/1
Level 0: Detect Poison, Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message, Arcane Mark, Prestidigitation
Level 1: Enlarge Person, Charm Person, Magic Missile, Ray of Enfeeblement, Feather Fall
Level 2: Alter Self, Detect Thoughts, Web, Scorching Ray
Level 3: Fireball, Dispel Magic, Protection from Energy, GMW
Level 4: Dimension Door, Greater Invisibility
Level 5: Dominate Person
----Equipment--------------------------------
Boots of Continuous Expeditious Reteat (2k) and Continuous Jump(CasLvl1) (4k)
Belt of Str +4 (16k)
Cloak of Cha +4 (16k)
Gloves of Dex +2 (4k)
Amulet of Con +2 (4k)
Celestial Chain Shirt +3 (22.350k)*
Hat of Disguise (1,800)
+1 Adamantine Holy Greatsword (21,315)
+Some mundane stuff and special materials weapons