[sblock=Zephia Turlan, Human Rogue]
Zephia was a promising young member of a criminal family, the Novarrak Family. She'd been "adopted" into the family from among the homeless orphans that scavenged and picked pockets in the back alleys of the city. Raised by "Uncle" Vitarro, who was everyone's "uncle," Zephia was his most gifted protege and prize pupil.
One Uncle Vitarro's other pupils, Tezzir Novarrak, grandson of the head of the family, wasn't quite as skilled as Zephia, but had the bloodline to cover for it, so to speak. He was also charming and Zephia soon found herself in a strange mix of love, lust, and antagonistic competition with Tezzir as they sparred for Vitarro's approval during the day and regularly found eachother's bedchamber's at night.
As a "graduation" test, Vitarro, well aware of their little affair, sent them on a job together. All was going well until Tezzir fumbled a lockpick and accidentally triggered a poison needle trap that rendered him unconscious. Zephia panicked and fled the scene, leaving Tezzir behind. He was caught, imprisoned, and had his right hand cut off. Knowing the family would hunt her down, Zephia fled the city and soon met Queenie's character and her crew and signed on.
Zephia is vague about her past and avoids getting emotionally involved with anyone, though she has many casual flirtations. On the job, she is efficient, effective, and even a little ruthless - anything to get the job done successfully with as few hiccups as possible.
Zephia is 5'3" and quite attractive, with a dramatic and stylish flair when not working. On the job, she is still attractive, but in a no-nonsense, get-the-job-done fashion, dressed in leather with weapons and whatever tools she needs easily accessible.
Ability Score Rolls
Set 1: 12, 12, 16, 14, 10, 15 - We have a winner.
Set 2: 10, 14, 13, 15, 12, 13
Set 3: 11, 17, 16, 13, 09, 10
Vitals
Class: Rogue
Race: Human
Level: 3
Hit Die: d6
Alignment: Neutral
Hit Points: 18
BtH: +1
AC: 14 (Leather Armor + Dex)
Attributes
* = Primary
Str: 12 +0
*Dex: 16 +2
Con: 12 +0
*Int: 14 +1
Wis: 10 +0
*Cha: 15 +1
Special
WEAPONS: Blowpipe, broadsword, cat-o-nine-tails, cestus, club, dagger, dart, light hammer, hand axe, hand crossbow, javelin, knife, light crossbow, longsword, mace, main gauche, quarterstaff, rapier, sap, shortbow, short sword, sickle, sleeve tangler, spiked gauntlet, sling, whip
ARMOR: Leather armor, leather coat, and padded
Back Attack: +4 to hit, double damage
Cant
Climb (Dex)
Decipher Script (Int)
Hide (Dex)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Pick Pocket (Dex)
Traps (Int)
Gear, Armor, Weapons
Leather Armor
5 Daggers - 1d4
Short Sword - 1d6
Shortbow + 40 Arrows - 1d6
Thieves' Tools[/sblock]
I didn't do much in the way of gear because 1. I hate gear shopping and 2. I'm not sure what we're going to need. Also, I didn't see thieves tool or anything like that on the equipment lists. Did I miss them?