Saya Ó Rinn

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This is more or less Saya. Shut up.
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This is more or less Saya. Shut up.

Contents

General

  • Name: Saya Ó Rinn
  • Nicknames: Orin, Sayo.
  • Suit Name: MS-ZHIO007
  • Level: 11th
  • Race: Drow
  • Total XP: 26,000
  • Class/Multiclass/Paragon Path/Epic Destiny: Rogue/Daggermaster
  • Age: Secret~
  • Gender: Female
  • Height: 5' 5"
  • Weight: Secret~
  • Alignment: Unaligned
  • Deity: Decline to State
  • Background: Noble Scion (+2 Arcana)

Description

Pilot

  • Yeah, no.

Mech

  • The ME-ZHIO007 is quite strangely, a giant red egg shaped mech that flies of it's own accord, or rather, anti-gravity technology. The actual pilot's seat is somewhat cramped, only having room for one--maybe two if she squeezed. The rest of the area is filled with screens, machines, panels, the occasional odd trinket, and whathave you. The rest of the mech's bulk is comprised of armor, wiring, vitals, and various guns and arms for direct assualt purposes. The mech itself is created from a strange nanomachine composition, or at least most of it is. This allows it to hide near impossibilities in regards to its size.

Background

  • Saya is the latest daughter of House Ó Rinn, a family somewhat known for it's intelligent, albeit..."strange" members. Her greatgrandfather way, WAY back when, contributed several pages to the Necronomicon, and also worshipped what he called in his dairy "a completely mad green octopus who dreams". Due to this turn of events, he has corrupted his entire family in one form or another. Mostly, this comes in as a series of unexplained bouts of craziness, or something similar. Members of the family also manifest horns of differing sizes, depending on the individual. Saya has a pair of horns that protrude from both sides of her heads at a 50 degreeish angle. Both are roughly three and a half inches long and light brown in color. As far as she's remembered she has had a particular attraction to the more stranger things in life, like the stars, the beings that sometimes inhabit them, and recording phraes that would occasionally drive lesser people temporarily mad. And computers, and knowledge. She doens't know what to attribute this to, so she just lays the blame on that one grandfather she had.

Ability Scores

Ability Score Base Racial Level Demigod Total Ability Modifier
Strength 10 - +1 - 11 +0
Dexterity 16 +2 +3 - 21 +5
Constitution 12 - +1 - 13 +1
Intelligence 12 - +1 - 13 +1
Wisdom 8 - +1 - 9 -1
Charisma 16 +2 +3 - 21 +5

Combat

Initiative, Movement, and Senses

  • Initiative: +14, roll two dice.
  • Speed: 6
  • Passive Insight: 15
  • Perception: 15
  • Vision: Darkvision

Hit Points and Healing Surges

  • Maximum Hit Points: 75
  • Bloodied: 37
  • Healing Surges Per Day: 7
  • Healing Surge Value: 18
  • Save Bonus: N/A

Attack and Damage Notes

  • Attack Bonus:
  • Bonus Damage:
  • Critical Extra Damage:

Defenses

Defense Base 1/2 Level Ability Modifier Racial Class Armor Shield Enhancement Feat Total
Armor Class 10 +5 +5 N/A N/A +2 - +3 - 25
Fortitude 10 +5 +1 N/A N/A - - +2 +1 19
Reflex 10 +5 +5 N/A +2 +1 - +2 - 25
Will 10 +5 +5 N/A - - - +2 - 22

Languages and Skills

  • Languages Known: Common, Elven.
  • Scripts Known: Common, Rellanic.

Skills

Skills Training 1/2 Level Ability Modifier Racial Items Other Total
Acrobatics (Dex) +5 +5 +5 - - - +5
Arcana (Int) - +5 +1 - - +2 +8
Athletics (Str) +5 +5 +1 - - - +6
Bluff (Cha) +5 +5 +5 - - - +15
Diplomacy (Cha) - +5 +5 - - - +10
Dungeoneering (Wis) - +5 -1 - - - +4
Endurance (Con) - +5 +1 - - - +6
Heal (Wis) - +5 -1 - - - +4
History (Int) - +5 +5 - - - +15
Insight (Wis) - +5 -1 - - - +4
Intimidate (Cha) - +5 +5 +2 - - +12
Nature (Wis) - +5 -1 - - - +4
Perception (Wis) - +5 -1 - - - +4
Religion (Int) - +5 +1 - - - +6
Stealth (Dex) +5 +5 +5 +2 - - +17
Streetwise (Cha) +5 +5 +5 - - - +10
Thievery (Dex) +5 +5 +5 - - - +15


Proficiencies and Feats

Armor, Shield, Weapon, and Implement Proficiencies

  • Armor: Cloth, Leather
  • Shield: N/A
  • Melee Weapon: Dagger, short sword
  • Ranged Weapon: Hand crossbow, shuriken, sling
  • Implement: N.A

Feats

Heroic:

  • Backstabber: Increase Sneak Attack die to d8.
  • Weapon Focus (Light Blade): You gain a +2 feat bonus to damage rolls with Light Blades.
  • Improved Initiative: +4 feat bonus to init rolls.
  • Nimble Blade: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.
  • Slaying Action: If you spend an action point to take an extra action and have already dealt Sneak Attack damage during this round, you can deal the extra damage a second time during this turn.

Paragon:

  • Danger Sense: Roll two init dice, take better.
  • Merciless Killer: When a bloodied foe grants combat advantage to you, you gain a +5 bonus to the damage roll.

Epic:

Multiclass:

Passive Features

Racial Features:

  • Trance: Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  • Lolthtouched: Once per encounter, you can use either the cloud of darkness or darkfire power.

Class Features:

  • Artful Dodger: +Cha mod to AC vs Opportunity Attacks.
  • Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
  • Sneak Attack: +3d8

Paragon Path Features:

  • Daggermaster’s Action (11th level): You can spend an action point to reroll one attack roll or damage roll you made using a dagger, instead of taking an extra action.
  • Dagger Precision (11th level): You can score critical hits with daggers on a roll of 18–20.

Epic Destiny Features:

Powers

Racial Power:

  • Cloud of Darkness: Encounter / Minor Action / Close burst 1
    • Effect: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.
  • Darkfire: Encounter / Minor Action / Ranged 10 / One creature
    • +14 vs Reflex | Until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.

Class Features:

  • First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
  • Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
  • Rogue Weapon Talent: When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.
  • Sneak Attack: +3d8+5

At-Will:

  • Melee Basic Attack: N/A
  • Ranged Basic Attack: Standard Action / Ranged 5/10 / One creature
    • +16 vs AC | 1d4+9 damage.
  • Piercing Strike: Standard Action / Melee / One creature
    • +16 vs Reflex | 1d4+11 damage
  • Sly Flourish: Standard Action / Melee or Range 5/10 / One creature

+16 vs AC | 1d4+16 damage

Encounter Attacks:

  • Dazing Strike: Standard Action / Melee / One creature
    • +16 vs AC | 1d4+11 damage and the target is dazed until the end of your next turn.
  • Low Slash: Minor Action / Melee / One creature
    • +16 vs AC | 1d4+11 damage, you slide the target 1 square, and the target is slowed until the end of your next turn. If you're flanking the target, the attack deals 5 extra damage.
  • Dismaying Slash: Minor Action / Melee / One creature
    • +16 vs AC | 2d4+11 damage and the target takes a -2 penalty to saving throws until the end of your next turn.
  • Critical Opportunity: Minor Action / Melee / Must score a critical hit with a dagger against an enemy / Same creature critted
    • +16 vs AC | 3d4+11 damage.

Daily Attacks:

  • Precise Incision: Standard Action / Melee / One creautre / Reliable
    • +16 vs Reflex | 3d4+11 damage
  • Flashy Riposte: Immediate Reaction / Melee / One creature
    • +16 vs AC | 2d4+11 damage | The target grants combat advantage to you and your allies until the end of your next turn.
  • Knockout: Standard Action / Melee / One creature
    • +16 vs Fortitude | 2d4+11 damage and the target is knocked unconcious (save ends). If the unconcious target takes any damage, it is no longer unconcious.

Encounter Utilities:

  • Sneak in the Attack: Minor Action / Melee 1 / One creature
    • Until the start of your next turn, the next ally who hits the target and has combat advantage against it deals an extra 3d8+5 damage.
  • Vexing Flanker: Immediate Reaction / Personal / An ally enters a square adjacent to an enemy adjacent to you
    • You can shift to any other square adjacent to the enemy.
  • Combat Tumbleset: Move Action / Personal
    • You can shift your speed and can shift through squares occupied by enemies during this movement.

Daily Utilities:

Items

Equipment

Item Slot Item Item Level Cost
Armor +3 Displacer Drowmesh Level 14 21,000 GP
Main Hand +2 Footpad's Dagger Level 10 5,000 GP
Off-Hand N/A N/A N/A
Arms Iron Armbands of Power Level 6 1,800 GP
Feet Boots of the Fencing Master Level 7 2,600 GP
Hands Hedge Wizard Gloves Level 4 840 GP
Head N/A N/A N/A
Neck +2 Cape of the Mountebank Level 10 5,000 GP
Ring 1 N/A N/A N/A
Ring 2 N/A N/A N/A
Waist Slot Belt of Vim Level 8 3,400 GP

Powers and Properties

  • Displacer Armor:
    • Power (Daily ✦ Illusion): Minor Action. Any enemy making a melee or ranged attack against you must roll two d20s for the attack roll and use the lower result. This effect lasts until the end of the encounter.
  • Boots of the Fencing Master:
    • Property: When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn.
    • Power (Encounter): Minor Action. Shift 2 squares.
  • Cape of the Mountebank:
    • Power (Daily ✦ Teleportation): Immediate Reaction. Use this power when you are hit by an attack. Teleport 5 squares and gain combat advantage against the attacker until the end of your next turn.

Wondrous Items, Consumables, Adventuring Gear, and Loose Change

  • Standard Adventurer's Kit: As PHB.
  • Climber's Kit: As PHB.
  • Spare Gold: 15,253 GP
  • Adventuring Gear Gold: 100 GP

Ritual Book

No.

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