Character: Pavise

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Pavise et Chemise, orphanage matron and bandit
  • Name: Pavise et Chemise
  • Age: 32
  • Appearance: A tall viera woman with a modest sundress and a bandanna in her hair. Notoriously messy ears.
  • Quote: "You are what you do when it counts."
  • Race: Viera (racial maximums Str 12 Vit 6 Agi 12 Spd 12 Mag 12 Spr 6)
  • Class and Job: Thief, Level 15 (52500/60000 XP)

Contents

Statistics

Note: SPD has a +1 item bonus. This has not been included into the Maximum.

Table 1: Attributes
Attribute Value Max Rating
STR 2 20 16
VIT 6 14 28
AGI 20 25 70
SPD 18 (Temp 19) 27 67
MAG 2 20 16
SPR 6 14 28

Last Stat Increased: None.

Advantages and Disadvantages

Advantages

  • Special Training 5: The character gains access to one additional Weapon type his Job would normally not have access to, regardless of Damage Die the Attribute used to calculate damage, or weapon ability.
  • Tenacious: The character clings to life with almost supernatural tenacity. Should the character end a battle at 0 HP or below, she will revive with 1 HP once the battle is over.

Disadvantages

  • Gil Sink 5: Gil Share is adjusted by -25%
  • Code of Mercy 1: Whenever a character with Code of Mercy takes an Action that would reduce a target to 0 HP, they will ‘pull the blow’ to leave the target with 1 Hit Point. Under no circumstances can the character kill anything while they remain under their own control; the only exception to this rule are attacks made under the influence of Mystify-type Status Conditions.
  • Vulnerability (Toxin) 2: If a Status of a type or category a character has a Vulnerability to targets him, its CoS is doubled after modifying for Evasion or M. Evasion; All [Status] Touch effects of the appropriate type have a 60% CoS and [Status] Strike effects have a 90% CoS .

Inventory

  • Note: 25% gil penalty due to Gil Sink.
  • Equipment: 15 gp
  • Weapon: Ulysses (2460 gp, 79%) 6 x Agi + 2d12 dmg
  • Head: Mantra Band (1400 gp, 82%) 7 Arm 9 MArm, +1 SPD
  • Body: Survival Vest (1750 gp 78%) 13 Arm 14 MArm, +10 Expertise
  • Arms: Locomotion Bangle (1050 gp 81%) 5 Arm 6 MArm, Immobilize Proof
  • Accessory: Shoulder Cape (400 gp 92%) 5 Eva 3 MEva

Items

  • Fire Ammo x1 (100 gp 88%), Fire Strike
  • Stone Ammo x1 (100 gp 88%), Earth Strike
  • Dark Ammo x1 (150 gp 85%), Blind Touch
  • Potion x1 (50 gp 94%), (+50 HP to Single target)
  • Tonic x1 (25 gp 99%), (+25 HP to Single target)

Key Items

  • None?

Combat Statistics

  • HP: 144/144
  • MP: 0
  • Armor (ARM) = 25 x 115% = 28.75
  • M. Armor (MARM) = 29 x 115% = 33.35
  • Evade (EVA) = 19 + 20 + 5 = 44
  • M. Evade (MEVA) = 2 + 6 + 3 = 11
  • Magic Accuracy = 100 + 15 + 4 = 119
  • Dexterity (DEX) = 50 + 15 + 40 = 105
  • Mind (MND) = 50 + 15 + 4 = 69
  • Accuracy (ACC) = 78 + 20 + 15 + 40 = 153
  • Expertise (EXP) = (78/2) + 15 + 40 + 10 = 104

Skills

  • 400/400 pts
  • Guns: 78 pts
  • Pickpocket: 78 pts (purchased at 1:2)
  • Awareness: 30 pts (30 free at creation)
  • Acrobatics: 35
  • Trade: 25
  • Intimidation: 44
  • Negotiation: 35
  • Escape: 78 (purchased at 1:2)
  • Stealth: 78 (purchased at 1:2)
  • Streetwise: 78 (purchased at 1:2)
  • Scavenge: 78
  • Aptitudes: Thievery

Lore and Languages

  • 244/244 pts
  • Common: 50 (50 free at creation)
  • Basha Mithra: 20
  • Brogue: 20
  • Elvaan: 20
  • Mogri: 20
  • Galkan: 20
  • Lore (Humanoid): 48
  • Lore (Area): 48
  • Lore (Folklore): 48

Abilities: Sneak

Steal (Level 1)

  • Target: Single Type: Fast Action
  • Thanks to a little cunning and a set of well-honed reflexes, a Thief can pluck a target’s valuables before it even has a chance to react. Steal gives a Thief a CoS of Accuracy, Evasion of stealing an item from the targeted combatant, provided that the combatant had a treasure table set out for them using the rules in Appendix II. If the Thief has more than one weapon equipped, choose which Accuracy to use.

If successful, make a roll against Expertise, Evasion to see exactly what the Thief has snatched:

Table 2: Stealing
Roll result Item Stolen
Botch None
Failure Common
Beat CoS by 1 - 30 Uncommon
Beat CoS by 31 - 50 Rare
Beat CoS by 51+ Very Rare
  • A Critical Success increases the rarity of the item stolen by one – from Uncommon to Rare, or from Rare to Very Rare. Stealing an item removes it from the treasure table; it will not drop after battle, and if subsequent Steal rolls end up with the same item, nothing is taken and the Action is wasted.
  • If Steal is used against a target without a treasure table, the Thief must either declare what she is taking before making the roll, or ends up with one random valuable at the GM’s discretion. Note that unlike the Skill Pickpocket, victims of Steal know immediately they’ve been robbed – the Thief trades subterfuge for speed in this case.

Gil Snapper (Level 8)

  • Target: Group Type: Fast Action
  • Though the Thief’s forte lies in larger items, she is not above helping herself to a stranger’s pocket change to fatten her own purse. Gil Snapper has a CoS of (Expertise / 2) of allowing the Thief to snatch a number of Gil equal to (Total Gil Value of All Opponents / 8). Gil taken in this fashion are not deducted from the encounter rewards, but multiple successful uses of Gil Snapper will not increase this amount – the Ability is only effective once per battle. When used against other targets, the amount of Gil obtained in this manner is left to the GM’s discretion. As with Steal, victims of Gil Snapper immediately notice their loss – Thieves who want to avoid rousing alarm will have to use Pickpocket instead.

Catch (Level 15)

  • Target: Self Type: Reaction
  • Some warriors are speedy enough to snatch incoming projectiles out of the air, but only the Thief has the presence of mind to pocket them. When triggered, Catch gives the Thief a flat CoS of 50% of avoiding the attack's effects and immediately adding any Items or Ammunition used in the attack to her Inventory Slot.
  • Trigger: Thief is targeted by a Throwing Weapon, Bow, Crossbow, Rifle, or Ranged monster attack that inflicts Physical damage

Item Reference

  • Immobilize Proof: Immune to Immobilize (Seals Escape Actions and Reaction abilities, reduces EVA by 50%)
  • Fire Strike: Inflicts +50% damage if target has a Weakness to Fire.
  • Earth Strike: Inflicts +50% damage if target has a Weakness to Earth.
  • Blind Touch: 30% CoS of Blind (4). (Halves ACC, prevents Critical Hits; 75% chance for auto-hit abilities)
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