Mara
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Init 1d20+7 ; Senses Listen +7, Spot +11
Languages Common, Undercommon, Goblin, theives cant
AC18, touch 14, ff 15, uncanny dodge
hp 57 (10 HD)
Resist Improved Evasion
Fort +5 Ref +10 Will +3 (-2 vs fear)
Speed 30ft.
Melee +1 sword, short 1d20+9 / 1d20+4 ( 1d6+1 ) and
mwk sword, short 1d20+9 1d6+0 or
Melee mwk sword, short 1d20+9 / 1d20+4 ( 1d6+0 ) or
Ranged mwk javelin 1d20+9 / 1d20+4 ( 1d6+0 ) or
Base Atk +7, Grp +7
Attack Options Sneak attack + 5d6+10 , Improved Feint
Special Actions Crippling Strike, Evasion, Improved uncanny dodge, Sneak attack + 5d6+10 , trapfinding, trap sense +3, Uncanny dodge
Combat Gear Potion of cure serious wounds 3d8+5 , potion of magic weapon , greater (+0), potion of magic vestments (+0) (cl0), potion of shield of faith (+0), potion of cat's grace (cl 2), potion of bull's strength(cl -15), potion of bear's endurance (cl 0), potion of haste, potion of barksin (+0), potion of invisibility
Abilities Str 10 Dex 17 Con 15 Int 14 Wis 10 Cha 12
Feats Combat Expertise, Craven, Force of Personality, Improved Feint, Improved Initiative, Staggering Strike, Two-weapon Fighting, Weapon Finess
Skills Balance +8AP, Bluff +14, Disable Device +16, Gather Information +4, Hide +19AP, Intimidate +9, Knowledge (local) +9, Listen +7, Move Silently +18AP, Open lock +4, Search +15, Sense Motive +5, Spot +11, Tumble +10AP, Use Magic Device +14
Equipment +1 sword, short, mwk sword, short, mwk javelin, +1 leather, amulet of natural armor +1, ring of protection +1, gloves of dexterity +2, amulet of health +2, 2pp, 0g (banked)Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
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Mara was born in a small village on the outskirts of Driftwood. Her parents were farmers, and Mara was expected to follow in their footsteps. However, from a young age, Mara was restless and longed for adventure. She would sneak away from her chores to explore the woods and imagine herself as a brave hero on a grand quest.
As Mara grew older, her restlessness turned into rebellion. She started to push back against her parents' expectations, and soon she was running away from home to join a gang of thieves and outlaws. Mara proved to be a quick learner, and she quickly became one of the gang's most trusted members. Together, they would rob travelers on the road, break into homes, and cause all manner of mischief.
However, Mara soon began to realize that the outlaw life was not as glamorous as she had imagined. She saw the toll it was taking on her fellow gang members, many of whom ended up dead or in prison. Mara herself had a close call with the law, and she knew that she needed to make a change before it was too late.
One day, Mara stumbled upon an abandoned building in Driftwood's Market District. The building was run-down and neglected, but Mara saw potential. She began to imagine it as a tavern, a place where people could come together and share stories over a pint of ale. Mara decided then and there that she would turn her life around and make something of herself.
Mara spent the next few years learning everything she could about cooking, brewing, and running a business. She cleaned up the old building and transformed it into a cozy tavern, decorating it with mismatched furniture and hanging a large sign outside featuring a stylized dragon sipping from a mug of ale. Mara's outgoing personality and gift for storytelling made her a beloved figure in the community, and her tavern became a gathering place for people from all walks of life.
Mara still has her moments of restlessness and a mischievous streak, but she's proud of how far she's come and grateful for the second chance she's been given. She sees The Typsy Dragon as more than just a tavern - it's a symbol of her own personal transformation, and a place where anyone can find a warm welcome and a good meal.
Human Rogue 10 1d20
NN Medium Humanoid (human)Init 1d20+7 ; Senses Listen +7, Spot +11
Languages Common, Undercommon, Goblin, theives cant
AC18, touch 14, ff 15, uncanny dodge
hp 57 (10 HD)
Resist Improved Evasion
Fort +5 Ref +10 Will +3 (-2 vs fear)
Speed 30ft.
Melee +1 sword, short 1d20+9 / 1d20+4 ( 1d6+1 ) and
mwk sword, short 1d20+9 1d6+0 or
Melee mwk sword, short 1d20+9 / 1d20+4 ( 1d6+0 ) or
Ranged mwk javelin 1d20+9 / 1d20+4 ( 1d6+0 ) or
Base Atk +7, Grp +7
Attack Options Sneak attack + 5d6+10 , Improved Feint
Special Actions Crippling Strike, Evasion, Improved uncanny dodge, Sneak attack + 5d6+10 , trapfinding, trap sense +3, Uncanny dodge
Combat Gear Potion of cure serious wounds 3d8+5 , potion of magic weapon , greater (+0), potion of magic vestments (+0) (cl0), potion of shield of faith (+0), potion of cat's grace (cl 2), potion of bull's strength(cl -15), potion of bear's endurance (cl 0), potion of haste, potion of barksin (+0), potion of invisibility
Abilities Str 10 Dex 17 Con 15 Int 14 Wis 10 Cha 12
Feats Combat Expertise, Craven, Force of Personality, Improved Feint, Improved Initiative, Staggering Strike, Two-weapon Fighting, Weapon Finess
Skills Balance +8AP, Bluff +14, Disable Device +16, Gather Information +4, Hide +19AP, Intimidate +9, Knowledge (local) +9, Listen +7, Move Silently +18AP, Open lock +4, Search +15, Sense Motive +5, Spot +11, Tumble +10AP, Use Magic Device +14
Equipment +1 sword, short, mwk sword, short, mwk javelin, +1 leather, amulet of natural armor +1, ring of protection +1, gloves of dexterity +2, amulet of health +2, 2pp, 0g (banked)Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Since the Bastion’s fall
Mara, still affectionately called “Typsy”, keeps the ales flowing at Driftwood’s Typsy Dragon by day, but after last call she slips back into her old smuggler’s skin: the tavern’s hidden cellar opens onto moon‑washed caves where she ferries refugees and dissident clerics past Hextor’s blockades, turning “fishing trips” into midnight escapes. Her boisterous taproom doubles as an information hub, where coded drink orders and off‑key sea‑shanties funnel troop‑movements to Arathur Obsidian’s scouts and any Seventh‑Seal runner who wanders in. A cracked prayer‑orb salvaged from the Bastion glows above the door, its faint orange pulse a promise that hope still lives; Mara swears that if the light ever dies she’ll sail her last cargo straight into the enemy’s teeth. “Pirating souls instead of silver,” she laughs—but the spark in her sea‑green eyes says she means every word.
Alignment
Unknown
Current Location
Species
Year of Birth
560 CY
36 Years old
Children
Height
5'4"
Weight
107 lbs
Ruled Locations