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Wandering Wasteland: Kara the Sun Flea

kara-the-sun-flea_rick hersheyKARA THE SUN FLEA     CR 8
XP 4,800
Female human investigator 5/bard 4
NG humanoid (human)
Init +3; Senses; Perception +13

DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 54 (9d8+9)
Fort +3 (+7 vs. poison), Ref +11, Will +9
Defensive Abilities poison resistance +4

OFFENSE
Speed 30 ft.
Melee mwk dagger +7/+2 (1d4, Crit 19-20/x2)
Ranged +1 hand crossbow +10 (1d4+1 plus drow sleep poison, Crit 19-20/x2, Range 20 ft.)
Special Attacks bardic performance 13/day (standard; countersong, distraction, fascinate, inspire competence +2, inspire courage +1), studied combat +2, studied strike +1d6
Investigator Extracts Prepared (CL 5th; concentration +7)
     2nd—invisibility, see invisibility, squeeze
     1st—negate aroma, stone fist, touch of the sea, true strike, urban grace
Bard Spells Known (CL 4th; concentration +7)
     2nd (2/day)—heroism, suggestion
     1st (4/day)—chord of shards, cure light wounds, disguise self, liberating command
     0th—dancing lights, detect magic, lullaby, mage hand, prestidigitation, sift

TACTICS
Before Combat Kara the Sun Flea avoids direct combat relying instead on others to do the fighting for her. When a situation becomes hostile she uses Spellsong and suggestion to manipulate potential enemies into attacking each other or otherwise leaving.
During Combat Kara takes cover and flees; when in an environment she is familiar with or when she has the tactical advantage, she uses her spells and poisoned crossbow bolts to render enemies unconscious (preferring to interrogate them before setting them free or bringing an end to their life).
Morale Kara is rather cowardly and flees when reduced to 30 hp or less.

STATISTICS
Str 10, Dex 16, Con 8, Int 14, Wis 12, Cha 16
Base Atk +6; CMB +6; CMD 19
Feats Dodge, Greater Fortitude, Skill Focus (Perform [Act], Sense Motive), Spellsong, Toughness
Skills Acrobatics +11, Appraise +6, Bluff +18, Climb +4, Diplomacy +15, Disable Device +7, Disguise +7, Escape Artist +15, Heal +5, Intimidate +7, Knowledge (local) +14, Linguistics +6, Perception +13, Perform (act) +18, Sense Motive +16, Sleight of Hand +7, Spellcraft +8, Stealth +15, Survival +5, Swim +4, Use Magic Device +7
Languages Common, Dwarven, Elven, Undercommon
SQ alchemy, bardic knowledge, cantrips, inspiration (1d6, 6/day), investigator talents (empathy, underworld inspiration), keen recollection, mwk dagger, poison lore, swift alchemy, trapfinding, trap sense +1, versatile performance (Perform [act] for Bluff), well-versed
Combat Gear +1 hand crossbow (10 bolts poisoned with drow sleep poison), potion of alter self, potion of cure serious wounds, potion of feather fall, potion of haste, potion of spider climb; Other Gear +2 studded leather armor, 2,000 gold worth of platinum coins and gold coins

5E Rules

Use the “Spy” NPC from the Monster Manual.

 

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