Arisa Petrine

From OtanWiki
Arisa Petrine
ArisaPetrine.png
A portrait of Arisa Petrine
Campaign The Tertiary Campaign
Player Name Sophia
Race Human
Nationality Karazalikian
Class (lvl) Rogue 2
Alignment Lawful Neutral
Religion Baksism (Adidi)
Birthdate/Place 235, 1st of Kantar, in Karazalik, Kenzhe
Parents Marli Petrine (Mom), Malpheris Petrine (Dad)

Arisa Petrine is a member of The Tertiary Campaign.

About Arisa[edit]

Arisa is a devout worshipper of Adidi, The Baksi of Justice and Lightning, and due to the death of a childhood friend, Luxian, to a corrupt Noble in Ortalyk, she has since become something of both an urban bounty hunter in the public eye, but an assassin of corrupt officials behind that. However, she does not randomly kill every noble she believes might be corrupt, instead spending potentially weeks studying her targets to ensure they are corrupt enough to warrant a 'visit' from her.

Personality[edit]

Perhaps due to her rather grim career, Arisa is a bit depressed, tending to keep to herself most of the time. That said, she does brighten up noticeably when around two specific creatures - her two mastiffs, Ana - named after the Mother-Goddess Ana of Baksism - and Luxian - named after her old friend.

Special Abilities[edit]

Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Piercer You have achieved a penetrating precision in combat, granting you the following benefits:

Increase your Strength or Dexterity by 1, to a maximum of 20. Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Lucky You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Future Aspirations[edit]

Arisa's current aspiration is fairly simple: She wishes to wipe out any and all officials who use their power to further their own goals at the expense of the people.

Backstory[edit]

Born to a well-off, loving family in Karazalik, Arisa reached the age of seventeen with little fanfare. Her Mother was a follower of Adidi, and served as a sort of judge, where her Father stayed home, taking care of her and helping around the house. In many ways, she lived a relatively ideal life for a girl in Karazalik. However, that would change. Three months after her Seventeenth birthday, Arisa's close friend - a man by the name of Luxian - was granted a position as an advisor to a member of the Tribal Council of Karazalik, a position that there had been quite the competition for. Her dear friend Luxian, however, was only able to enjoy the position for three days before dying - by poison. Arisa was, understandably, heartbroken.

Severely wounded by the death of her friend, and with no hint of how he died beyond it being by poison, Arisa began to investigate into the circumstances of Luxians death by herself, using the various methods her Mother had taught her in the hopes that she too might one day serve Adidi. It took a total of three years before she finally got to the bottom of it - and discovered that a political superior of the member of the Tribal Council of Karazalik member that Luxian served under had felt threatened by Luxians master, and decided to punish him, by killing his newest advisor. This shocked Arisa - how could a member of the Council, a devout woman, be so petty and vicious as to kill an innocent? But no matter how much Arisa investigated, She could only ever find one thing. Luxian was dead, and it was by that woman's order.

Arisa, overcome with sorrow over her friend's death, and rage at the lack of punishment the woman faced, spent the next three weeks in prayer to Adidi for a sign of what to do. And the Baski of Justice, in his own way, provided that. On the third week of her prayer, lightning struck the house of the woman. Not killing her, but it was enough for Arisa to realize what she had to do.

That night, she dressed in dark clothes and snuck into the woman's home, knocking out a servant girl and disguising herself as her. With her new disguise, she was able to easily gain access to the woman's private chambers, and it was there that Arisa took her dagger and slit the woman's throat, a hand over her mouth as to muffle any scream.

The rest of that night was a blur for Arisa. She remembered sneaking out via the balcony and running home. Then soldiers knocking on the door of her house in the morning, and demanding she come out. Being dragged to a courthouse and found guilty, and getting thrown in prison despite her cries of justice. A guard who worshipped Adidi getting a message and helping her escape. Running, running for so long she felt her legs would give out, and eventually passing out in the tropics.

It's likely that Arisa would have died there, were it not for the assistance of two young wild mastiffs. They took Arisa to a cave, where she was able to slowly recover her health. She named one of them Ana, after the Mother-Goddess, and the other Luxian, after her dead friend. Once she was strong enough, she began to head out and hunt, bringing food back for her saviors as thanks, growing used to the harsh conditions, and honing her ability to sneak in order to hunt for food. After a few months, she eventually left for another country, only to find her two canine companions following behind her, company that she was more than glad to keep.

During her exile from her home, and the time she spent under the protection of Ana and Luxian, something occurred to Arisa. If even a member of the Council could be so corrupt as to kill an innocent man, then there must be officials in other countries that are just as evil. And as such, she considered it her duty, as a follower of Adidi, to wipe out those who think themselves above the people they should serve, using their power to only further their own goals at the cost of the people.

By day, Arisa is simply a bounty hunter, hunting down those who have committed heinous crimes in return for gold, But by night, Arisa hunts her true quarry - Nobles and officials who abuse their power. She studies their mannerisms, investigates their backgrounds, and the results of what they did in the past, and if they have started to only serve themself? Then she will visit them, and they will not wake up in the morning.