<div class="floatright">(http://elliquiy.com/elluiki/images/2/25/Ecchi_8_Slime_Girl_by_steohen2_by_Slime_Series.jpg)</div>Sapphire is an explorer by trade, using her inquisitive nature and viscous properties to slink around the various ruins that dot the land, even foraying into the Eastern kingdoms when she is feeling more daring. When she gets into trouble, she is just as likely to try and talk or seduce her way out of it, as she is to resort to violence, although she will fight if she sees no other way. While she would have preferred to stick to her fairly simple existence and stay out of the conflict between the Eastern peoples and her own, the rumors she has gathered during her various trips into their lands has disturbed her greatly, and she has finally come to conclusion that she should probably do something about it.<br/><br/>Name: Sapphire<br/>Class: Rogue-4 (good BAB and 6 skills)<br/><br/>Race: Slime girl<br/>-2 Str, +2 Dex, +2 Cha<br/>+1 ref save, +1 AC<br/><br/>HP: 55<br/>Damage Reduction: 1<br/><br/>Speed: 35<br/><br/>Strength            10<br/>Dexterity            20 (KOM)<br/>Constitution       14<br/>Intelligence        10<br/>Wisdom             10<br/>Charisma           16 (KDM)<br/><br/>Armor Class: 19<br/>Awareness: 14<br/>Saves: Fort +6, Ref +10, Will +5<br/>Resistance and Immunity:<br/>Base Attack Bonus: +4<br/><br/>Class Features:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Track 1: Esoterica Radica</div><div class="spoiler_body">1st Circle – Playing it Right: Any rogue learns to use a few key skills without pausing to think about them. Pick two skills. You can take 10 on both these skills regardless of circumstances.<br/>(Picked Acrobatics and Larceny)<br/><br/>2nd Circle – When to Hold: When it’s time to stand your ground, you trust in your uncanny luck to protect you. Once per [Encounter] per 5 character levels (minimum 1), as an immediate action, you may gain a +2 bonus to your Armor Class, Fortitude, Reflex, and Will saves until the beginning of your next turn.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Track 2: Assassin</div><div class="spoiler_body">1st Circle – Sneak Attack: You know that a fair fight is a failure to plan. Any time you make an attack that hits a [Flat-footed], [Helpless], [Confused], [Dazed], [Entangled], [Exhausted], [Stunned], [Shaken], [Frightened], [Cowering] or [Panicked] target, you deal 1d6 bonus [Precision] damage per Assassin circle that you possess, to a maximum of 7d6.<br/><br/>2nd Circle – Slayer’s Sense: Once you go for an enemy, you’re rarely inclined to let them escape alive. You can ignore [Concealed] and [Fully concealed] when attacking an opponent you have previously damaged with Sneak Attack in the [Encounter].</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Track 3: Fortune's Friend</div><div class="spoiler_body">1st Circle – A Little to the Left: You seem to narrowly dodge what would otherwise be lethal blows. Once per [Encounter], if you would be reduced to negative hit points, you are instead reduced to 1 hit point and immediately gain a move action. If you have the Swashbuckler track, this move action triggers the Once More! ability (if you wish to use it).</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Track 4: Water Elemental</div><div class="spoiler_body">1st Circle – Agile Sea(EX): You can take an additional 5-ft step each [Round], and moving out of a square of difficult terrain does not cost you extra movement. In addition, you gain the Swim movement mode.<br/><br/>2nd Circle – Hungry Ocean(SU): Once per [Round], when you take an offensive action that deals damage, you may inflict [HP reduction] equal to twice your character level to a single opponent that would be dealt damage by that offensive action before any other effect that would happen. You then heal HP equal to half the [HP reduction] inflicted by this ability.</div></div><br/>Feats:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cheerful Hemoglobin</div><div class="spoiler_body">Prerequisites:6th level (waived as a racial feat)<br/>Benefit:Your blood is quite happy where it is. You gain [Fast healing] 5, and are immune to [Bleeding].</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Everything but the Kitchen Sink</div><div class="spoiler_body">(Retheming of most of "The Sun Grows Dim")<br/>As a swift action she can can draw from her slime to form one of the following: a melee or ranged weapon with the [Hold-out] and [Quick-draw] weapon properties, and one other weapon property of her choice; or another small, mundane object no bigger than 1 cubic foot. This weapon or object manifests in her hand or on her person, and is absorbed at the end of the [Encounter].</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Exit Stage Left</div><div class="spoiler_body">A swift flanking maneuver or escape is a powerful asset in combat. <br/>Prerequisites: 1st level only<br/>Benefit: Once per [Encounter], you may trade a swift action for a move action.  At 9th level, you may use this one additional time per [Encounter].</div></div><br/>Skills: Acrobatics(Dex), Larceny(Dex), Stealth(Dex), Vigor(Con), Bluff(Cha), Diplomacy(Cha)<br/><br/>Items: As she needs them<br/>Weapons: As she needs them<br/>Armor: Thin membrane(light armor)<br/>Expendables: 3 healing potions