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Madame Ivanja

Angelica Nenaviste's page

747 posts. Alias of Troy Malovich.

Full Name

Angelica Nenaviste


Changeling "Varisian"


Burglar 4/Fighter 1 (AC: 20 [T: 14 /F: 16] (+2 vs Traps); HP: 39/39; F+3, R+7 (+2 vs traps), W+1 (+2 vs Illusions); Init: +3; Perc: +15 [+17/+19], 60' darkvision)




Med; 4' 7"; 90 lbs



Special Abilities

Sneak Attack +2d6, Evasion, Trapfinding, Trap Sense +2


Chaotic Good






Common, Varisian, Elven, Dwarven


"Collector of Antiquities"

Strength 14
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 12

About Angelica Nenaviste

Most frequent rolls:
[ooc]Stealth [dice]1d20+13[/dice] [i](Can move at full speed w/o penalty)[/i]
Perception [dice]1d20+15[/dice] [i](+2 vs traps, and +4 vs stone like creatures)[/i][/ooc]

[spoiler=Status][ooc][b]HP:[/b] 39/39
[b]AC:[/b] 20 (14/16)

AC: 20 (+5 Armor, +3 Dex, +1 dodge +1 Nat) +2 dodge vs traps
Touch: 14 Flat: 16
CMD: 20

HP: 39/39 (dead at -10)
XP: 5832

BAB: +4
CMB: +6
Fort: +3
Ref: +7
Will: +1 (+2 vs. Illusions)

Init: +3
Speed: 30'

Racial traits:
Hag Trait: Green Widow : +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Claws: gain two claw attacks (1d4 each).
Natural Armor: natural armor bonus of +1.
Darkvision: see perfectly in the dark up to 60 feet.

Class Features:
Sneak Attack (2d6): deal extra damage anytime her target would be denied a Dexterity bonus to AC, or when she flanks her target. This extra damage is not multiplied on a crit. Ranged attacks can count as sneak attacks only within 30 feet. With a weapon that deals nonlethal a sneak attack can deals nonlethal instead of lethal. She cannot use a weapon that deals lethal to deal nonlethal in a sneak attack, not even with the usual –4 penalty. She must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Cannot sneak attack a creature with concealment.
Trapfinding: adds 1/2 her level to Perception to locate traps and to Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.
Evasion (Ex): If she makes a successful Ref save against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light or no armor. She does not gain the benefit of evasion if she is helpless.
Trap Sense (Ex): She gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps
Careful Disarm (Ex): Whenever she attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
Rogue Talents:
Honeyed Words (Ex): 1/day, she can roll two dice while making a Bluff check, and take the better result. She must choose to use this talent before making the Bluff check. She can use this ability one additional time per day for every five rogue levels she possesses.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Feats and Traits:
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Mother's Gift (Changeling): Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed.
Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

Ruin Raider: You gain a +1 trait bonus on Appraise checks. Additionally, you gain a +4 bonus on Perception checks made to distinguish statue-like creatures (like caryatid columns and gargoyles) from actual sculptures.
Power of Suggestion: You may make a Bluff check to make observers believe that an object in your possession is actually a different object entirely. The DC for the check is 20 for items of a similar size, shape, and color (such as a glaive and a quarterstaff). Items of a different shape, size, or color raise the DC by 5 for each dissimilar aspect, or more if the dissimilarity is extreme. This deception lasts 1 minute; if the item is still in view, the observers may recognize their error unless you make another bluff check.

Basic Attacks:
Claws (2): +8/+8, 1d4+3 damage, crit x2, blunt/slash; -5 if used in conjunction with a weapon
Rapier: +7, 1d6+2 damage, crit 18-20/x2, pierce
Sap: +7, 1d6+2 NL damage, crit x2, blunt
MW Silver Dagger: +8, 1d4+1 damage, crit 19-20/x2, pierce
MW hand crossbow (30'): +8, 1d4 damage, crit 19-20/x2, pierce (move action to load)

Skills (#r trained):
+2 insight bonus to all with the shard
+1 to all Int skill checks with the shard
+11 Acrobatics 5r
+11 Appraise 5r
+8/+10 Bluff 4r (If they are sexually attracted to her)
+8 Climb 3r
+2 Craft
+8 Diplomacy 4r
+14/+16 Disable Device 4r (Traps)
+1 Disguise
+8 Escape Artist 2r
+3 Fly
+0 Heal
+1 Intimidate
+7 Knowledge (History) 5r [from the Ioun stone]
+8 Knowledge (Local) 3r
+13/+15/+17 Perception 5r (Traps/Statue-like Creatures)
+1 Perform
+3 Ride
+6 Sense Motive 3r
+9 Sleight of Hand 2r
+11 Stealth 5r
+0/+5 Survival (to track with lens)
+6 Swim 1r

Gear: 23/50 lbs
Explorer's Outfit
Rapier [2 lbs]
MW hand crossbow (30 bolts) [5 lbs]
+1 Mithril Chain Shirt [10 lbs]
Shard of Pride [1 lb]
Handy Haversack [5 lbs]
--MW Thieves' tools [2 lb]
--Grappling Hook [4 lbs]
--Silk Rope (50') [5 lbs]
--Caltrops (2) [4 lbs]
--Superior Loaded Dice [-]
--Alchemical Grease (2) [2 lbs]
--Smokestick [.5 lb]
--Id Moss (3 doses) [-]
--Striped Toadstool (2 doses) [-]
--Sap [2 lbs]
--Potion of CLW x2
--Elixir of Love
--Elixir of Truth

GP: 14

Loot List

HeroLab Profile:
Angelica Nenaviste
Female changeling fighter 1/rogue (burglar) 4 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder RPG Bestiary 4 29)
CG Medium humanoid (changeling)
Init +3; Senses darkvision 60 ft.; Perception +10
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 39 (5 HD; 4d8+1d10+2)
Fort +3, Ref +7 (+1 bonus when set off a trap with a failed Disable Device check), Will +1; +2 insight bonus vs. illusion spells
Defensive Abilities evasion, trap sense +1
Speed 30 ft.
Melee rapier +7 (1d6+2/18-20) or
. . sap +7 (1d6+2 nonlethal) or
. . 2 claws +8 (1d4+3)
Ranged mwk hand crossbow +8 (1d4/19-20)
Special Attacks sneak attack +2d6
Str 14, Dex 16, Con 10, Int 16, Wis 10, Cha 12
Base Atk +4; CMB +6; CMD 20
Feats Dodge, Mobility, Mother's Gift: Hag Claws[ARG], Weapon Finesse
Traits power of suggestion, ruin raider
Skills Acrobatics +12, Appraise +14, Bluff +10 (+12 vs. creatures sexually attracted to her), Climb +9, Diplomacy +10, Disable Device +15, Disguise +3, Escape Artist +9, Fly +4, Heal +2, Intimidate +3, Knowledge (history) +10, Knowledge (local) +11, Perception +10, Ride +4, Sense Motive +8, Sleight of Hand +9, Stealth +12, Survival +2, Swim +7; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her, careful disarm
Languages Common, Dwarven, Elven, Thassilonian, Varisian
SQ rogue talents (fast stealth, honeyed words 1/day[APG]), trapfinding +2
Combat Gear shard of pride, alchemical grease[APG] (2), caltrops (2), id moss (3), smokestick, striped toadstool (2); Other Gear mwk chain shirt, crossbow bolts (30), mwk hand crossbow, rapier, sap, crimson sphere ioun stone, belt pouch, belt pouch, belt pouch, belt pouch, grappling hook, loaded dice, superior[APG], masterwork thieves' tools, silk rope (50 ft.), 14 gp, 9 sp.
Special Abilities
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Green Widow (Green Hag) (Ex) +2 to Bluff vs. those sexually attracted to you.
Honeyed Words (1/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Ruin Raider +4 Perception to distinguish statue-like creatures.
Shard of pride +2 insight bonus to saves vs. illusion.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Angelica is an attractive, albeit very slight, woman. She maintains a little of the darker features from her father's side, but is still clearly pale for a Varisian. She has very lightly tanned skin and jet black hair, accentuated by her mismatched eyes. While one is a bright green, the other is the subtle brown of her father's side. She is small of frame, looking almost as if she's still a child, but there is no doubt that she is very much an adult woman. She dresses just provacatively enough to make sure that no one mistakes her for a child. She carries herself smoothly, lithe even, almost as if she barely touches the surface she walks on. She always has a mischievous light behind her eyes, and a crooked little smirk off to one side like she's musing over an inside joke that she shares with no one.

Angelica can sum up her personality as simple as seeing everything as a challenge. She had a hard life growing up, and made it through by the sheer force of will to prove that she could. She enjoys a good challenge, and it's gets her heart racing and sets a smile to her eyes.

Angelica was born from the union of a Green Hag and an unsuspecting Varisian, and later left with another traveling couple passing through the hag's territory. They were on their way to set up a small homestead in Magnimar, and despite being childless, it was intentional on their part. As soon as they arrived at the city, they dropped her off at the first orphanage they came across and never looked back. No surprise, the orphanage in a city the size of Magnimar may not have been the dream childhood everyone hopes for.

She grew up amongst the other youth hardened by a life of being unwanted by anyone, which led her to take up a rather rebellious upbringing. She found, while growing up, that it was just easier for her to take what she wanted, and whenever she got caught she would just talk her way out of it more often than not. As she grew it became more about what she wanted than what she needed, and began taking things on dares from her fellow orphans, just to show them she could do it.

As they neared adulthood it wasn't a surprise that most of them ended up involved with some of the many small gangs around the city. She fell in with a small group that dubbed themselves the 'Red Blades', a stupid name she thought, but she was in no position to start making demands. She became known as their 'window', the one that allowed them access into the places they chose to rob. In one such instance the place hadn't been as empty as they thought, which led to someone getting killed, and she decided that she didn't any part of that lifestyle any more.

She decided to focus on the retrieve and return aspect, but slightly misplaced in just such a way that the owners knew someone had been there. She didn't really want or need for the money of such trinkets, as she could gather as much as she needed to get by along the streets, but she loved the thrill of it. She wanted someone to know that she could take their stuff if she wanted.

One such challenge came in the form of Heidmarch Manor, which she had heard tales of, but decided there was something worthy of investigating for herself. Sadly, she didn't get as far as she would have liked, and it wasn't long before she was explaining herself to Lady Heidmarch. The lady decided to introduce her to the thrill of the society, unearthing relics, and exploring ancient ruins. Before long she has been eager for the opportunity to recover artifacts of older times, and display them at the lodge, for everyone to know who retrieved it.

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