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Trinia Sabor

Melissa Evendale's page

587 posts. Alias of Wellard.

Full Name

Melissa 'Mel' Evendale




Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2


Female (posing as male)





Special Abilities

bonus feat, skilled, Class and Archetype Abilities


Neutral (tending toChaotic Good)


no real religion, prays to what ever god she needs to as need arises




Common (with a Chelaxian accent),Varisian,Shoanti,



Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 13
Charisma 14

About Melissa Evendale

Melissa Evendale

Female Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 1
AL N(tending towards CG) Size Medium Humanoid (human)
Init +3; Senses no special senses


AC 16, touch 13, flat-footed 12
(armor +2, Dex +4,)
HP 32 (2d8+2d10+0)
Fort +2, Ref +8 Will +2;
Defensive Abilities DRnone; Immune nil Resist nil; SR 0%


BAB +3
Spd 30 ft.,
+2 to hit and Damage vs Humans
Melee +1 Aldori Duelling Sword +9(1d8)(19-20x2)
Melee Kukhri +6(1d4)(18-20,x2)
Melee MW Dagger +7 (1d4)(19-20x2)
Ranged MW Light Crossbow +7 (1d8)(19-20,x2)
Ranged Throwing knife +6(1d4)(x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak attack +1d6
CMB +2
CMD 15


Str 10, Dex 18(includes+2 bonus), Con 10, Int 13, Wis 14, Cha 14

Base Atk +3; Grp +0

Feats & Talents
EWP Aldori Duelling Sword.
Weapon Finesse
Rogue weapon & armour Proficiencies
Ranger Weapon and Armour Proficiencies
Kukhri proficiency from Swashbuckler Archetype
Weapon Training (Rogue Talent)
Weapon Focus Aldori Duelling Sword from Weapon Training
Dazzling Display
Favoured Enemy:Humanoid(Human)

Ranger Fighting Style: Archery
Point Blank Shot From Archery Style.

The Rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist(Dex), Intimidate (Cha), Knowledge (dungeoneering)(Int), Knowledge (local) (Int), Linguistics (Int), Perception(Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis),Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

The Urban Ranger’s class skills are Climb (Str), Craft (Int), Disable Device (Dex), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

[Rogue skill pts/lvl=12: 8 Class +2 Int +1 race,+1 favoured class ]
[Ranger Skill pts/lvl= 9: 6 Class +2 Int +1 race]

Acrobatics +10[3 ranks +3 class +4 DEX]
Bluff +8[3 ranks +3 class +2 CHA](+2vs Humans)
Climb +5[2 ranks +3 class +0 STR]
Diplomacy +10 [4 ranks +3 class +2 CHA +1 trait]
Disable Device +11[4 ranks +3 class +4 DEX,]
Disguise +7 [2 ranks +3 class +2 CHA],
Intimidate +9 [4 ranks +3 class +2 CHA]
Knowledge (Local)+7 [2 ranks +3 class +2 INT],(+2vs Humans)
Knowledge [nobility]+3 [1 rank +2 INT](+2vs Humans)
Perception +8 [4 ranks +3 class +1 WIS](+2vs Humans)
Perform (orate) +7[1 ranks +3 class +2 CHA +1 trait]
Sense Motive +5 [1 rank,+3 class +1 Wis](+2vs Humans)
Sleight of Hand +9[2 ranks +3 class,+4 DEX]
Stealth +11[4 ranks +3 class +4 DEX]
Profession (sailor) +8[4 ranks +3 class +1 WIS]
Profession(Scribe)+5[1 ranks +3 class +1 WIS]

Barroom Talespinner
You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself.

You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

Eager Combatant:
You’re so excited to board other ships that you’re frequently the first one over the rail, regardless of the danger. You gain a +1 trait bonus on attack rolls made while onboard an enemy ship.

Languages Taldane(common),Varisian(Int),Shoanti(Int)

SQ +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.

Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Combat Gear

Leather 10gp 15lbs
Aldori Duelling Sword. 20 gp 2lbs
Two throwing knives 4gp 2lbs
Kukhri 8Gp 2lbs
Light Crossbow 35gp 4 lbs
20 Bolts 2gp 2lbs

Other Gear

Belt pouch 1 gp 0.5 lbs containing:

MW Thieves Tools 100gp 2 lbs
Flint and steel 1 gp (no weight)

Back pack(fitted for quick release)2gp 2lbs :containing
Crowbar 2gp 5lbs
Hammer 5sp 2lbs
Winter Blanket 5sp 3lbs
10 Candles 1sp 1lb(nominal weight)

Total Cost 185Gp 1 sp



Spoilered for Length


Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.A ranger is proficient with all simple and martial weapons and with light armor,medium armor, and shields (except tower shields).

Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the rogue f lanks her target. This extra damage is 1d6
at 1st level, and increases by 1d6 every two rogue levels
thereafter. Should the rogue score a critical hit with a
sneak attack, this extra damage is not multiplied. Ranged
attacks can count as sneak attacks only if the target is
within 30 feet.

With a weapon that deals nonlethal damage (like a sap,
whip, or an unarmed strike), a rogue can make a sneak
attack that deals nonlethal damage instead of lethal
damage. She cannot use a weapon that deals lethal damage
to deal nonlethal damage in a sneak attack, not even with
the usual –4 penalty.

The rogue must be able to see the target well enough to
pick out a vital spot and must be able to reach such a spot.
A rogue cannot sneak attack while striking a creature
with concealment.

Evasion (Ex): At 2nd level and higher, a rogue can avoid
even magical and unusual attacks with great agility. If she
makes a successful Ref lex 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.

Rogue Talents: As a rogue gains experience, she learns
a number of talents that aid her and confound her foes.
Starting at 2nd level, a rogue gains one rogue talent. She
gains an additional rogue talent for every 2 levels of rogue
attained after 2nd level. A rogue cannot select an individual
talent more than once.

A paragon of mobile swordplay, the swashbuckler is a rogue who focuses almost exclusively on honing her skill at arms and perfecting daring acrobatic moves and elaborate flourishes that border on performance.

Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.

Daring (Ex): At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the swashbuckler archetype: offensive defense, positioning attack, powerful sneak, and weapon training*.

Advanced Talents: The following advanced rogue talents complement the swashbuckler archetype: crippling strike*, entanglement of blades, and redirect attack.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or twoweapon combat. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level.

He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

If the ranger selects two-weapon combat,he can choose from the following listwhenever he gains a combat style feat:Double Slice, Improved Shield Bash,Quick Draw, and Two-Weapon Fighting

The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or nonarmor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Urban Ranger

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.

Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting
to identify these creatures.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype,If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains +2 bonus on initiative checks and Knowledge (local),Perception,Stealth, and Survival skill checks. An urban rangertraveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community.

In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2.

For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.

Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.


Melissa isn't sure about who her parents were as she was a foundling but she is probably the bastard offspring of some Ulfen Mercenary and a Riddleport Whore. Her early years were spent in the care of the Church of Sarenrae who tried to instill a sense of duty into the wild child she was becoming..often with the stick rather than the carrot.As a consequence she ran away numerous times before deciding that pretending to adhere to the strictures laid upon her was the best way of avoiding punishment

Finally at the age of 12 they deemed the girl to be tamed sufficiently and sent her out to be a servant to a minor noble family. Melissa doesn't talk about her time there,suffice to say that within days she had fled from the house disguised as a boy and taken to the streets where she fell in with what might in certain circles be described as the wrong sort of company.The gang of youths were impressed by the new boys ability to talk himself out of trouble and urged him to follow them to their 'Boss'

One thing led to another and Mel was enlisted into the Zincher crime family who soon found that the 'boy' had a talent for languages and a good hand so they set him to learning the forgers art alongside his normal training.Mel knuckled down to the work willingly having finally found something that actually held her interest whilst maintaining her deception and in the process picking up many tales from the dockside taverns and dives she frequented

And then her secret was discovered..after nearly 18 months. Her trainers far from being angered praised her all the more for managing to fool them for so long and began training her in earnest as a spy.

For a year she concentrated on that side of the families business and became very proficient in the arts of subtle infiltration.She also proved to be a intuitive swordswoman the natural speed of her lithe form making up for her lack of muscle and she has taken to the rather flamboyant style of the Aldori Duellist.Her worst habit when fighting is the continual banter she throws at her opponent in an attempt to distract them and force an opening.

Her trainers had talked about the Old Man having a task for her which will be the final proof of her abilities.She knew she was ready with all the usual overconfidence of a untried teenager.

Unfortunately the task ended in failure and Mel only got away by the skin of her teeth..determined to put as much distance between Zincher and herself as possible.

To that end Mel managed to persuade a visiting Merchant captain to take her on as a Cabin Boy and was soon sailing which point the Captain showed his true colours as a Shackles Pirate.Thus it was that one fateful night she found herself in the "Formidably Maid"

Physical Description

Melissa is very short for a human standing a mere 5'0" tall and weighs in at 113 pounds with a figure than can hardly be described as voluptuous(think Kiera Knightly). A classic blue eyed blonde, she keeps her hair short so that she can pose as a boy when required


Melissa has managed to avoid the worst consequences of her chosen life style by a mixture of luck and guile but knows in her heart that it can't last forever.This means that she lives for the day in the classic rogue manner...which can make her seem rather callous at times. However she is a loyal friend to those she trusts which may take some time especially with those she sees as being in authority(Clerics of lawful Deities and Paladins especially)

In one on one situations she reveals a softer, shyer nature although she does try to avoid such situations with men.One thing she will not do is pose as a piece of Laced Mutton in fact she shows a distinct aversion to those who practice the trade.

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