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Woman

Zelladania's page

593 posts. Alias of Joy.


Full Name

Zelladania (Zella)

Race

Human (Varisian)

Classes/Levels

Rogue / 2

Gender

Female

Size

Medium

Age

19

Special Abilities

Sneak Attack / Trapfinding / Evasion /Trap Spotter

Alignment

Chaotic Good

Deity

Desna

Location

Varisia

Languages

Common, Varisian, Shoanti

Occupation

Dancer

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

About Zelladania

Combat:

HP: 15
Initiative Modifier: +3
AC: 15 [10 + 3 dex + 2 leather armor]
Touch AC: 13 [10 + 3 dex]
Flat-Footed AC: 12 [10 + 2 leather armor]

CMD: +3 [+2 str]
CMB: +16 [10 + 2 str + 3 dex]

Current HP/Total HP: 8/8

BAB: +1
Ranged: +4
Melee: +3

Attack - Short Sword (Melee Weapon) 1d20+2
Damage - 1d6+2
Crit Range: 19–20/×2 / Weight 4 lbs / Type: Piercing

Attack - Shortbow (Ranged Weapon) 1d20+3
Damage - 1d6
Crit Range: 20/x3 / Weight 2 lbs / Type: Piercing / Range: 60ft

Attack - Dagger (One-Handed Melee or Ranged)
Melee 1d20+2 / Ranged 1d20+3
Damage - Melee 1d4+2 / Ranged (10ft) 1d4
Crit Range: 19-20/x2 / 1 lb. / Type: Piercing or Slashing

Saves:
Fortitude +0
Reflex +6
Will +0

Character Details:

Description:
Height: 5'3"
Weight: 108 lbs.
Eye Color: Dark Brown
Hair: Wavy black hair that reaches to the middle of her back.
Skin Tone: Light Olive complexion

When traveling, or not wanting to draw attention to herself (such as when she's indulging in a little pick-pocketing), Zella wears common traveling clothes under her leather armor consisting of a loose fitting blouse and trousers with leather boots that come up to midcalf. Her traveling clothes are in colors of beiges and browns so as to not show dirt easily and to not stand out in a crowd. She usually wears her hair pulled back into a loose ponytail when in this outfit.

When she does want to draw attention to herself (usually for dance performances or to catch a certain someone's eye), Zella dresses up in her dancer's (entertainers) outfit. It has a tight fitting bodice with long flowing sleeves and a full, ankle length skirt with slits up either side for freedom of movement during her dances. It is in graduated shade of purple, starting with lavender at the top of her bodice and becoming a deep dark violet at the hem of her skirt. She has several scarves all in different shades of purple and her outfit and scarves are all embroidered with dark yellow thread. She usually let her hair hang loose when dancing so that it flows with her movements.

Personality: Zella is a very energetic and outgoing young woman who enjoys making new friends in all the places that she visits. Her love of life and her energy translate well into the movements of her dances.

Background: Like most of her family, Zella was born near the area of Sandpoint in Varisia. However, none of them are considered permanent residents of the area as they spend a good portion out of every year traveling.

Growing up Zella traveled with her parents and extended family in caravan, traveling to different lands and making their living by entertaining people. She learned how to dance from her mother and aunts who were all quite accomplished dancers and when she was old enough, she joined their act. Before she was deemed old enough and proficent enough at dance, she worked the crowd with her cousins looking for likely targets to pick-pocket. It was that reason why the caravan never stayed in one place for very long.

With all that traveling, Zella learned how to make new friends quickly with her bubbly personality and good looks. She also learned to hide her intelligence behind that bubbly and occasionally ditzy personality. It made her less likely to be suspected when anything turned up missing. After all, who ever suspects the sweet and friendly little girl of doing anything illegal?

Having reached the age of an adult, Zella has recently left her family's caravan and returned to her hometown of Sandpoint. Deciding that she needed a chance to experience life on her own for a time before making the decision to spend the rest of her life traveling with her family's caravan, Zella chose her birth town as the place to start a new life again. She had heard news of the great theatre there and thought perhaps a change of careers would be good for her. She always fancied herself a good dancer and made decent money as one, performing with her cousins, perhaps they had need of her performing skills in Sandpoint? So sending out a letter to Cyrdak Drokkus, Zella headed off to Sandpoint again.

Zella's temporary home is the Rusty Dragon Inn. Having made friends with Ameiko (the owner of the inn) during previous visits to the town, Zella has been trading dance performances and stories of her life traveling with the caravan for her room and food while she waits to audition for Cyrdak Drokkus.

Traits:

Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Charming:

Blessed with good looks, you’ve come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Skills:

Appraise +6 [1rank+3inclass+2int]
Acrobatics +8 [2rank+3inclass+3dex]
Bluff +7 [2rank+3inclass+2chr]
Diplomacy +7 [2rank+3inclass+2cha]
Disable Device +8 [2rank+3inclass+3dex]
Knowledge local +6 [1rank+3inclass+2int]
Knowledge dungeoneering +6 [1rank+3inclass+2int]
Knowledge geography +3 [1rank+2int]
Perception +7 [2rank+3inclass+2feat]
Perform (Dance) +8 [2rank+3inclass+2chr+1trait]
Sense Motive +7 [2rank+3inclass+2feat]
Stealth +8 [2rank+3inclass+3dex]
Use Magic Device +10 [2rank+3inclass+2cha+3focus]

Feats:

Alertness
Skill Focus

Class Features:
page 68 of Core Rulebook
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.

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.

Trapfinding: A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.

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.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive
sense that alerts her to danger from traps, giving her a +1
bonus on Ref lex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can
react to danger before her senses would normally allow
her to do so. She cannot be caught flat-footed, even if the
attacker is invisible.

Rouge Talents:

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Gear and Gold:
starting gold - 150 gp

32 gp / 9 sp

weapons
short sword / 10 gp / 4 lbs
daggers x2 / 4 gp / 2 lbs One in boot sheath one in waist sheath
short bow / 30 gp / 2 lbs
arrows / 1 gp
Scarf, bladed / 12 gp / 2 lbs

armor
leather armor / 10 gp / 15 lbs

equipment
Backpack / 2 gp / 2 lbs
Bedroll / 1 s / 5 lbs
Flint and Steel / 1 gp
50ft Silk Rope / 10 gp / 5 lbs
Thieve's Tools / 30 gp / 1 lbs
Entertainer's Outfit / 3 gp / 4 lbs.
Taveler's Outfit / 1 gp / 5 lbs.
Wooden Holy Symbol/Pendant of Desna / 1 gp
Trail Rations 4 days worth / 2 gp / 4 lbs


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