Apollon Zamp's page

83 posts. Alias of Doug Hahn.

Full Name

Appolon Zamp


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

About Apollon Zamp

Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1
CN Medium humanoid (Elf)
Senses Perception +5 E; Low-Light Vision
Pronoun: He/him


An elf with pale hair, an ageless face, and sparkling midnight eyes steps into the room with an air of exquisite self-assurance.

He wears pale blue breeches puffed and tucked into black knee-high stompers, a black high-shouldered coat, a white cuffed shirt with clasped at wrist and neck with buckles of iron. He is wearing a blue hat; into his sash is thrust a rapier and a whip; in his coat is a silk kerchief that matches the hat.

He shoots his cuffs before performing a punctilious bow.


PFS Number: 232159-2004
Experience: 0
Fame (Envoy’s Alliance): 0
Gold: .59

HP 14
AC 18 (10 +3 Dex +2 Studded Leather +2 Trained +1 Level = 18) | Buckler 19
Speed 30’
Fort +3 (T) Reflex +8 (E) Will +5 (T)


Class DC 17 (4 cha + 3 Trained)

Rapier +6 1d6+1 (Deadly d8, disarm, finesse)

Shortbow +6 1d6, 60' (Deadly d10)

Electric Arc (V,S); 1d4+4 Electric Basic Reflex Save up to two targets 30' apart; range 30'=.
Acid Splash; 1d6+1 splash on attack; crit is 1 persistent; range 30'.
Spell Attack Roll +7 (2T + 4 stat + 1 level)




Strength 12
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 10
Charisma 18


Acrobatics (T) +7
Arcana (T) +4
Athletics (T) +4
Crafting (T) +4
Deception(T) +7
Diplomacy (T) +7
Intimidation (T) +7
Medicine (T) +3
Nature (T) +3
Occultism (T) +4
Performance (T) +7
Religion (T) +3
Society (T) +4
Stealth (T) +6
Survival (T) +3
Thievery (T) +7
Underworld Lore (T) +4
Elven Lore (T) +4

Common, Elven,

Shadow Lodge Defector

Pathfinder Training
Scrolls 3


Invested Items

Worn Items
Studded Leather

In Backpack
Disguise Kit
Fine clothing
Material component pouch
Grappling hook

Thieves’ tools


[dice=Acrobatics (T)]1d20+ 6[/dice]
[dice=Arcana (T)]1d20+ 4[/dice]
[dice=Athletics (T)]1d20+4[/dice]
[dice=Crafting (T)]1d20+ 4[/dice]
[dice=Diplomacy (T)]1d20+7[/dice]
[dice=Intimidation (T)]1d20+7[/dice]
[dice=Medicine (T)]1d20+3[/dice]
[dice=Nature (T)]1d20+3[/dice]
[dice=Occultism (T)]1d20+4[/dice]
[dice=Performance (T)]1d20+7[/dice]
[dice=Religion (T)]1d20+4[/dice]
[dice=Society (T)]1d20+4[/dice]
[dice=Stealth (T)]1d20+6[/dice]
[dice=Survival (T)]1d20+3[/dice]
[dice=Thievery (T)]1d20+7[/dice]


[dice=Deadly if crit]1d8[/dice]

[dice=Deadly if crit]1d10[/dice]




[dice=Acid Splash]1d20+7[/dice]
[dice=Acid]1d6[/dice]+1 splash If crit, 1 persistent damage


Rogue Advancement
Level 1: Ancestry and background, initial proficiencies, rogue’s racket, sneak attack 1d6, surprise attack, rogue feat, skill feat

Ancient Elf
In your long life, you’ve dabbled in many paths and many styles. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don’t meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

Multiclass Dedication: Sorcerer Dedication
Prerequisites Charisma 14
Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.

You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.

You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.

Bloodline: Draconic (Arcane Spell List). Skills: Arcana (replaced with Crafting as I was already trained in Arcana), Intimidation.
Cantrips: Acid Splash, Electric Arc

Ancestry Feat
Elven Lore
You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.

Shadow Lodge Defector (Chronicles available upon request).
You were among the Pathfinders recruited by the devious Shadow Lodge, lured in by promises of wealth, reform, justice, or revenge. You might have fought against the Society’s loyal agents, helped sabotage the Pathfinders’ reputation in distant countries, or even infiltrated the far-flung lodges as a spy. You’ve since made peace with and rejoined the Pathfinder Society, yet the underhanded reflexes and skills you learned are hard to forget.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. (Dex + Cha)
You’re trained in the Deception skill and the Underworld Lore skill. You gain the Lie to Me skill feat.
Special You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 2 of the Pathfinder Society organized play campaign." (Chronicles available upon request)

Background Feat
Lie to Me
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Rogue Racket
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.
When you successfully Feint (page 246), the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

Sneak Attack
When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Rogue 1 Feat
Trap Finder
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2."

Rogue 1 Skill Feat
Learn 2 languages you have access to.
Elves have access to Celestial and Sylvan.

Character Spreadsheet