Katra Sebine

Apollonia Vigilanium's page

139 posts. Alias of karlprosek.

Full Name

Apollonia "Nia" Vigilanium




Swashbuckler (Inspired Blade/Noble Fencer) 1/Investigator (Empiricist) 1 [HP: 14/18 | AC:18 | T:12 | FF:16 | CMB:+1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+2 | Init:+2 | Perc:+5/+7 in the dark (Darkvision)| Spd 30]







Special Abilities

Inspired Panache, Inspiration






Common/Taldane, Abyssal, Draconic, Goblin, Thassilonian, Varisian

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

About Apollonia Vigilanium

F LN Human Swashbuckler (Inspired Blade)/Investigator (Empiricist), Level 1/1, Init +2, HP 18/18, Speed 30, AC 18, Touch 12, Flat-footed 16, CMD 13 (+2 vs disarm attempts against rapier), Fort 2, Ref 6, Will 2, CMB +1, Base Attack Bonus +1
Abilities Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 10
Conditions None

Rapier +5 1d6+2, 18-20/x2
Rapier PS +4 1d6+4, 18-20/x2
Silver Dagger +3 1d4+2, 19-20/x2 (overcomes Silver DR)
Silver Dagger PS +2 1d4+4, 19-20/x2 (overcomes Silver DR)

Light Xbow +3, 1d8, 19-20/x2, 80' (30 cold iron bolts)
Silver Dagger +3 1d4+2, 19-20/x2, 10' range (overcomes Silver DR)
Alchemist's fire +3 1d6 fire 10 ft.
Pellet grenade, iron +3 1d6/1d6/1d6 B/P/fire 10 ft.
Shard gel +3 1d4 P 10 ft. (applies caltrops to target and adjacent squares)

The daughter of a life-long Magnimaran investigator and the niece of a Pathfinder of some repute (Elaine), Nia can be said to be following in the family tradition. Though she is from Magnimar, Nia's family has roots in Sandpoint- they have a second home here for when Magnimar gets too hot and stuffy in the summers and have been coming to Sandpoint every year for nearly two decades.

Nia's father is also old friends with Ilsoari Gandethus and Nia attended Turandurok Academy for some time when she was a child. Nia became a good friend of Tsuto Kaijitsu and through him became something like an adopted little sister to his older sister Ameiko.

As an investigator, her father has helped Sheriff Hemlock a few times in the past and now that she has started her own career as an investigator, and more to the point after she got in over her head with a Sczarni gang (Ioana), he immediately offered to send her to Sandpoint when Sheriff Hemlock traveled to Magnimar for reinforcements after the attack at the Swallowtail Festival.

Nia has been out of town for a couple of years while beginning her career as an investigator but is looking forward to returning to the town that is associated with so many good memories from her childhood, even in these tragic circumstances.

Nia is friendly and likes meeting people, but tends to be somewhat reserved unless she is specifically trying to charm someone. She is focused and serious and dedicates herself to daily training and study in addition to her investigative work. She has a lot of good memories of Sandpoint and was great friends with Tsuto Kaijitsu and used to hang around with Ameiko like a little sister.

Nia is exactly what most people imagine when they hear the word "Chelaxian"- dark hair, pale skin, dark eyes, fancy clothes. She even has a hint of a devilish connection- her normally dark eyes gleam red in the dark. While she isn't particularly tall or imposing looking, she is quick and athletic. She puts a lot of effort into looking presentable, regardless of her circumstances. In the field she keeps her long hair braided and wrapped to deny enemies a place to grab.

Her armor is a masterful display of leatherworking and was a gift from a leather worker after she successfully stopped a series of thefts from his stores, and her buckler is etched with a matching pattern of vines. Her swept hilt rapier has an ivory hilt and a polished steel guard. She wears a bandolier full of strange alchemical items slung across her chest.

ADVENTURING SKILLS (4+Int/lvl)+(6+Int/lvl)+2 FC=8+10+2
Acrobatics +6 = 1 +2 Dex +3 CS +1d6 Derring-do
Bluff +4 = 0 +4 Int
Diplomacy +9 = 2 +4 Int +3 CS
Disable Device +7/+8 = 2 +2 Dex +3 CS +1 vs traps
Heal +4 = 1 +0 Wis +3 CS
Intimidate +2 = 0 +0 Cha no CS +2 in the dark
Kn: Arcana +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Kn: Dungeoneering +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Kn: Local +9+1d6 = 1 +4 Int +3 CS +1 Trait +1d6 Inspiration
Kn: Nature +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Kn: Planes +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Kn: Religion +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Perception +5/+7 = 2 +0 Wis +3 CS +2 in the dark +1 vs traps
Spellcraft +9+1d6 = 2 +4 Int +3 CS +1d6 Inspiration
Stealth +7/+9 = 2 +2 Dex +3 CS +2 in the dark
Use Magic Device +5 = 2 +0 Cha +3 CS
Craft (Alchemy) +10 = 2 +4 Int +3 CS +1 class
Kn: History +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Linguistics +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration


Skilled Dimdweller (+2 to Intimidate, Perception, and Stealth in the dark and 60' Darkvision)
Proficient with simple and martial weapons, plus the hand crossbow, as well as light armor and bucklers.
Inspired Panache 4 points (Cha+Int), only gains panache from critical hits
-Derring-Do (1 panache point (PP) to add 1d6 to Acrobatics/Climb/Escape Artist/Fly/Ride/Swim check, rolling another 1d6 for every natural 6)
-Dodging Panache
-Social Panache (replaces Dodging Panache) (1 PP to add 1d6 to Bluff, Diplomacy, Intimidate, or Sense Motive, can add another d6 if she rolls a 6)
-Opportune Parry and Riposte (1 PP to use an AoO to parry a melee attack, roll an attack roll against attacking creature's roll and creature misses if higher result)
Alchemy (+Investigator level on Craft Alchemy checks, can ID potions)
Inspiration 5 (1/2 Investigator level +Int) (1 point to +1d6 to any skill or ability check (or attack/saving throws for 2 points), can decide after rolling. Can use Inspiration on any Knowledge, Linguistics, or Spellcraft check WITHOUT expending an Inspiration point.)
Trapfinding (+1/2 Investigator level to Perception and Disable Device checks to find/disable traps, can disable magical traps)
at Investigator level 2 (CL 3), Ceaseless Observation changes Disable Device, Perception, Sense Motive, and Use Magic Device to Int skills
Investigator level 3 (CL 4) Investigator Talent: Alchemist Discovery (Mutagen)
Investigator level 4 (CL 5) gets Studied Combat, Studied Strike (precision damage), and Swift Alchemy


Trait: Favored Daughter (Ameiko Kaijitsu)
Trait: Student of Philosophy
IB 1: Weapon Finesse (Rapier)
IB 1: Weapon Focus (Rapier)
Human: Fencing Grace
1: Pirhana Strike
3: Craft Wondrous Item
5: Combat Expertise?
7: Extra Panache?
9: held til level 10
10: Improved Critical (Rapier)
11: Critical Focus
19: Blinding Critical

1 (3, 3/day, DC 14): Crafter's Fortune, Cure Light Wounds, Disguise Self, Expeditious Retreat, Reduce Person, Shield

1: Expeditious Retreat, Shield, empty slot (1 minute to craft)


MW Rapier 1d6, 18-20/x2 2 lbs. P 20 gp
Light crossbow 1d8, 19-20/x2 4 lbs P 80ft.

Buckler +1 5 lbs. 5 gp
Haramaki +1 1 lbs. 3 gp
Leather (Lamellar) +4, +3 Max Dex, -2 ACP 25 lbs. 30 ft. 60 gp

Alchemy crafting kit
Formula book
Traveler's outfit 5 lbs. 1 gp
Investigator's kit 37 lbs. 40 gp

Cold weather outfit 7 lbs.
Courtier's outfit and jewelry 6 lbs. 80 gp
Iron pot
Mess kit
Torches x10
Trail rations x5

Alchemist's fire (crafted)
Pellet grenade (crafted)
Shard gel (crafted)

Belt pouch
Flint and steel
Thieves' tools

Cold iron bolts x30

Total weight: 88 lbs.
-without pack: 33 lbs.

MW Thieves' tools
Alchemist's lab

Wondrous Item planning:
Level 3 Spellcraft check to craft will be +10 skill +5 Crafter's Fortune +1d6 Inspiration

Goggles of Dark Baubles with 50 charges:
Crafting cost 225 gp = 1800 gp (command word) x.5 (lvl 0 spell) x1 (caster level) x.5 (charged item) = 450 gp x.5
Less than 1 day to craft
Spellcraft DC 10 = 5 +0 Caster level +5 (does not have Dark Baubles on spell list)

Belt of Incredible Dexterity +2
Crafting cost 1250 gp
2.5 days to craft
Spellcraft DC 13 = 5 +8 Caster level

Swordmaster's Flair (Blue Scarf)
Crafting cost 1250 gp
2.5 days to craft
Spellcraft DC 20 = 5 +5 Caster level +10 (does not have Blind-Fight feat or Improved Trip spell on spell list)

Light load 33 lbs.
Med. load 34-66 lbs.
Hvy. load 67-100 lbs.
Lift (over head) 100 lbs.
Lift (off ground) 200 lbs.
Push or drag 500 lbs.

1 gp
5 sp