Ilarris Zeleshi

Izabelia Nirodin's page

79 posts. Alias of Ariarh Kane.

Full Name

Izabelia (Bel) Nirodin


Human (Varisian)


Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7














Common, Varisian (regional dialect), Thassilonian

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Izabelia Nirodin

Physical Description:

Age: 20
Height: 5'8"
Weight: 130 lbs
Body type: Comely figure. Toned frame with a slight feminine flaring of hips. Moves gracefully.
Eyes: Oval, expressive, cornflower blue, framed by long, ebony lashes and neat, full brows.
Lips/Mouth: Wide mouth with slightly fuller upper lip.
Hair: Long, full with slight wave (sits mid back). Ebony with blueish highlights.
Skin: Light olive; smooth - free of any blemishes.
===Image of Izabelia===


Brave, loyal, tomboyish (has no issue with getting dirty and going into places other ladies of high birth would not), curious/inquisitive, passionate, works well with others, does not have any airs (even though she knows how to behave like a fine lady). Determined, independent, seeker. Enjoys women as much as men (intimately), charming and openhearted. Proud (knows her self worth) but not arrogant. Can have a fiery temper when pushed.


Izabelia was the youngest of five children (three older brothers and an elder sister) born into House Nirodin, in the Alabaster District of Magnimar. The matriarch of their family, Cheiskaia Nirodin, was first cousin to Izabelia's late father, and a great patron of the arts (as were most of her family). Izabelia felt the yoke of nobility pressing into her, even from a young age. It wasn't that she didn't want to live in a villa with her family or that having wealth and status was a true evil. It was the expectation placed on her head by women of the family - to marry well and bear many, beautiful children - neither of which appealed to Izabelia. She wasn't musical or theatrical like other members of her family - she enjoyed music well enough, yet her talent did not run to such accomplishments. She was no great painter either, not like her elder sister, who also had a fine singing voice. Izabelia could barely carry a tune. What she enjoyed was history and things from the past - preferring to either have her nose buried in an interesting book or exploring the city (unbeknownst to her noble family).

Izabelia was ten years old when she met Nicolas (Nico) Scarnetti quite by accident in the garden of the family villa. He was older than her by a few years. It'd been providence, for the young scoundrel had meant to enter Kaddren Villa, the townhouse next door, but climbed the wrong hedge. It would be a friendship that would flourish and sustain them over the years, secret at first and then exposed and forbidden (although that never stopped them). He called her his Bel-Bel. Nico took her to places she would not have been permitted access to by convention and breeding (such as the Magnimar sewers). She enjoyed their time together, for Izabelia was more a tomboy than a young, prim miss pouring tea and playing at polite conversation with an end goal of matrimony (although she was charming enough and had enough education to succeed at it, if she wished). More times than not, she would return to Nirodin Villa dirtied, clothes a little torn and looking like a street urchin much to her mother's dismay (her brothers were away at school most of the year and her elder sister didn't show her any of the usual sisterly affection). Nico was the one who taught her how to pick locks - and if truth be told, Izabelia enjoyed the thrill of it, as it meant she could get into places and things otherwise prohibited.

There was one drawer in cousin Cheiskaia's private study that always remained locked (the matriarch kept the key on a cord around her neck at all times). Nico had dared her to break into it and to see what she hid in there. In truth, Izabelia had always wanted to know, so she recklessly accepted the challenge. Izabelia was almost eighteen when she attempted the pick locking at the villa. She worked on the lock, careful not to break it and give away the presence of an intruder. She had happily heard the *click* and before she could open the drawer, her cousin's cold voice broke the otherwise silence of the dark chamber. Izabelia had been caught. Not wishing to hear her explanation, Cheiskaia labelled her a thief and betrayer of the family name, trust and position. Her punishment was severe - whatever was in that secret drawer had gotten Izabelia disowned and disinherited. Her mother had cried and begged, but there was no change to her situation. With one bag packed, Izbelia was thrust out into the streets.

She had followed Nico to Sandpoint for there was no other recourse. She continued to study and learn about ancient things and would work small jobs for coin to live on. Nico joined the Sczarni gang, and even though Izabelia disapproved (she knew right from wrong), she loved him as her best friend, but life began to separate them and forced Izabelia to re-evaluate her circumstance. She had to find fortune enough to stand on her feet - be her own person and shame her kinsfolk for what they had done to her. This is what led her to ultimately return to Magnimar and a letter from Venture-Captain Sheila Hiedmarch led her to the Pathfinder Society.



Izabelia looked at Nico, possibly for the last time; her cornflower blue eyes bright with unshed tears, embarrassment at her open emotion evident in the flush of her pretty face. Nico didn't like feelings or the expression of them and she would not use hers to guilt him from the criminal path he had chosen to walk (well not entirely).

"You know my circumstance, Nico. If I would prove myself to my family, show I am better even as they discarded me, then I cannot do it through such notoriety. This is not a life I saw for myself; even for my recklessness, I am no thief or villain and neither are you. I wish you would reconsider the Sczarni. You are better than them and I say this to you as my closest friend and confident. Come, let us away, back to Magnimar to find our own fortunes. We will succeed, I know this in my heart! We are not our families and their fortunes and misfortunes. We are Bel-Bel and Nico!" A tear managed to fall down her reddened cheek. "I'm leaving tonight. I'll wait for you behind the Rusty Dragon. If you don't arrive by the late evening bell, I'll leave without you. I love you, Nico. Whatever your decision, know I am your friend, always."

Nico's drawn expression made her sad and she wished she could enfold him in her arms and protect him. It is his life. You have no right to demand he leave. You just wish he would. Izabelia turned on her heels and began to make her way to the harbour as the tears she had held at bay began to fall silently down her face. A lone gull flew overhead and cried out angrily and Izabelia's heart clenched as if it were some warning. Please come back with me to Magnimar, Izabelia wished silently and fervently. Nico was a proud and stubborn man. Perhaps his love for her would make him see reason/sense. Perhaps it wasn't enough. Izabelia sent a silent prayer unto the sky. Either way, I must make my own mark. If I must do it alone, then that is my burden.

Character Sheet:

Izabelia Nirodin
Female Human (Varisian) Bard (Archaeologist) 2
CG Medium Humanoid
Init +3; Senses Darkvision 60 ft, Perception +8/+10* (*in dimlight or dark), Sense Motive +6

AC 16 , touch 13, flat-footed 13 (+3 Armor, +3 Dex, Uncanny Dodge)
hp 17 (1d8+2+5+2)
Fort +2, Ref +6, Will +3

Speed 30 ft.
Melee Rapier +4 (1d6+1/18-20x2, finessable), P)
Melee Cold Iron Dagger +4 (1d4+1, 19-20/x2, finessable, P/S)
Ranged Shortbow +4 (1d6, x3, 60ft range increment, P)

SQ: Archaeologist's Luck (with Fate's Favoured bonus (+1), 7 rounds/day): Swift action. +2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.

Spells Known (CL 2, Concentration +5)
1st (3/day, DC 14)
CLW, Feather Fall, Grease
Cantrips (at will, DC 13)Detect Magic, Message, Open-Close, Read Magic, Sift

Str 12(+1), Dex 16(+3), Con 14(+2), Int 13(+1), Wis 10(+0), Cha 16(+3) (Ability modifier: +2 Dex)
Base Atk +1; CMB +2; CMD 15

Weapon Finesse
Alertness (bonus feat for Human)

Alabaster Outcast (Campaign): You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is Nirodin.
Fate's Favoured (Faith): The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Vagabond Child (Urban) (Regional): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Benefits: Select Disable Device. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Skills (6+1INT+1Favored Class=8+2 free ranks=10+8=18):
Acrobatics +7 (1 rank, +3Dex, +3CS)
Diplomacy +8 (1 rank, +3Cha, +3CS, +1 campaign trait)
Disable Device +12 (2 ranks, +3Dex, +3CS*, +1 trait, +2 from M/W Thieves' Tools, *class skill from trait, +1 clever explorer)
Intimidate +8/+10 (1 rank, +3Cha, +3CS, +1 Campaign trait, +2 in dim light or darkness)
Know. Arcana +6 (1 rank, +1Int, +3CS, +1 Bardic Knowledge)
Know. Dungeoneering +6 (1 rank, +1Int, +3CS, +1 Bardic Knowledge)
Know. Engineering +6 (1 rank, +1Int, +3CS, +1 Bardic Knowledge)
• Know. Geography +2 (0 rank, +1Int, +3CS, +1 Bardic Knowledge, Can make untrained)
Know. History +7 (2* ranks, +1Int, +3CS, +1 Bardic Knowledge, *+2 free ranks at first level per GM)
Know. Local +6 (1 rank, +1Int, +3CS, +1 Bardic Knowledge)
• Know. Nature +2 (0 rank, +1Int, +3CS, +1 Bardic Knowledge, Can make untrained)
Know. Nobility +6 (1 rank, +1Int, +3CS, +1 Bardic Knowledge)
• Know. Planes +2 (0 rank, +1Int, +3CS, +1 Bardic Knowledge, Can make untrained)
• Know. Religion +2 (0 rank, +1Int, +3CS, +1 Bardic Knowledge, Can make untrained)
Perception +8/+10 (2 ranks, +0Wis, +3CS, +2 Alertness, +1 clever explorer, +2 in dim light or darkness)
Sense Motive +6 (1 rank, +0Wis, +3CS, +2 Alertness)
Spellcraft +5 (1 rank, +1Int, +3CS)
Stealth +8/+10 (2 ranks, +3Dex, +3CS, +2 in dim light or darkness)

Languages Common, Varisian (racial language), Thassilonian

Special Abilities
From Human:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

From Bard:
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
Spells: A bard need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex) (7 rounds/day): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving her a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half her class level on Disable Device and Perception checks. She can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.


Starts play with Explorer's Outfit valued at 10gp. Starting Gold 180 gp.

• Rapier (20 gp, 2 lbs)
• Shortbow (30 gp, 2 lbs)
• 1 Cold Iron Dagger (4 gp, 1 lbs)

• Arrows, Common (20) (1 gp, 3 lbs)
• Arrows, Blunt (20) (2 gp, 3 lbs) (Blunt Arrows deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage).

• M/W Studded Leather (free with campaign trait (valued at 175 gp), 20 lbs, AC +3, ACP 0)

Equipment/General Gear:
• Noble's Outfit (free with campaign trait, 10 lbs) (These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewellery (worth at least 100 gp) to accessorize this outfit.)
• Signet Ring (free with campaign trait, - lbs) (A ring with a family symbol or crest on it. It is often pressed into hot wax on objects when they are sealed, leaving a family imprint.)
• Sealing Wax (1 gp, 1 lbs) (This stick of red wax is used to seal envelopes, often using an impression from a signet ring as proof they were sent by you.)
• Common Backpack (2 gp, 2 lbs)
• Masterwork Thieves’ Tools (100 gp, 2 lbs) (This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.)
• 1 Book Journal (10 gp, 1 lbs) (This is a blank, lightweight book with an oilskin cover. It has 50 paper pages.)
• 2 sticks of Charcoal (1 gp, - lbs) (Sticks of charcoal are useful for marking floors and walls, writing on paper or parchment, and making rubbings of engravings or other markings. In a pinch, they can even be burned to stay warm. A good quality rubbing generally takes 1 minute per sheet of paper.)
• Belt Pouch (1 gp, 0.5 lbs)
• Canteen (2 gp, 1 lbs)
• Bedroll (1 sp, 5 lbs)
• Grooming Kit (1 gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2 sp, 1 lbs)
• Trail Rations x 3 2 days (15 sp, 2 lbs) (Gave one day's worth of trail rations as a 'gift' at Fenster The Blight's warehouse.)
• Flint & Steel (1 gp, - lbs)
• Whetstone (2 cp, 1 lbs)
• 1 CLW potion (free, claimed from the dead body of the blonde Tower Girl who tried to kill her)

Total Cost & Weight: 177 gp, 8 sp & 2 cp out of 180 gp; 59.5 lbs (medium load) (STR 12: Light Load 43 lbs. or less, Medium Load 44-86 lbs., Heavy Load 87-130 lbs.)

Gave 1 gp & 3 sp to Saria for Zograthy's information on Natalya Vancaskerkin.
Left 1 sp at Fenster the Blight's warehouse as a 'gift'.

Remaining coin in pouch: 7 sp & 8 cp.