Seoni

Lady Zrinlia Tar Da-Kulrall's page

1 post. Alias of Johnny_Panic.


Full Name

Lady Zrinlia Tar Da-Kulrall

Strength 11
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 14
Charisma 21

About Lady Zrinlia Tar Da-Kulrall

NAME
Lady Zrinlia Tar Da-Kulrall - "LADY-Z"

DESCRIPTION
"LADY-Z" has dark skin and white hair, stall, slender, in fine noble clothing, she has that elf grace and beauty.

PERSONALITY

DEFENSE

Fort [0]
Ref [0]
Will [0]
Hardness [25/DR25]

OFFENSE [+3 Luck]
BAB +0
Melee -
Space -

Abilities:
STR=[11][+0] 11
DEX=[18][+4] 16+2Race
CON=[10][+0] 12-2Race
INT=[18][+4] 13+2Race+3Age
WIS=[14][+2] 11+3Age
CHA=[21][+5] 17+1 Heightened Ability (Minor)+3Age

Senses and Communication

Languages

FEATS
01:-

TRAITS
01:
02:

DRAWBACK

BIRTHRIGHT

BLOODLINE
Reynir - God of the Earth:
Reynir was an elemental god connected to the earth, streams, and the hunt, and was one of the seven gods who died at Mt. Diesmar, leaving their divine essence behind.

Enhanced to Major* = 1d100 ⇒ 12 Animal Affinity (All)
totem animal "Cat"
[Enhanced Abilities (Major & Great):
Higher levels of Animal Affinity grant more powerful abilities:
Speak with Animals: The scion can communicate verbally with their totem animal]

Minor = 1d100 ⇒ 69 Heightened Ability (Minor)

0 level
01:-

Weapon and Armor Proficiencies

RACE
Standard Racial Traits
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.
This racial trait replaces low-light vision.

CLASS-ROGUE L1

Trapfinding [+1]
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 Reflex 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. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent. A complete listing of rogue talents can be found here: Rogue Talents.

Black Market Connections (Ex)
Community Size DC
Thorp 10
Hamlet 12
Village 15
Small town 18
Large town 20
Small city 25
Large City 30
Metropolis 35
Benefit: A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.

GUILD

Skills
Class Skills
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).
Skill Ranks per Level: 8 + Int modifier.

-=Skills=-
2x[8+class+4Int+2BSS]=[28]

>Acrobatics(Dex)+8{+1Rank,+4Dex+3class}
>Appraise(Int)+8{+1Rank,+4Int+3class}
>Bluff(Cha)+8{+1Rank,+4Cha+3class}
>Climb(Str)+5{+1Rank,+1Str+3class}
>Craft (Int)+0{+0Rank,+2Wis+0class}
>Diplomacy(Cha)+8{+1Rank,+5Cha+3class}
>Disguise (Cha)+9{+1Rank,+5Cha+3class}
>Disable Device (Dex)+8{+1Rank,+4Dex+3class}
^Heal(Wis)+0{+0Rank,+2Wis+0class}
^Intimidate(Cha)+0{+0Rank,+5Cha+0class}
^Linguistics(Int)+0{+0Rank,+4Int+0class}
>Perception(Wis)+0{+0Rank,+2Wis+0class}
^Profession(Wis)+0{+0Rank,+2Wis+0class}
>Ride(Dex)+0{+0Rank,+4Dex+0class}
>Sense Motive(Wis)+8{+1Rank,+4Cha+3class}
Spell craft(Int)+4{+0Rank,+4Int+0class}
>Sleight of Hand (Dex)+8{+1Rank,+4Dex+3class}
^Survival(Wis)+0{+0Rank,+2Wis+0class}
>Swim (Str)+5{+1Rank,+1Str+3class}
>Stealth (Dex)+8{+1Rank,+4Dex+3class}
>Use Magic/Psionic Device(Cha+9{+1Rank,+5Cha+3class}

^Kn (Arcana/Psionics)(Int)+0{+0Rank,+4Int+0class}
^Kn (Dungeoneering)(Int)+0{+0Rank,+4Int+0class}
^Kn (Engineering)(Int)+8{+1Rank,+4Int+3class}
^Kn (Geography)(Int)+0{+0Rank,+4Int+0class}
^Kn (History)(Int)+0{+0Rank,+4Int+0class}
^Kn (Local)(Int)+8{+1Rank,+4Int+3class}
^Kn (Nature)(Int)+0{+0Rank,+4Int+0class}
^Kn (Nobility)(Int)+0{+0Rank,+4Int+0class}
^Kn (Planes) (Int)+0{+0Rank,+4Int+0class}
^Kn (Religion) (Int)+0{+0Rank,+4Int+0class}

Concentration [+8][2CL+4Int+2Trait]

GEAR/POSSESSIONS
SLOTS
Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Forhead:-
Head: -
Neck: -
Ears: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Followers

BACKGROUND