Almah Rovshki

Mai Zhi's page

1,062 posts. Alias of Itzi.


Pre-Marriage Alias

About Mai Zhi

This is Zhi's pre-wedding profile. To see her current profile, go here


Rogue (unchained) 3
Sorcerer 4
CG Medium humanoid (human - Tian-Shu)

Init +4/+6; Senses Perception +10 (+4 to hear conversations or find hidden objects/traps/doors) (+1 to find traps) (+1 to avoid being surprised)


Charm: 3 - [i]Basic Operations
, Skill Bonus +2
Genius: 1
Subterfuge: 7 - Basic Operations, Skill Bonus +2, Admirerers (indifferent), Bonus feat, Advanced Operations, Skill bonus +4

Agents: 20


AC 14/20, touch 14/16, flat-footed 10/14 (+6 Dex, +4 Mage Armor, +1 vs Traps)
HP 34 (3d8+4d6)
Fort +4 (+2 base, +2 cloak), Ref +12 (+4 base, +6 Dex, +2 cloak), Will +7 (+5 base, +2 cloak)


Speed 30 ft.
Melee +1 Adamantine Keen rapier +12 (1d6+7 15-20/x2; piercing)

Melee Koriana's Blade +13 (1d6+3 19-20/x2; piercing)

Melee - Two weapons
Primary +1 Adamantine Keen rapier +10 (1d6+7 15-20/x2; piercing)
Secondary Koriana's Blade +11 (1d6+3 19-20/x2; piercing)

Melee - Two weapons
Primary Hanbo +10 (1d6 20/x2; bludgeoning)
Secondary Koriana's Blade +11 (1d6+3 19-20/x2; piercing)

Melee Dagger +10 (1d4 19-20/x2; piercing or slashing)
Melee Hanbo +10 (1d6/x2; bludgeoning)
Ranged Shortbow +10 (1d6/×3; piercing)
Special Attacks Sneak attack (unchained) +2d6


Str 10, Dex 18+4, Con 10, Int 14, Wis 10, Cha 15
Base Atk +4; CMB +4; CMD 20
Languages Common, Minkaian, Tien, Varisian


Level 1

Armor Proficiency (Light):
Skilled at wearing light armor.

Rogue Weapon Proficiencies:
Hand Crossbow, Rapier, Sap, Shortbow, and Shortsword

Simple Weapon Proficiencies - All:
Trained in the use of all basic weapons.

Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Deft Hands:
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 3

Weapon Focus: Rapier
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Level 4
Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 5
Two-Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Level 7
Twist Away
While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can’t use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early.

Outflank - bonus feat from Persona
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.


Criminal: Sleight of Hand
Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Young Reformer: Knowledge (local)
You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you.

Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces.

Rogue Abilities:

Level 1

Sneak Attack: +1d6
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 flanks her target. 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.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

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.

Level 2

Rogue Talent: Canny Observer
When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

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.

Level 3
Finesse Training: Rapier
Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

Sneak Attack: +2d6
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 flanks her target. 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.

Sorcerer Abilities:

Level 1

Bonus Feat: Eschew Materials

Sorcerer Bloodline: Imperious
A scion of forgotten kings, with a lineage rich with the dust of ancient empires spanning every golden age of humanity's history, an imperious embodies the apex of human potential, as well as human temerity and uninhibited hubris.

Bloodline Arcana
Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.

Student of Humanity +2(Ex)
At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Level 3

Heroic Echo:
At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.


0 - unlimited per day
Detect Magic

1 - 7 per day
Auditory Hallucination
Mage Armor
Moment of Greatness Bloodline Spell

2 - 4 per day
Cat's Grace


Adventuring Skills

Total skill ranks: 55 (22 rogue, 8 sorcerer, +16 Int, +3 favored class, +7 Skilled, 1 point moved to background skills)

Acrobatics +10 (3 ranks, +4 Dex, +3 class skill)
Bluff +9 (4 ranks, +2 Cha, +3 class skill)
Climb +6 (3 ranks, +3 class skill)
Diplomacy +12 (7 ranks, +2 Cha, +3 class skill) (+2 learn/study/gather info related to humans)
Disable Device +17 (4 ranks, +4 Dex, +2 Deft Hands, +1 Young Reformer, +1 Trapfinding, +3 class skill, +2 masterwork tools)
Disguise +19 (4 ranks, +2 Cha, +3 class skill, +10 hat of disguise)
Escape Artist +13 (4 ranks, +4 Dex, +2 Stealthy, +3 class skill)
Intimidate +8 (3 ranks, +2 Cha, +3 class skill)
Knowledge (arcana) +9 (4 ranks, +2 Int, +3 class skill)
Knowledge (local) +10 (4 ranks, +2 Int, +1 Young Reformer, +3 class skill) (+2 learn/study/gather info related to humans)
Perception +10 (7 ranks, +3 class skill) - (+4 to overhear conversations, locate hidden objects/traps/doors), (+1 to find traps - Trapfinder)
Sense Motive +7 (4 ranks, +3 class skill)
Stealth +13 (4 ranks, +4 Dex, +2 Stealthy, +3 class skill)

Background Skills

Total skill ranks: 12 (6 rogue, 6 sorcerer, 1 point from adventuring skills)

Appraise +6 (1 ranks, +2 Int, +3 class skill)
Knowledge (nobles) +11 (6 ranks, +2 Int, +3 class skill)
Perform (dance) +6 (1 rank, +2 Cha, +3 class skill)
Perform (sing) +8 (3 rank, +2 Cha, +3 class skill)
Sleight of Hand +15 (4 ranks, +5 Dex, +2 Deft Hands, +1 Criminal, +3 class skill)

Untrained Skills

Fly +4 (+4 Dex)
Handle Animal --
Heal +0
Knowledge (history) -- (+2 learn/study/gather info related to humans)
Linguistics --
Ride +4 (+4 Dex)
Spellcraft --
Survival +0
Swim +0
Use Magic Device --


Total Gear Value (including cash): 45,261 gp

Hanbo (1 gp, 2 lbs.)
+1 Adamantine Keen rapier (11020 gp, 2 lbs.)
Koriana's Blade (??? gp, 2 lbs.)
Cloak of resistance +2 (4000 gp)
Hat of disguise (1800 gp)
Raven's Boots (3400 gp) - combines abilities of boots of the cat and daredevil softpaw boots
Gold nipple ring shaped like a lock with small sapphire & emerald (200 gp)
Magical tattoo - fetus protection (3000 gp)

Belt pouch (1 gp, 0.5 lbs.)
1087 gp
Masterwork thieves' tools (100 gp, 1 lb.)

Handy haversack (2000 gp, 5 lbs.)
potion of cure moderate wounds (300 gp)
Bloodblock (25 gp) x6
Shortbow (30 gp, 2 lbs.)
Quiver w/ 20 arrows (1 gp, 0.15 lbs.)
Night camouflage outfit (10 gp, 5 lbs.)
Flint and steel (1 gp)
Silk rope (10 gp, 5 lbs.)
Mother's dress (Courtier's outfit) (30 gp, 6 lbs.) (extremely damaged)
Artisan's outfit (free)
Noble's outfit (75gp, 6 lbs.)
High-heeled boots (20 gp, 1 lb.)
Perfume, common x10 (10 gp)
Jewelry (50 gp)
Masterwork studded leather armor (175 gp, 20 lbs.)
Spellbook (Dagio's) (285 gp, 3 lbs.)
2nd--acid arrow, invisibility
1st--burning disarm, comprehend languages, detect secret doors, hydraulic push, itching curse, mage armor, magic missile, ray of sickening, shield, stunning barrier, thunderstomp
0--all cantrips
wand of mage armor (36 charges) (540 gp)

Koriana's Blade

Functions as a +3 defending shortsword.

Once per day, the wielder can trigger the white gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.

When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn.

Once repaired, a gem can be activated as an immediate action once per day to make the sword’s wielder immune to a single effect of a particular type, as described below, just before she would be affected by it. She must choose to activate the gem before attempting any save or other defense against the effect.

Black Gem: Negative Energy
Red Gem: Fire Effects
Pink Gem (broken): Mind-affecting Effects
Green Gem (broken): Poison Effects


Zhi was the unexpected offspring of a nobleman's daughter - Matsuo Aiko - and a handsome-but-morally-ambiguous scoundrel, Mai Zhen. According to her father, her mother's family responded to the news that her mother was carrying the child by deciding to end the pregnancy. Zhen persuaded her mother to flee with him.

Once Zhi was born, however, her mother couldn't bear the drudgery of motherhood. Leaving only a dress to remember her by she abandoned her infant daughter and returned to her family. It was now just Zhi and her father.

Her father had different ideas on how to raise a little girl. Being a thief himself, he felt that the best way she could contribute to their little family was by slipping through small openings and spaces that others would never fit and opening doors for him. While other children were playing along the canals, Zhi was learning how to climb drain-spouts, slip through windows, and squeeze through roof vents.

Her sixth birthday was spent fleeing the authorities of Kasai on a ship bound for Oppara.

In the capital city of Taldor, Zhen and Zhi found marks aplenty. However, as expensive as it was to live in the city and her father's lack of wisdom as regards to money, they always seemed to be on the edge of destitution. Zhi tried to convince her father to move up to bigger targets, but he shied away from targeting the nobility.

Just a little over a year ago, Zhen vanished. After six months of searching failed to turn up his trail, Zhi resigned herself to life alone. Without her father nay-saying her, however, she began casing larger targets.

Zhi met Martella Lotheed at a society party she had crashed wearing her mother's dress and in the guise of 'Princess Hayashi Zhi'. Martella saw through the facade and invited Zhi to come work for her.

Further Information:

Zhi has discovered that her father was most likely the fabled Raven of Kasai, a thief known to have fled Kasai with something very valuable. They also didn't come straight to Oppara from Kasai - they made at least one stopover trip to


Slender and standing at a scant 5', Zhi is the perfect size for getting into places she isn't supposed to be.

When she's working, her long black hair is pulled into a single braid. She's dressed in dark leather armor and carries a short staff on her back. Her movement is graceful but deliberate.

When she's casing a noble's soiree, she's usually adorned in her mother's emerald green silk dress. With a parasol over her shoulder (concealing her hanbo) and a decorated fan partially concealing her bashful smile, she plays the part of a shy Minkian princess.


Conveying reserved self-confidence, Zhi is still very much a girl missing her father. She's always deferred to him for any decisions regarding a job, so taking on a job like the one Martella is proposing is a step out of her comfort zone.

Beginning Date: 14 Calistril, 4718
Born: 9 Gozran, 4699