Ilarris Zeleshi

Natalia Markovich's page

127 posts. Organized Play character for Justin L. Warren.


Race

Human (Varisian)

Classes/Levels

Unchained Rogue (Knife Master/Scout) 3 - HP 27/27 - AC: 19/T:15/FF: 14 - Perception +7 - Fort: +4, Ref: +8, Will: +3 - CMB: +2, CMD 16 - Speed: 30 ft. - Init. +8

Gender

F

Alignment

Neutral Good

Languages

Common, Varisian, Celestial

Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Natalia Markovich

PFS Character Information
PFS#: 60133-18
XP: 6
Fame: 10
Prestige: 7 (3 Spent)

Game Statistics
Initiative: +8
Senses: Perception +5
Speed: 30 ft.

AC: 19 (10 + 4 armor + 4 Dex + 1 Dodge)
Touch: 15 (10 + 4 Dex + 1 Dodge )
Flat-footed: 14 (10 + 4 armor)
Hit Points: 27 [2x(d8+2 Con) + 2 Favored Class]
Fort: +4 Ref: +8 Will: +3

Combat:
Base Atk: +2; CMB: +2; CMD: 16

Melee
Dagger +1: +8 to Hit; Dmg 1d4+6 (P or S); crit 19-20/x2; [+7, 1d4+8 with PS]
or
Dagger: +7 to Hit; Dmg 1d4+5 (P or S); crit 19-20/x2; [+6, 1d4+7 with PS]
or
Sap: +6 to Hit; Dmg 1d6 (B); crit 20/x2; nonlethal [+5, 1d6+2 with PS]

Ranged
Shortbow: +6 to Hit; Dmg 1d6 (P); crit 20/x3; range 60 ft
or
Dagger: +7 to Hit; Dmg 1d4+1 (P); crit 19-20/x2; range 10 ft

Armor
Mithral Shirt +4 AC, Light Armor, 0 ACP

Skills:
Skill Ranks Per Rogue Level: 8 + 1 Int + 1 Human bonus
Acrobatics +10 (3 ranks + 3 class + 4 Dex)
Appraise +1 (0 ranks + 1 Int)
Bluff +4 (1 rank + 3 class + 0 Cha)
Climb +4 (1 rank + 3 class + 0 Str)
Craft +1 (0 ranks + 1 Int)
Diplomacy +4 (1 rank + 3 class + 0 Cha)
Disguise +0 (0 ranks + 0 Cha)
Disable Device +12 (3 ranks + 3 class + 4 Dex + 2 Tools)
Escape Artist +10 (3 ranks + 3 class + 4 Dex)
Fly +4 (0 ranks + 4 Dex)
Heal +1 (0 ranks + 1 Wis)
Intimidate +4 (1 rank + 3 class + 0 Cha)
Knowledge (Local) +7 (3 ranks + 3 class + 1 Int)
Knowledge (Religion) +8 (3 ranks + 3 class + 1 Int + 1 trait)
Perception +7 (3 ranks + 3 class + 1 Wis)
Perform +0 (0 ranks + 0 Cha)
Ride +4 (0 ranks + 4 Dex)
Sense Motive +1 (0 ranks + 1 Wis)
Slight of Hand +8 (1 rank + 3 class + 4 Dex)
Stealth +10 (3 ranks + 3 class + 4 Dex)
Survival +1 (0 ranks + 1 Wis)
Swim +5 (1 rank + 3 class + 0 Str + 1 trait)
Use Magical Device + 6 (3 ranks + 3 class + 0 Cha)
Languages: Common, Varisian, Celestial

Feats:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. (1st level Feat)

Improved Initiative: You get a +4 bonus to Initiative checks. (Human bonus Feat)

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. (Bonus Unchained Rogue Feat)

Weapon Focus (Dagger): You gain a +1 bonus on all attack rolls you make using the selected weapon. (Weapon Training Feat)

Piranha Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Traits:
River Rat: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. [Regional Trait]

Comparative Religion: Your allies within the Silver Crusade have taught you a lot about Golarion’s deities and their followers. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) becomes a class skill for you. [Silver Crusade Trait]

Class Abilities:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:

+2d8 precision damage with dagger/dagger-like weapons, +2d4 precision damage with other weapons when target is denied Dexterity bonus or flanked by Natalia.

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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), orwhen the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Finesse Training:

Finessed Weapon: Daggers

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. 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. The rogue can select a second weapon at 11th level and a third at 19th level.

Hidden Blade:

A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.

This ability replaces trapfinding.

Sneak Stab:

A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s

This ability is identical in all other ways to sneak attack, and supplements that ability

Evasion:

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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:

Weapon Training: Gain Weapon Focus as a Combat Feat

Equipment:

Weapons
Dagger +1 [1 lb]
2 Daggers [2 lbs]
Shortbow [2 lbs]
19 arrows [3 lbs]
Sap [2 lbs]

Armor
Mithral Shirt [10 lbs]

Gear
Wayfinder [1 lb]
Cloak of Resistance +1 [1 lb]
Wand of Cure Light Wounds (49 Charges)
MW Backpack [4 lbs]
--In MW Backpack
--MW Thieves Tools [2 lbs]
--Alchemist Fire [1 lb]
--Sunrod [1 lb]
--Haunt Siphon [1 lb]

Total Weight carried: 30 lbs (Light)
Carrying Capacities: 38 lbs / 39–76 lbs / 77–115 lbs
(Masterwork Backpack gives effective +1 on Carrying Capacity Strength)

Scenarios Played:

Pathfinder Quests: The Phantom Phenomena (1xp/2pp/500gp)
06-10 The Wounded Wisp (1xp/2pp/430gp)
05-08 The Confirmation (1xp/2pp/430gp)
Pathfinder Adventure Path #43: The Haunting of Harrowstone (3xp/4pp/3711gp) [GM Credit]

Boons:

Draw from the Deck (From Phantom Phenomena)
You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.

Impressive Find (From Phantom Phenomena)
A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Well-Earned Reward (From Phantom Phenomena)
Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).

Explore, Report, Cooperate  (From The Wounded Wisp
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing, but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet.

Prized Find (From The Wounded Wisp
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. if you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Confirmed Field Agent (From The Confirmation)
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfìnder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige point. Furthermore, if you assign this Chronicle Sheet to a character who's starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement Vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate (From The Confirmation)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing, but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet.

Friend of Janira Gavix (From The Confirmation)
The field agent who oversaw your confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on knowledge checks attempted while you are in the Grand Lodge.

Haunt Sense (From The Haunting of Harrowstone)
Having encountered many different haunts during your adventuring career, you have a knack for reacting quickly and knowledgably to their harmful effects. You may use this boon before attempting a Knowledge (religion) or Perception check to spot a haunt as it manifests to roll the skill check twice and use the higher result. In addition, you gain a +2 insight bonus on saving throws and a +2 insight bonus to AC against the haunt’s effects. When you use this boon, cross it off your Chronicle sheet.

Resources Tracking:

Starting Gold: 150 gp
Gold from Phantom Phenomena: 500
Gold from The Wounded Wisp: 430
Gold from The Confirmation: 430
Gold from The Haunting of Harrowstone: 3711
Total Wealth Earned: 5221gp

Starting Purchases:
2 Daggers 4gp
Shortbow 30gp
20 arrows 1gp
Sap 1gp
Studded Leather 25gp
Backpack 2gp
Thieves Tools 30gp
Alchemist Fire 20gp

Phantom Phenomena Accounting:
SELL Backpack +1gp
SELL Thieves Tools +15gp
Masterwork Backpack 50gp
Masterwork Thieves' Tools 100gp
Masterwork Dagger 302gp
Sunrod 2gp
Wand of Cure Light Wounds (50 Charges) 2pp

The Wounded Wisp Accounting:
No Changes

The Confirmation Accounting:

The Haunting of Harrowstone Accounting:
Wayfinder 1 pp
Mithral Shirt 1100gp
Upgrade MW dagger to +1 2000gp
Cloak of Resistance 1000gp
Haunt Siphon 400gp
Sunrod 2gp
SELL Studded Leather Armor +12.5 gp

Total Wealth Expenditures: 5040.5gp
Total Prestige Expenditures: 2 pp
Current Wealth: 180.5gp

Silver Crusade Season 9 Faction Card:

[ ] [ ] Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.

[ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

[ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

[ ] Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

[ ] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

[ ] Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).

[ ] In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.

[][][]/[][] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: Silver Crusade

PFS# 60133-18