About Natalia MarkovichPFS Character Information
Game Statistics
AC: 19 (10 + 4 armor + 4 Dex + 1 Dodge)
Combat:
Melee
Ranged
Armor
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
Gear
Total Weight carried: 30 lbs (Light)
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)
Well-Earned Reward (From Phantom Phenomena)
Explore, Report, Cooperate (From The Wounded Wisp)
Prized Find (From The Wounded Wisp)
Confirmed Field Agent (From The Confirmation)
Explore, Report, Cooperate (From The Confirmation)
Friend of Janira Gavix (From The Confirmation)
Haunt Sense (From The Haunting of Harrowstone)
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:
Phantom Phenomena Accounting:
The Wounded Wisp Accounting:
The Confirmation Accounting: The Haunting of Harrowstone Accounting:
Total Wealth Expenditures: 5040.5gp
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 |