Sidrah Imeruss

Noelle Swift's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Noelle Mariposa Swift

Race

Garundi

Classes/Levels

Unchained Rogue 10

Gender

Female

Size

Medium

Age

23

Special Abilities

XP/10:|28/30|GP: 7,957

Alignment

Chaotic Good

Deity

Desna

Location

Varisia

Languages

Draconic, Jotun(Giant), Kelish, Mwangi(Polyglot), Osiriani, Taldane, Tien, Varisian

Homepage URL

109210-4

Strength 12
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14

About Noelle Swift

| Fame / 51 |:
Prestige / 39
2 Prestige: Wand of Cure Light Wounds
4 Prestige: Thieves' Guild vanity
49 54,000 gp
54 70,000 gp
58 92,500 gp
63 120,000 gp
67 157,500 gp
72 205,000 gp
76 265,000 gp
81 342,500 gp
85 440,000 gp
90 565,000 gp
94 680,000 gp
99 800,000 gp
-----------------------------------
Noelle Mariposa Swift is a former circus acrobat who traveled around the Inner Sea region and Tian Xia for some time. Noelle uses the acrobatic prowess she developed in the circus to act as a skilled cat burglar. She learned martial arts from her time in the circus and the back alleys and streets of the cities.

The Swift Family circus is a front for a traveling criminal group. Members trend toward mostly good and they usually only rob, swindle, or con the excessively wealthy.

Noelle prefers to deal with threats the way she was taught by her family, nonlethal trickery. She prefers leaving her enemies battered and bruised if she has to, instead of killing them outright. She hates bullies and almost never misses a chance to humble one.

Since visiting the Kelish nation of Qadira, Noelle has started dating fellow Pathfinder Amir.

BUILD:
------------------------------RACE------------------------------
[-Ability-Scores------------------------------------>>
STR 12
DEX 17 --Lv4-+-> 18
CON 12
INT 13 --Lv8-+-> 14
WIS 10
CHA 14

Race: Human
Region: Varisia
Languages: Varisian, Polyglot, Osiriani, Taldane, Tien
[-Alternate-Traits----------------------------------->>
o Skilled --> Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills.
-----------------------------TRAITS-----------------------------
[1] RACE: Deathtouched: You gain either a +1 trait bonus on Fortitude saving throws or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
[2] REGION: Quain Martial Artist: You gain a +1 trait bonus on damage rolls when using unarmed strikes.
-----------------------------LEVELS-----------------------------
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent

[-Rogue's-Edge------------------------------------>>
[05]---Acrobatics---
- 5 Ranks - You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
- 10 Ranks - You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
[10]---Perception---
- 5 Ranks - You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
- 10 Ranks - The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
[-Rogue-Talents----------------------------------->>
2 Ninja Trick(Wall Climber)
4 Slow Reactions
5B Weapon Training: Weapon Focus(Unarmed Strike)
6 Stand Up
6FCB Expert Leaper
8 Combat Trick: Improved Two-Weapon Fighting
10 Stalker Talent(Sure-Footed)
11B Skill Mastery
12 ????
12B ????

------------------------------FEATS-----------------------------
1 Improved Unarmed Strike
1 Two-Weapon Fighting
1C Weapon Finesse
3 Enforcer
5 Extra Rogue Talent(Weapon Training: Unarmed)
7 Dazzling Display
9 Shatter Defenses
11 Extra Rogue Talent(????)

-------------------------------------------
Dirty Fighting
Greater Dirty Trick
Shadows of Fear
Sap Adept
Sap Master
Greater Two-Weapon Fighting
Knockout Artist

GEAR:
----------------------------EQUIPMENT---------------------------
GOLD: 55,126 gp
--------------------------------------------------------------------------
1000 [BODY] Robe of Needles
1100 [ARMR] Mithral Shirt
- +1 Enhancement Bonus 1000
- Corsair 5000

2000 [RING] Ring of Protection +1
2500 [EYES] Eyes of the Eagle
2600 [EYES] Pirate's Eye Patch
3750 [NONE] Four-leaf Clover
4000 [BELT] Belt of Incredible Dexterity (+2)
4000 [NECK] Amulet of Mighty Fists
- +1 Enhancement bonus

- Cruel
- Menacing

2500 [HAND] Gloves of Larceny
4500 [HEAD] Circlet of Persuasion
5200 [CHST] Vest of Escape
4000 [SLDR] Cloak of Resistance +2 --> +3750 Elven Rune Cloak +2(Unique Boon Item)
7900 [WRST] Bracers of the Glib Entertainer
12000 [FEET] Boots of Speed
13000 [BODY] Monk's Robe
15000 [HDBD] Headband of Ninjitsu

Noelle's Story:

- The Consortium Compact - Earned: 430gp
The Aspis Consortium pays well, but few can stand its underhanded tactics for long. One operative fed up with the Consortium's practices has contacted the Pathfinder Society with a tempting offer: assist her in leaving the organization, and she will supply the Society with years of insider intelligence about their longstanding rival. It's up to the PCs to navigate Diobel—a proud town run by cutthroat smugglers—earn the defector's trust, and deal a telling blow to their Aspis foes.
Boons
+2 to Knowledge(Local) about Aspis
+2 to Charisma-based skill checks against nobility while on Kortos.

- The Infernal Vault - Earned: 513gp
A decade ago, the Decklands family, a house of Chelish nobles, were exiled from Absalom for treason. Their fate made for an interesting story and when a Pathfinder agent in Cheliax studying the family's long history and exile from the City at the Center of the World ends up murdered, the Society sends you to the recently discovered Deckland Vaults in Absalom to see what connection their old home might have to your murdered colleague.

- Faithless and Forgotten -
Part 1: Let Bygones Be Earned: 510gp
Part 2: Lost Colony of Taldor Earned: 510gp
Part 3: The Infernal Inheritance Earned: 508gp
Ever since the tragedy at Delvehaven decades ago, the infernal empire Cheliax has rarely allowed Pathfinders to explore its many ruins and archaeological treasures—even then only after its recently disenfranchised liaison Zarta Dralneen fought for that privilege. Cheliax has once again extended its hand to the Society, inviting its agents to investigate an abandoned keep that dates back to the Chelish civil war. It's up to the PCs to navigate the Corentyn's streets and politics as they uncover the buried past and lay the foundation for a new partnership with a one-time foe.
Boons
[4] Eat gourd seed as a Goodberry
[0] Feed gourd seed to plant creature, it gains Divine Favor for 1 minute
+1 to Appraise and Knowledge(History) for the cultural significance of art and objects
[1] Free action to treat the hardness and DR of constructs and divs as 5 lower for 1 round

- The Cosmic Captive - Earned: 500gp
Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.
Boons
[1](Earth) Swift action to gain DR 5/Adamantine
[2] Level 1-4: Cat's Grace, Cure Moderate Wounds, Lesser Restoration, Shocking Grasp
Level 5-8: Cure Serious Wounds, Fly, Lightning Bolt
Level 9-11: call Lightning Storm, Cure Critical Wounds
Level 12-Above: Heal, Whirlwind

- By Way of Bloodcove - Earned: 1258gp
For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.

- Treason's Chains - Earned: 1187gp
Venture-Captain Roderus has long been one of the most reliable and steadfast allies of the Pathfinder Society in the nation of Katapesh, but the aging human has decided that it is time to retire from his long-held position. Roderus's retirement party draws in Pathfinders from across Golarion, but there are some who see his retirement as an opportunity to advance personal goals that go against the Pathfinder Society's interests. Amid the turmoil of a party turned crime scene, the PCs must uncover the true threat to the Society's stability in Katapesh—and perhaps make an unexpected new ally along the way.
Boons
[3] Potion of Cure Light Wounds, Level 7 & Up: Cure Serious Wounds
Once per scenario, reroll Bluff or Diplomacy with a 1d6-1 penalty
[5] Once per scenario, add 1d6+1 to a Appraise, Disable Device, Knowledge(Local), Perception, Profession, Stealth

- Assault on the Kingdom of the Impossible - Earned: 1,176gp 5 sp
The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.

- Rise of the Goblin Guild - Earned: 1,212gp
When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.

- Champion's Chalice, Part 2: Agents of the Eye - Earned: 1,865gp
Ages before the rise of modern civilization, the cyclops empire of Ghol-Gan ruled what is now the Mwangi Expanse. The Society sends the PCs deep into the untamed Kaava lands to explore a cyclops ruin, where with a new tool in hand, the Pathfinders might uncover its forgotten and dark history. Can the PCs prevent the ruin's past from becoming Sargava's future?
Boons
[1] Sight of the Cyclops: You can expend this boon to reroll any single d20 roll after the first roll is made but
before the results of the roll are determined. You must take the second result, even if it is lower. You cannot
use this boon on any roll already being rerolled by another effect.

- Severing Ties - Earned: 1,214.5 gp
The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.

- The Emerald Spire -
o Clockwork Maze Earned: 6,756 + 20gp
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

- Mysteries Under Moonlight, Part 2: The Howling Dance - Earned: 3,284 + 75gp
With the unique blessing of a celestial ambassador, the PCs depart Magnimar and rush into the swamp, chasing after the mastermind behind the corruption of several of Magnimar's iconic monuments. This mastermind isn't the only one who wants to see the PCs perish in the swamp, however. If the PCs are to find the mastermind and undo these schemes, they'll need to keep their wits sharp and make the most of their newfound powers.

- The Blakros Matrimony - Earned: 3,180 + 75gp
The eldest daughter of the prominent Blakros family is set to wed an influential Hellknight, and the Pathfinder Society is invited to the festivities. Dressed for a wedding befitting royalty, a team of Pathfinders attend the ceremony on behalf of the Decemvirate, but will their presence ultimately strengthen the Society's relationship with the influential Blakroses, or will events at the wedding bring the already tenuous alliance to a breaking point?
Boon(s): Impressive Influence
- Nigel Aldain
- Alexander Bedard
- Hamaria Blakros
- Tancred Desimire
- Jeon Raeng-Woo
- Rubaani Shafar

- Beyond the Halflight Path - Earned: 3,207 + 20gp
The sprawling maze of caverns and tunnels beneath the hilltop city of Kaer Maga are home to a host of dangers and mysteries. A dedicated group of guards called the Duskwardens is responsible for protecting Kaer Magans and visitors alike from everything that lurks below. Despite the Duskwardens' best efforts, the influence of one of the vaults has been spreading on to the streets of Kaer Maga. It falls to a group Pathfinder Society agents to navigate the factions of Kaer Maga to access and strike at the heart of the lurking threat.
Boon(s)
Duskwarden's Favor:
Cross this boon off to gain Ranger's favored terrainn ability(+2) in Underground environments for the rest of the scenario.

- The Emerald Spire -
o Shrine of the Awakener Earned: 8712 + 50gp
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.

- Death on the Ice - Earned: 5407 + ??gp
A message delivered by an unlikely courier sends the PCs to the Crown of the World. After making a dangerous trek across the icy passes and bays of Golarion’s northernmost continent, the PCs must come to the aid of a Pathfinder Society expedition whose archaeological excavations have uncovered far more than they expected to find. Can the PCs unravel the mysteries that lie beneath the gelid glaciers of the Crown of the World in time to save their fellow Pathfinders from a frigid fate?

- The Golden Serpent - Earned: 5,468 + 20gp
The Pathfinder Society sends a team of agents to meet an important contact in an unassuming restaurant in Absalom’s Ivy District, but not everything is as it seems. What the Pathfinders find there will lead them into a lion’s den of danger and intrigue in the City at the Center of the World.

- Our Lady of Silver - Earned: 3673gp + 10gp
You and your fellow Pathfinders are sent to Katheer, the shining capital of Qadira, to witness the wedding of Pathfinder Faireven to the wealthy and beautiful Lady of Silver and bring back a trove of relics given to the Society as part of the wedding dowry. When the wedding is disrupted by unscrupulous thieves, you soon find yourself dodging double-crosses, accusations of grave robbery, and worse. You must find the relics soon, or risk facing the eternal expulsion of the Society from the treasure-filled deserts of Qadira.

- Weapon in the Rift - Earned: 5481
Dire need begets great innovation, and Ghalcor, a cleric of Iomedae, created a revolutionary new weapon to fight the demons that poured out of the Worldwound at the end of the First Mendevian Crusade. Unfortunately, the fiends overwhelmed Ghalcor and his assistants before they could arm and trigger the weapon, but complex fail-safes sealed off Ghalcor’s tower and kept the device from falling into abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor’s secret weapon could be the factor that turns the tide, so the Pathfinder Society has agreed to find a way past the indiscriminate safeguards to secure the device for the crusaders—a task complicated by their pushing past enemy lines.

- Wonders in the Weave, Part 1: The Dog Pharaoh's Tomb - Earned: + 100
On an isolated demiplane, the Pathfinders explore an Osirian ruin transported from Golarion by a powerful sorcerer centuries ago. And though the Pathfinder Society believes the fruits of their delve to be ripe for the picking, the unnatural landscape surrounding the tomb and a run-in with an unexpected guest make getting out with the treasure a tough task for the PCs.