Queen Telandia

Ophelia Feshal's page

152 posts. Organized Play character for Fromper.


Full Name

Ophelia Feshal

Race

Half-Elf

Classes/Levels

Rogue 1 (Unchained, Knife Master, Scout)

Spoiler:
HP 2/11 | AC 17 (18), T 14, FF 13 (14), CMD 15 | F +2, R +6, W +1 (+2 vs enchant, immune sleep)| Init +6 | Perc +7, SM +5 | Speed 30ft | Low Light Vision

Gender

Female

Size

5'6" 115 lbs

Age

22

Alignment

CN

Deity

Naderi

Location

Riverton, River Kingdoms

Languages

Common, Elven, Kellid

Strength 12
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 12
Charisma 7

About Ophelia Feshal

Ophelia is a red haired, blue eyed half-elf, who usually seems to be staring into space, not paying attention to her surroundings.

Back Story:
Ophelia Feshal was raised by her human mother in Riverton, in the River Kingdoms, near the border of Galt and the elven nation of Kyonin. Like most from Riverton, she was raised to worship Hanspur the Water Rat, god of rivers, and spent much of her childhood on the water. She never met her elven father, a minor noble from nearby Kyonin.

As she grew to adulthood, Ophelia worked on rafts and small boats that navigated the rivers of the River Kingdoms. During the course of this work, she met people from various places around the region, including Kyonin elves who would come to the River Kingdoms to trade.

Despite her mother's warning that elves would never settle for a life together with a shorter lived race, Ophelia began dating Variel, a young elf who worked transporting goods along the rivers. The two were madly in love, dating for nearly two years. Ophelia kept bringing up the possibility of marriage, but Variel would avoid the question, saying he wasn't sure how they could marry if his parents didn't approve of non-elves. In the end, her mother was right, and the young elf broke up with the half-elf, breaking her heart.

Ophelia was so distraught over losing the love of her life that she jumped in Kallas Lake to try and drown herself. But having spent her entire life swimming the rivers, her instincts took over, even as she tried to die. She was unable to drown, surviving the attempt, and completely embarrassed as priests of Hanspur fished her out of the lake and realized what she'd been trying. In such a small town as Riverton, news traveled fast, and Ophelia decided to leave forever, to avoid the shame and painful memories associated with her heartbreak and attempted suicide.

Ophelia gave up the worship of Hanspur in favor of Naderi, the Lost Maiden, goddess of romantic tragedy, suicide, and drowning. Already having some skill working with knives from cutting ropes on the rigging of boats, she adapted that skill to learn how to fight as a knife master rogue. She thinks of herself as dead inside, unable to care about anything, and has no qualms about killing those she feels deserve it.

Traveling south from the River Kingdom, she eventually made her way to Absalom, joining the Pathfinder Society for lack of anything better to do with her lonely life. She is always the first to jump into a fight, and has no concern at all for her personal safety.

Stat Block:

Female half-elf rogue 1 (unchained, knife master, scout)
CN medium humanoid (human, elf)
Init +6; Senses: Perception +7, low light vision

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
CMD 15 (+1 str, +4 dex)
HP 11
Saves: Fort +2, Ref +6, Will +1 (+2 vs enchantment)
Immune: Sleep

OFFENSE
Speed: 30 ft.
Melee: 2 cold iron daggers +4 (1d4+2/19-20)
Ranged: sling +4 (1d4+1/x2) or 2 cold iron daggers +4 (1d4+2/19-20)
Special: Sneak Attack (1d8 with knives, 1d4 with other weapons)

STATISTICS
Str 12, Dex 19, Con 14, Int 12, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 15

Traits: Elven Reflexes (+2 initiative), River Rat (+1 swim, +1 damage w/daggers)
Feats: Two Weapon Fighting, Weapon Finesse
Racial: Low light vision, elf blooded (count as human and elf), elven immunities (+2 save vs enchantments, immune to sleep), keen senses (+2 perception), water child (+4 swim, can always take 10)

Skills: Acrobatics +7, Climb +4, Disable Device +7, Escape Artist +7, Profession: Sailor +5, Perception +7, Sense Motive +5, Stealth +7, Swim +9
(-1 armor check penalty to physical skills, already factored into above)
(+1/2 level sleight of hand to hide blades)
Languages: Common, Elf, Kellid

Magic Items: Potion of Cure Light Wounds, Wand of Cure Light Wounds (50 charges)
Combat Gear: 6 cold iron daggers, sling (20 bullets), studded leather armor, whetstone
Other Gear: backpack, sack, pouch, spring loaded wrist sheathe (dagger), chalk (5), ink, inkpen, parchment (5), signal whistle, ear plugs, 2 oil flasks, 2 sunrods, 2 acid flasks, 1 alchemist's fire, wooden holy symbol of Naderi, bedroll, flint & steel, grappling hook, 50 ft hemp rope, 2 days rations, soap, waterskin, thieves tools, 819 gp, 9 sp