Rowena Sabelia's page

87 posts. Alias of Hrothdane.

Full Name

Rowena "Black Midknight" Sabelia


Human (varisian)


Spells Per Day Remaining:
2-2/3 1-2/5
Spells Active:


AC 22 T 15(19 incorp touch) FF 17| HP 41/48 | F +4 R +10 W +3 (+7 vs charms/compulsions) | Init +6| Perc -2








Desna/Black Butterfly


Taldane (common), Varisian, Tien, Androffan


Actor, Mysterious Hero

Strength 12
Dexterity 21
Constitution 14
Intelligence 12
Wisdom 7
Charisma 14

About Rowena Sabelia

Rowena Background:
Rowena grew up with loving parents in Kassen, a little-known rural town in the rural country of Nirmathas. Her mother and grandmother ran the towns sole textile shop, and her father worked as a public speaker and researcher specializing in revolutionary political history and theory of Andoran and Galt. While her father traveled a great deal, he always made sure that Rowena and her mother were provided for, and he was an attentive and loving father when he was around. Rowena was physically active and loved to play-act scenes from adventure books, and her mother and grandmother would custom-make costumes for her. Her father had made sure she had a diverse education in the gods of Golarion, and she found herself drawn to the worship of Desna as well as her shadow, The Black Butterfly. She had always liked peforming little anonymous acts of kindness, giving gifts ranging from food to clothes to money to people in town that needed them, and the Black Butterly's faith was dedicated to these acts specifically. Lastely, Rowena loved to explore, even at the age of seventeen, one day finding a hidden trap door in her father's study and the secret contained within.

Her father was the heroic vigilante Dark Arrow, a local legend in Nirmathas that fought a guerilla war against Molthuni aggression, Razmiran cultists, and foreign criminals looking to exploit the country's valuable trade routes. She confronted him about his secret life, a life that apparently she was the only one not privy to, and requested that she be allowed to follow in his footsteps. Her father dismissed her wish, telling her that Nirmathas didn't need another hero prowling the shadows, she didn't have the maturity and perspective to take on this line of work, and once she got beyond her romanticized view of the vigilante life, she would find herself regretting it.

Rowena's eyes had been opened to a whole world of adventure, one that she had thought she would never be able to access except vicariously through her books, and she would not give it up so easily. The Varisian wanderlust had already been cloying at Rowena, and she yearned to travel and see the world. The world is full of unique and fascinating cultures, and--while Nirmathi tends towards a certain rugged individualism and dedication towards freedom--the backwater country could hardly be called cosmopolitan. So, she stole away with some of her father's gear and left for Tamran, capital of Nirmathas, and then beyond. She would be Black Midknight, Mysterious Vigilante and Helper of the Helpless. To avoid drawing attention to her family, she has been using her mother's maiden name, "Sabelia," as she travels.

After her first night of patrolling in Tamran and being unable to catch a couple of smugglers, Rowena woke up to a black cat on her bed. Always the kind-hearted one, she dediced to take the cat in as her own, naming it Stella. She eventually noticed that Stella wasn't staying-put when she went out as Black Midknight, following her about with astounding capability. When the cat finally revealed its celestial heritage, that was the last straw: Black Midknight would have to take on a sidekick, Silver Starlight.

Rowena Personality:

Rowena loves drama and revels in both her profession as an actor and her role as Black Midknight. As a devout worshiper of The Black Butterfly, she loves the anonymity and romance of traveling about as a Mysterious Vigilante. Her father was absolutely right: while she has an earnest, innocent desire to help everyone and make the world better, she lacks maturity and perspective. She has little-to-no talent in picking up on lies and deceptions, assuming the best of everyone, and she really doesn't know much about how the criminal world works.

In her social persona, she is every stereotype of a Desnan. She has a saccharine sweet personality, seeing everyone as a potential friend-in-waiting, and nothing ever appearing to upset her or even slightly diminish her boundless enthusiasm. She loves people and hates to be alone, which motivates her to socialize constantly. Of course, this socializing serves the double purpose of quickly providing gossip and rumors in communities she visits, information she uses to detemine when/if Black Midknight needs to go on the prowl.

In her vigilante persona, she has a tendency for the melodramatic and maudlin to the point that she can venture into unintentional self-parody (think Lego Batman). Despite both of Rowena's parents being very much alive and healthy, perfectly normal humans (aside from her father's vigilante work), and her childhood being safe and full of loving support, Black Midknight will lament her murdered parents, her cursed blood and uncontrollable powers, and her dangerous life on the streets. However, her romanticized, sheltered view of such a life reveals herself sooner or later.

Stat Block:
Rowena “Black Midknight” Sabelia
Human (Varisian) Vigilante (Magical Child)/5
CG Medium humanoid (human)
Init +6 Senses: Perception -2
AC 18, touch 14, flat-footed 13 (+3 armor, +5 dex)
HP 48
Fort +4, Ref +10, Will +3 (+7 vs charms/compulsions)
Speed 30 ft
Melee Mwk Cold Iron Starknife +10 (1d4+3/x3), Tonfa +8 (1d6+3/x2), Butterfly Sword +8 (1d4+3/19-20), or Sap +8 (1d6+3 non-lethal/x2)
Ranged Mwk Cold Iron Starknife +10 (1d4+3/x3), Cold Iron Starknife +9 (1d4+3/x3), or Timeworn Autograpnel +4 (1d8+6/x3)
Magical Child Spells Known (CL 5th; concentration +7):
2nd (2/day)--Barkskin, Dark Whispers, See Invisibility
1st (4/day)—Shield, Long Arm, Expeditious Retreat, Snowball
0 (at will)--Guidance, Light, Arcane Mark, Open/Close, Detect Magic, Read Magic
Str 12, Dex 21, Con 14, Int 12, Wis 7, Cha 14
Base Atk +3; CMB +4; CMD 19
Toughness, Weapon Finesse(b), Arcane Strike(b), Piranha Strike, Weapon Focus (starknife)
Unorthodox Strategy (from boon)
Skills (armor check penalty 0
Acrobatics +13 (+2 more to avoid AoOs)
Appraise +1
Bluff +13 (+17 in social identity, +1 more from charming)
Climb +7
Diplomacy +13 (+17 in social identity, +1 more from charming)
Disguise +11 (+31 to present as current identity)
Escape Artist +5
Heal -2
Intimidate +9
Knowledge (local) +5
Linguistics +2
Perception -2
Perform (act) +16
Ride +5
Sense Motive +2
Sleight of Hand +9
Stealth +12
Survival -2
Swim +5
Use Magic Device +11
Languages Taldane, Varisian, Tien, Androffan
SQ: Dual Identity (Ex), Transformation Sequence (Su), Animal Guide (Ex), Staunch Ally (Ex), Unshakeable +4 (Ex), Social Talents (Social Grace [diplomacy, bluff], Notorious Fool, Hidden Magic), Vigilante Talents (Lethal Grace)
MW Cold Iron Starknife, Starknife x5, +1 Neraplast Armor, Belt of Incredibly Dexterity (+2), Circlet of Persuasion, Cracked Dusty Rose Prism Ioun Stone, Timeworn Autograpnel (17 charges), Tonfa, Alkali Flask x2, Butterfly Sword, Sap, Traveler's Outfit, Masterwork Backpack, Smoked Goggles, Ear Plugs, Mask x2, Climber's Kit, Disguise Kit, Sleeves of Many Garments, Familiar Pouch, MW Tool (Peform [acting]), +1 Cloak of Resistance, Antitoxin x2, Antiplague x2, 1073 gp


Bless Weapon x 1
CLW x1
Daylight x1


Cure Light Wounds (47 charges)


Aqueous Orb x1

Special Ability Descriptions:

Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Notorious Fool (Ex): While in his social identity, the vigilante can feign absentmindedness, clumsiness, drunkenness, or eccentricity very convincingly. When he fails an opposed Sleight of Hand or Stealth check while in his social identity, he can immediately attempt a Bluff check opposed by the onlookers’ Sense Motive checks to appear as though he had only blundered or stumbled in a spectacular fashion. If he succeeds at this Bluff check, the onlookers do not realize the vigilante was attempting the action that prompted him to attempt a Sleight of Hand or Stealth check, although being in the wrong place or behaving in an inappropriate manner may still have negative consequences. This talent is ineffective against any onlooker who has already witnessed the vigilante faking a blunder within the last 24 hours.

Social Grace: The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Unshakable (Ex): Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Transformation Sequence (Su): A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions.

Animal Guide (Ex): A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar.
At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities.
In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess.
If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child.
This ability replaces vigilante specialization.

Staunch Ally (Ex): A magical child’s familiar counts as the magical child for purposes of the startling appearance, frightening appearance, and stunning appearance abilities, and it can calculate its DCs using either its own Charisma modifier or the magical child’s, whichever is better. At 20th level, the familiar can make vengeance strikes as if it were the magical child.
This ability alters startling appearance, frightening appearance, stunning appearance, and vengeance strike.

Stella Background:
Stella is, in actuality, a silvanshee agathion banished to Golarion as punishment after her hot-head got two of her brethren killed by a ceustodaemon. Unable to access her full powers until she has done sufficient good to atone for her mistake, she wandered about until she ended up in Tamran. After seeing a spectularly pitiful attempt to apprehend a couple of Sczarni thugs by a vigilante calling herself “Black Midknight,” Stella tracked down the girl—it wasn't hard—to her home. After following the girl around for weeks and seeing her dedication and earnest desire to do good, Stella realized she couldn't just leave her. Thus, Stella took in a girl as her pet.

Stella Personality:
If Rowena is the well-meaning but naïve young girl, Stella is the long-suffering, weary older sister. In fact, in many ways it would be more accurate to say Rowena is Stella's pet, not the other way around. She takes it upon herself to keep her master from getting herself too in over her head, being completely unafraid to let the girl know when she's being stupid or ridiculous. As her temper is what led to her punishment in the first place, Stella takes steps to control her temper, but it does occasionally flare-up.

Stella Stats and Special Abilities:

Stella “Silver Starlight”
Familiar (sage)
NG Diminutive magical beast
Init +1 Senses: Low-light Vision, Scent, Perception +5 Darkvision 60 ft (only in vigilante identity)
AC 15, touch 15 flat-footed 14 (+1 Dex, +4 size)
HP 24
Fort -1, Ref +5 (Improved Evasion), Will +5
Damage Reduction: 5/magic and evil
Resistances (only in vigilante identity): Acid 10, Cold 10, Electricity 10
SR (only in vigilante identity): 10
Speed 30 ft.
Special Attacks (only in vigilante identity): Smite Evil 1/day (+0 to hit, +5 damage)
Str 1, Dex 13, Con 4, Int 10, Wis 12, Cha 7
Base Atk +3; CMB -4; CMD 6 (+8 more vs trip)
Weapon Finesse
Acrobatics +1
Appraise +0
Bluff -2
Climb +1
Diplomacy -2
Disguise -2
Escape Artist +1
Intimidate -2
Knowledge (arcana) +6
Knowledge (dungeoneering) +6
Knowledge (engineering) +2
Knowledge (geography) +6
Knowledge (history) +6
Knowledge (local) +6
Knowledge (nature) +6
Knowledge (nobility) +2
Knowledge (planes) +6
Knowledge (religion) +6
Perception +1
Sense Motive +1
Stealth +15
Swim +1
Racial Modifiers
+6 fly, +12 stealth
Special Abilities

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Sage Skills: A sage treats all Knowledge skills as class skills.

Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.

This alters the familiar’s Intelligence score and natural armor adjustment.

Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.

This replaces alertness and the familiar’s ability to share its master’s skill ranks.