Trinia Sabor

Zalindra Freston's page

231 posts. Alias of Zanbabe.


Full Name

Zalindra

Race

Human

Classes/Levels

Sharper Unchained Rogue 1 | HP -6/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

Gender

Map Town Map Female

Size

Medium

Age

22, almost 23

Alignment

Chaotic Good

Deity

Avandra

Location

Brindol

Languages

Common, Dwarven (ancient), Draconic, Goblin

Strength 13
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 14
Charisma 14

About Zalindra Freston

Sharper Unchained Rogue 1 | HP 10/10 | CMB 1 / CMD 14 | AC 15 / T 13 / FF 12 | Fort +1 / Ref +5 / Will +2 | Initiative +3 | Perception +6 | Hero Points: 1/3 | Active Effects: None

=== Basics ===

STR 13 (+1) [3 points]
DEX 16 (+3) [5 points, +2 racial]
CON 12 (+1) [2 points]
INT 14 (+2) [5 points]
WIS 14 (+2) [5 points]
CHA 14 (+2) [5 points]

BAB +0 | Move: 30 feet

=== Penalties ===
Can’t delay or ready actions, and if last of allies to act in a round of combat, –1 penalty on ability checks, attack rolls, saving throws, and skill checks. (Impatient drawback)

=== Weapons ===
Longbow
Attack +3 | Damage 1d8 (Sneak Attack +1d6) | Crit x3 | Piercing | Range 110 feet

Composite Longbow (when I can afford one)
Attack +3 | Damage 1d8+1 (Sneak Attack +1d6) | Crit x3 | Piercing | Range 110 feet

Rapier
Attack +3 | Damage 1d6+1 (Sneak Attack +1d6) | Crit 18–20/x2 | Piercing

=== Armor ===
Leather Armor (+2 armor)

=== Traits ===
Fanatic [+1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.]
Friend in Every Town [+1 trait bonus on all Knowledge (local) checks and Diplomacy checks.]
Smuggler [+1 trait bonus on Bluff and Sleight of Hand checks.]

=== Drawback/Flaw ===
Impatient [Can’t delay or ready actions; if last ally to act in a round, -1 ability checks, attack rolls, saving throws, and skill checks]

=== Feats ===
Fast Learner [Gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.]
Precise Shot [No penalty for shooting into melee.]
Weapon Proficiency: Longbow (free feat replacement--GM approved)]

Feat Tax Obsolete:
Point Blank Shot [+1 attack and damage within 30 feet with bow.]
Weapon Finesse (Bonus feat from class) [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.]

Special Abilities:

Finesse Training (Ex) [Free Weapon Finesse Feat, and does more at later levels]
Scam Artist (Ex) [Adds half level to Bluff and Sleight of Hand]
Sneak Attack (1d6) [Extra damage when target is flat-footed or flanked. (Ranged only within 30 feet.)]

2nd level--Sticky Fingers (Ex)
3rd level--Lucky Save (Su)
4th level--Audacious Overconfidence (Ex)

Skills:

15 skill points [8 +3 Int +2 background +1 favored class +1 racial bonus = 15/level]

+Acrobatics +7 |+3 Dex +1 ranks +3 class skill
+Appraise +2 |+2 Int
+Artistry +2 |+2 Int
+Bluff +8 |+2 Cha +1 rank +3 class skill +1 Smuggler +1 Scam Artist
+Climb +5 |+1 Str +1 rank +3 class skill
+Craft +2 |+2 Int
+Diplomacy +7 |+2 Cha +1 rank +3 class skill +1 Friend in Every Town
+Disable Device* +7 |+3 Dex +1 rank +3 class skill
+Disguise +6 |+2 Cha +1 rank +3 class skill
+Escape Artist +7 |+3 Dex +1 rank +3 class skill
Fly +3 |+3 Dex
Handle Animal* -- |+2 Cha untrained
Heal +2 |+2 Wis
+Intimidate +6 |+2 Cha +1 rank +3 class skill
Knowledge: Arcana* -- |+2 Int +1 Fanatic untrained
+Knowledge Dungeoneering +5 |+2 Int +1 rank +3 class skill
Knowledge Engineering[/b] -- |+2 Int untrained
Knowledge Geography[/b]* -- |+2 Int untrained
+Knowledge History* +7 |+2 Int +1 rank +3 class skill +1 Fanatic
+Knowledge Local* +7 |+2 Int +1 rank +3 class skill +1 Friend in Every Town
Knowledge Nature[/b]* -- |+2 Int untrained
Knowledge Nobility[/b]* -- |+2 Int untrained
Knowledge Planes[/b]* |-- Int untrained
Knowledge: Religion* +3 |+2 Int +1 rank
+Linguistics* +6 |+2 Int +1 rank +3 class skill
+Lore: Ancient Artifacts +2 |+2 Int
+Perception +6 |+2 Wis +1 rank +3 class skill
+Perform: +2 |+2 Cha
+Profession[/b] -- |+2 Wis untrained
Ride +3 |+3 Dex
+Sense Motive +3 |+2 Wis
+Sleight of Hand* +9 |+3 Dex +1 rank +3 class skill +1 Smuggler +1 Scam Artist
Spellcraft[/b]* -- |+2 Int untrained
+Stealth +7 |+3 Dex +1 rank +3 class skill
Survival +2 |+2 Wis
+Swim +1 |+1 Str
+Use Magic Device* -- |+2 Cha untrained

Equipment:

Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Blankets (2) [1 gold]
Explorer's outfit (free clothing for starting character)
Grooming kit [1 gold]
Ink pen [.1 gold]
Journal [10 gold]
Longbow [75 gold]
Quiver w/60 arrows [3 gold]
Quiver w/60 blunt arrows [6 gold]
Rapier [20 gold]
Silk rope (100 feet) [20 gold]
Thieves' Tools [30 gold]
Trail rations (7) [3.5 gold]
Vial of ink [8 gold]
Vials (Empty) (10) [10 gold]
Waterskin (1 gold]

Torches
(Need to buy Ioun torch, thieves ring, sleeves of many garments, and a way better bow when I can afford them.)

"putting the gold tooth, the uncut ruby, and the malachite in her pocket until they can be appraised."

Current Wealth: 48.3 gold

Starting Wealth: 240 gold
Total Starting Equipment: 191.7 gold

Background:

Zalindra was born the same day the war ended, her father dead in the war (or so she believes), and her mother dead before she was 10. Since then, she has been raised by her grandfather Sertanian Freston, the elderly caretaker of the war museum.

Zalindra works at the museum and helps her grandfather. She attended the local college, studying ancient history and archaeology, and she would have liked to pursue that further, but her grandfather needs her. She goes out sometimes to acquire war memorabilia for the museum, and on these trips, she has taken to going out alone to ruins nearby and finding relics, which she is surprisingly successful at, and when she can recover things, instead of preserving them for future generations like any good archaeologist or relative of a museum curator should, she sells to a local dealer in the next town over who doesn't ask questions, or she wagers them in her regular card game over at Ilya's, presenting them as more souvenirs that she picked up on her frequent trips. She wins much more than she loses, so she is usually able to put what her grandfather pays her back into the cashbox at the museum, in order to keep the place afloat.

GM Questions:

GM wrote:
Write at least 5 background and concept elements that you feel are important to the image of your character. These can be a concept overview, a list of important life events, a physical description, a personality profile etc.

--Zalindra's conception, during the war (probably Aaron Jarmaan is the father, but that isn't set in stone). Mother coerced or persuaded in sort of an end of the world scenario by someone who seemed charming, and it was a bad decision with unfortunate consequences. Her mother's choice to hide the pregnancy from the father and to say that the father died in the war were big factors that led to Zalindra being who she is.

--Zalindra's mother's death. Zalindra doesn't really know whether it was natural or not... she assumes not, but I suppose there is a possibility in there that she, also, "fell down the stairs." In any case, the loss of her mother also shaped Zalindra's life.
--Zalindra's Grandfather. He is the only relative known to her, although depending on who her father is, she might have more family, which may or may not be a good thing. He has shaped her life.
--School. This is where what Zalindra wanted to do and what she felt she should do started to diverge. She attended school locally, but when further study would have necessitated leaving town, she stayed to take care of the grandfather, even though shhe wanted to be off studying ruins and making discoveries about the past.
--Double Life. Possibly triggered by several past events, Zalindra's life has increasingly become one of image vs. reality, and she feels more and more estranged from herself... there is a split between who she is becoming and who she wants to be... not just in terms of her career, but her ethics and her connection with others which she too often uses for her own purposes, betraying people's trust. Even though they don't know that she did that, and she gets away with it consistently, the guilt gnaws at her.

GM wrote:
List at least two goals for the character. At least one of these goals should be one that the character has, while another could be one that you, as a player, want to see developed over the course of the game.

--My character's goal is to help her grandfather keep his museum open and to ensure he is provided for.

--I would like to see the truth come out about her parentage in an interesting way (although what her grandfather believes is the truth may not actually be the truth, and how it would affect her is up in the air... so it would just be interesting, not essential).
--Tertiary goal: Both my character and I would like to keep her out of jail, despite the generally bad ethics of antiquity trading for profit, and the questionable legality of some of her acquisitions. :)

GM wrote:
List at least two secrets about your character. One is a secret the character knows, one is a secret that involves them but that they are not actually aware of yet. This will help me in creating plots that centre around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

--My character is the only one who knows that she isn't as good of a person as she seems to be. She makes friends with everyone, and so usually knows where there are digs, and sometimes goes and steals from the digs that she finds out about. She also occasionally cheats at cards... not at her weekly game, but when she is in other games in other towns. She tells herself that she is doing all of it for her grandfather, but she doesn't feel good about these things, and even though she has a collection of relics that she has personally found, the "questionable" ones she can never keep, no matter how precious or beautiful, because they make her feel guilty.

--My character does NOT know that her mother lied about who her father was. She thinks that he died in the war.

GM wrote:
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Feel free to use characters mentioned in the Player’s Guide.

--Elderly keeper at the Museum is Zalindra's Grandfather, who has raised her for over 10 years alone.

--Eshan Jarmaan, friend. They play cards in the same weekly game over at Ilya's. Sometimes Zalindra thinks that he is flirting with her, but she blows it off, because he is a noble and she is not. They do seem to have a lot in common though, and think similarly about many things.
--Aaron Jarmaan, possibly hostile. This is who her grandfather thinks is her father, though Zalindra's mother never told him definitively. (Zalindra still thinks that her father died in the war.) He could be a potential hostile if it becomes known, since everyone knows the guy pushed his wife down the stairs.

GM wrote:
Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavour.

--My character has a memory from the magic shop where her mother worked (she was a minor sorceress). She was very young (maybe six?) and she had found a silver-colored ring on the floor. It seemed interesting in some way (she can't remember why), and she showed her mother, and her mother took the ring away from her. She doesn't remember a lot from the period in her life before her mother died, but she does remember that for some reason, and treasures the memory because it is one of the only perfectly clear memories she has of her mother.

--My character keeps a personal journal where she records almost everything about her life. It helps her think things through and overcome her natural impatience to a certain extent... although that shows through very starkly when she is rushed or doesn't have time to write each day. She hides it on top of one of the rafters in her room when she goes on trips.
--Zalindra has a tendency to change the subject whenever something comes up that she doesn't really want to talk about. Her friends know this and tease her sometimes about it, but it's also true. If something uncomfortable comes up, they suddenly find themselves on another topic entirely. She's good at it too... she just launches into something completely different mid-sentence, and it is always something interesting and compelling so you want to engage with it instead of going back, although it can make it hard to follow the conversation. :)