Tiefling

Zegenva Delen's page

86 posts. Alias of Art Burd.


Classes/Levels

Urban Barbarian 1 || Rogue 1 | HP 14/14 | AC 17 T 13 FF 14 | CMB +5 CMD 18 | F +4 R +5 W +2 | Init +6 | Per +4 | Speed 30 feet

About Zegenva Delen

Tiefling Urban Barbarian/Rogue
CN Female Outsider (Native)
Init +7; Senses: dark-vision (60 feet); Perception: +4

DEFENSE
AC: 17, touch: 13, flat-footed: 14 (10+4 Armor+3 Dex)
HP: 14
Fort: +4, Ref: +5, Will: +2
Resistances: cold 5, electricity 5, fire 5

OFFENSE
Speed: 30 ft.
Melee: Greatsword +5 (2d6+6/19-20x2)
or Dagger +5 (1d4+4/19-20x2)
Ranged: Shortbow +4 (1d6/x3)
or Dagger +4 (1d4+4/19-20x2)

STATISTICS
Str: 18 (+4), Dex: 16 (+3), Con: 14 (+2), Int: 14 (+2), Wis: 11 (+0), Cha: 8 (-1)
Base Atk: +1; CMB: +5; CMD: 18
Feats: Improved Initiative
Traits: Dirty Fighter, Ironfang Survivor

Skills::

#Acrobatics +7 (1 rank, +3 dex, +3 class)
#*Appraise +2 (0 rank, +2 int)
#Bluff +1 (0 rank, -1 cha, +2 racial)
#Climb +8 (1 rank, +4 str, +3 class)
#*Craft +2 (0 rank, +2 int)
#Diplomacy -1 (0 rank, -1 cha)
#^Disable Device +7 (1 rank, +3 dex, +3 class)
#Disguise -1 (0 rank, -1 cha)
#Escape Artist +3 (0 rank, +3 dex)
Fly +3 (0 rank, +3 dex)
*^Handle Animal +NA (0 rank, -1 cha)
Heal +0 (0 rank, +0 wis)
#Intimidate +3 (1 rank, -1 cha, +3 class)
^Knowledge (Arcana) +NA (0 rank, +2 int)
#^Knowledge (Dungeoneering) +6 (1 rank, +2 int, +3 class)
*^Knowledge (Engineering) +NA (0 rank, +2 int)
*^Knowledge (Geography) +NA (0 rank, +2 int)
*^Knowledge (History) +NA (0 rank, +2 int)
#^Knowledge (Local) +6 (1 rank, +2 int, +3 class)
^Knowledge (Nature) +NA (0 rank, +2 int)
#*^Knowledge (Nobility) +NA (0 rank, +2 int)
^Knowledge (Planes) +NA (0 rank, +2 int)
^Knowledge (Religion) +NA (0 rank, +2 int)
#*^Linguistics +6 (1 rank, +2 int, +3 class)
#Perception +4 (1 rank, +0 wis, +3 class)
#*Perform -1 (0 rank, -1 cha)
#*^Profession (Thief) +4 (1 rank, +0 wis, +3 class)
Ride +3 (0 rank, +3 dex)
#Sense Motive +4 (1 rank, +0 wis, +3 class)
#*^Sleight of Hand +7 (1 rank, +3 dex, +3 class)
^Spellcraft +NA (0 rank, +2 int)
#Stealth +9 (1 rank, +3 dex, +3 class, +2 racial)
Survival +0 (0 rank, +0 wis)
#Swim +4 (0 rank, +4 str)
#^Use Magic Device +3 (1 rank, -1 cha, +3 class)

* Background Skill
^ Trained Only
# Class Skill

Languages: Common, Dwarven, Elven, Halfling, Infernal
Height: 5'2"
Weight: 150 lbs
Age: 26
Special Qualities: Crowd Control, Controlled Rage, Darkvision, Fiendish Resistance, Prehensile Tail, Skilled, Sneak Attack (+1d6), Spell-Like Ability, Trapfinding
Combat Gear: Chain Shirt, Daggers (2), Greatsword, Shortbow (20 arrows)
Equipment: Backpack, Bedroll, Belt Pouch, Caltrops, Chalk (10)Flint & Steel, Grappling Hook, Iron Pot, Mess Kit, Mirror, Pitons (10), Rope, Soap, Torches (10), Traveler's clothes, Thieve's Tools, Trail Rations, Waterskin, Whetstone, 22.66 gold

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Appearance:
Zegenva appears to be a perfectly normal human except for her small black horns, prehensile tail, and slit pupil eyes. She has rather bland features otherwise, with shoulder length red hair and brown eyes. While she is somewhat small, her body is corded with muscles, making her tougher and faster than she would look at first glance.

She wears a chain shirt set of armor, and has a massive sword strapped to her back that is a solid chunk of her own height. At her belt are a pair of daggers, and a shortbow and quiver of arrows peek above her other shoulder.

Backstory:
Born into a poor family in the city of Almas, Zegenva was abandoned on the streets when her infernal heritage developed in her early teens. She was a small girl, but she was tough, which enabled her to survive where other children would not have. Living as a thief, she stole what she wanted to when she wanted to, never affiliating herself with any established guild, instead choosing to retain her freedom. As time went on, however, she began developing a close friendship with another street urchin named Jesamine. The other girl was similarly abandoned by here family around the same time, and didn't seem to care about the tieflings heritage in the slightest. They eventually began working together, helping each other survive on the streets. After a few years, Zegenva and Jesamine began relying on each others skills, trusting that the other would always be there to support them.

However, this changed when the two of them accidentally stole from one of the thieves guilds in the city, the Obsidian Lions, which lead to the guild targeting the two of them. They sent a gang of thugs to bring them in, but things devolved into a brawl fairly quickly. Zegenva and Jesamine held their own for longer than they really should have been, protecting themselves while the group of thugs attacked them. Eventually, however, the two were separated from each other, and Zegenva watched helplessly as Jesamine was stabbed in the back, and fell to the ground. Having seen enough death in the back alleys of Almas, Zegenva could tell that the wound was fatal, and felt her rage rising at the sight of her murdered friend. Feeling her rage rising, she pushed herself through the clump of thugs, until they had all either fallen beneath her blade or fled the scene.

Collapsing to the ground next to Jesamine's body, Zegenva knew that the thugs would soon be back with more forces, and that she wouldn't get far with the body. Resting a hand on the young woman's cheek, she resigns herself to having to abandon the body of the only family she had left in the city, without getting the chance to give her a proper burial. That being what it is, she still takes a few minutes to pull her a few hundred feet towards the nearest temple, hoping that they will do what she could not. She then pulls off the other girls necklace, wanting something to remember her by, before running off down a side street.

Fleeing the city, Zegenva headed north, hoping to head towards Varisia and start a new life, out of reach of the Obsidian Lions, who she thought would still be coming after her. Over the following year or two, she has been traveling through the countryside, eventually passing through Isger and Mothrune. It was as she was approaching the border to Nirmathas, only a few hours travel with the caravan she was traveling with, when they were ambushed by what she later learned was the Ironfang Legion. Holding off a few of the assailiants, she quickly noticed that the fight was going well against the caravan. She knew that most of the caravan were solid warriors, capable of defending themselves or running away as they saw fit. However, there was a family as part of the caravan, which had a few young children with them. Getting away from the couple assailants who were attacking her, she quickly moved to find her way to them finding them huddled in their wagon trying to avoid attention. Looking around, and seeing that the fight was going even worse now, with several of the other caravan members having started running towards the border. Knowing that some of their ambushers would eventually find the family, she jumped up on the front of the wagon, getting the horses to begin running in the direction of the border. They barely made it to safety, finding most of the rest of the caravan huddled in a defensible spot on the far side of the border. It was there that she left the family, leaving a few days later when everyone else did.

Since then, Zegenva has been working her way north, and has now stopped to rest for a few days in the town of Pheandar. She hopes that this will be an uneventful few days, letting her get her strength back before getting on the road.

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Crowd Control:
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Controlled Rage:
When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.

Darkvision:
Tieflings see in the dark for up to 60 feet.

Feats:

Improved Initiative:
[/b]

Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Skilled:
Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.

Sneak attack (+1d6):
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), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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.

Spell-Like Ability:
Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.

Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Traits:

[b]Dirty Fighter:
You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

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Old:
Height: 4'8"
Weight: 100 lbs

Name: Zegenva Delen
Race: Tiefling
Class: Rogue 1 | Urban Barbarian 1
Type: Outsider(Native)
Size: Medium
Gender: Female
Age: 17
Alignment: CN
Deity: Calistia
Languages: Common, Draconic, Halfling, Infernal

Stats*: 16,14,14,14,11,8
STR: 16(3) = 16 ((16) +0 Tiefling)
DEX: 14(2) = 14 ((12) +2 Tiefling)
CON: 14(2) = 14 ((14) +0 Tiefling)
INT: 14(2) = 14 ((12) +2 Tiefling)
WIS: 11(0) = 11 ((11) +0 Tiefling)
CHA: 8(-1) = 8 ((10) -2 Tiefling)

Hit Points: 14/14
Init: 8 = 2(Dex) + 2 (Elven Reflexes) +4 (Improved Initiative)

Melee: 4
Range: 3

AC: 15:12:13

[spoiler=Skills:]
Rogue 8 + INT + FC = 10+FC
Barbarian 4+Int = 6
ACP = 1 //Armour Check Penalty
Format: Total = ranks + stat + trained(?) +other(noted) -ACP
*Acrobatics: 6 = 1 + DEX Mod + 3 - ACP;
b*Appraise: 2 = 0 + INT Mod + 0;
*Bluff: 1 = 0 + CHA Mod + 0 +2 (Tiefling);
*Climb: 6 = 1 + STR Mod + 3 -ACP;
b*Craft: 2 = 0 + INT Mod + 0;
*Diplomacy: -1 = 0 + CHA Mod + 0;
*Disable Device: -1 = 1 + DEX Mod + 3 -ACP;
*Disguise: -1 = 0 + CHA Mod + 0;
*Escape Artist: 1 = 0 + DEX Mod + 0 -ACP;
Fly: NA = NA + DEX Mod + 0 -ACP;
Handle Animal: NA = NA + CHA Mod + 0;
Heal: 0 = 0 + WIS Mod + 0;
*Intimidate: 3 = 1 + CHA Mod + 3;
Know(Arcana): NA = NA + INT Mod + 0;
*Know(Dungeo): 6 = 1 + INT Mod + 3;
*Know(Local): 6 = 1 + INT Mod + 3;
Know(Nature): NA = NA + INT Mod + 0;
Know(Planes): NA = NA + INT Mod + 0;
Know(Religon): NA = NA + INT Mod + 0;
bKnow(Engine): NA = NA + INT Mod + 0;
bKnow(Geogra): NA = NA + INT Mod + 0;
bKnow(Histor): NA = NA + INT Mod + 0;
b*Know(Nobles): NA = NA + INT Mod + 0;
b*Linguistics: 6 = 1 + INT Mod + 3;
*Perception: 4 = 1 + WIS MOD + 3;
b*Perform (): -1 = 0 + CHA Mod + 0;
b*Profession(Thief): 4 = 1 + WIS Mod + 3;
*Ride: 1 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 4 = 1 + WIS Mod + 3;
b*Sleight of Hand: 5 = 1 + DEX Mod + 3 -ACP;
Spell Craft: NA = NA + INT Mod + 0;
*Stealth: 7 = 1 + DEX Mod + 3 +2 (Tiefling) -ACP;
Survival: 0 = 0 + WIS Mod + 0;
*Swim: 2 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: 3 = 1 + CHA Mod + 3;
* Class Skill
b Background Skill
[soiler]
[spiler=Class features, Feats, Traits and Racial Traits:]
Class features:
Rogue:
Sneak attack +1d6: 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), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Urban Barbarian:
Controlled Rage: When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
Crowd Control: At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Feats:
1) Improved Initiative
3)
5)
7)
9)
11)
13)
15)
17)
19)

Traits:
Adopted (Elven Reflexes): +2 on initiative
Dirty Fighter: +1 on damage rolls if flanking

Racial Features:
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail: Long, flexible tail that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
[spoler]

[spiler=AC, Saves, Attacks]

AC:
AC: 15 = 10 + 3(Armour) +2(Dex);
Touch: 12 = 10 +2(Dex);
Flat: 13 = 10 + 3(Armour);
Saves:
Fort: 4 = 2(base) +2(CON);
Ref: 4 = 2(base) + 2(DEX);
Will: 0 = 0(base) + 0(WIS);

Attack:
Melee: 4 = 1(base) + 3(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 4 = 1(base) + 3(STR);
CMD: 16 =10 + 1(base) + 3(STR) + 2(DEX);
[soiler]

[soiler=Equipment:]

Weapons:
Greatsword
Daggers (2)
Shortbow (20 arrows)
--Weight:15.0

Armour:
Studded Leather
--Weight:20.0

Misc:
Rogue's Kit (-chalk, flint & steel, iron pot, mirror, pitons, soap, torches)
--Weight:34.0,

Tools and Skill Kits:
Thieves Tools
--Weight:Part of above

Clothes:
Traveler's
--Weight:5.0

Weight Total:74.0
Light: 76, Med: 153, Heavy: 230

Cash:
0 PP
30 GP
4 SP
5 CP
[spiler]

[spiler=Description]Zengenva appears to be a perfectly normal human except for her small black horns, prehensile tail, and slit pupil eyes. She has rather bland features otherwise, with shoulder length red hair and brown eyes. While she is small, her body is corded with muscles, making her tougher and faster than she would look at first glance.

She wears a suit of studded leather armor, and has a massive sword strapped to her back that is almost as long as she is tall. At her belt are a pair of daggers, and a shortbow and quiver of arrows peek above her other shoulder.

[spoler]

[spoler=Data and Background:]Born into a poor family, Zegenva was abandoned on the streets of Almas due to her infernal heritage in her early teens. She was a small girl, but she was tough, which enabled her to survive where other children would not have. Living as a thief, she stole what she wanted to when she wanted to, never affiliating herself with any established guild, instead choosing to retain her freedom. However, this would become a disadvantage when she accidentally stole from one of the guilds, the Obsidian Lions, which lead to the guild targeting her.
This caused Zegenva, who at this point was 16, to flee from Almas, which was the only home she had ever known. Over the following year, she traveled north through the countryside, eventually ending up in Falcon's Hollow three weeks ago. Once she got here, she finally stopped traveling and decided to settle down, if at least for a little while. She hoped that she had traveled far enough away from Almas that the guild that was after her would not be able to find her, and not particularly wishing to leave Andoran.
[spiler]

[spiler=History/Other with town Locals:]

Name: Duke
Relationship: Duke employs Zegenva
History: Two weeks ago, Zegenva was drinking at the Sitting Duck and got into a disagreement with one of the lumberjacks who was getting extremely drunk nearby. When Zevenga finished fighting off the much larger lumberjack, Duke offered her a job as a bouncer. He offered to pay her with free room and board, and she accepted.
Other: Duke is actually afraid of the small demon-girl (as he thinks of her), but is willing to keep her around to capitalize on his customers fear of her as well. He is also unaware that she is a thief.

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Name: Kabran Bloodeye
Relationship: Dislike from both sides
History: A while after Zegenva arrived in town, she began her investigations of the local thievery scene. When she learned of the Redrock Guild, she chose not to join it. This angered Kabran, who did not want a freelance thief running around in Falcon's Hollow, so he sent a couple of his enforcers to round her up. However, when they returned they were both beaten half to death and had fear in their eyes.
Other: Kabran wants to get revenge on Zegenva for how she treated his men, and the two goons that Kabran sent after Zegenva would both appreciate getting some of their own. Just so long as Kabran sends more than just the two of them.
[spiler]