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About Zelda LamplighterCarrion Crown Stats:
Trap Spotter=17| HP 52/52 | NG | AC=21, T=16, FF=16| CMB=9 CMD = 25| F=+4, R=+11, W=+2 | Init +9 | Perc= 11| Rapier(BAB 6 + Dex 5 + Magic 1 + Weapon Focus 1 {-2 if two weapons}) +13,+7/1d6+4/15-20X2 |Short Sword(BAB 6 + Dex 5 + Magic 1{-2 if two weapons} +12/1d6+2/19-20X2 | Short Bow +10/ 1d6/20X3 Harrow Card:
The card provides you a one time benefit that you may use as a free action. When you play the card, you may choose from one of the two benefits: -You can spend a shields card on your turn to gain an additional standard or move action this turn. -You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first. Feats:
Flensing Strike = When you successfully inflict sneak attack damage on a foe with a slashing weapon, your attack doesn’t go particularly deep, but you do carve away a significant portion of skin and flesh. If this sneak attack inflicts bleed damage, the victim of the sneak attack is sickened by the pain and has its natural armor bonus (if any) reduced by a number of points equal to the number of sneak attack dice you possess. These penalties persist as long as the bleed damage persists. Multiple strikes on the same foe do not stack the bleed damage, but the penalty to natural armor does stack, to a maximum penalty equal to the target’s normal full natural armor score. Two-Weapon Fighting (Only -2 when two handed fighting) Weapon Finesse = use Dex instead of Str for attack with light weapons Improved Initiative: +4 Skill Focus (Acrobatics) Weapon focus (Rapier) Rogue
Trap Finding = 1/2 level to trapfinding & disable device Evasion = on reflex save I take no damage Uncanny dodge = Never flat-footed, does not lose dex to invisible attacker except feint still works Trap Sense = +2 to reflex saves against traps & +2 AC against attacks made by traps Rogue Talent:
Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round. Bleeding Attack = +1 Bleed for each die of sneak attack Trap Spotter = Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Skills:
Acrobatics = 18 (Ability 5 + Class 3 + Skill Focus 3 + Rank 7) Appraise=12 (Ability 2 + Class 3 + Rank 7) Bluff = 12 (Ability 1 + Class 3 + Trait 1 + Rank 7) Climb = 13 (Ability 3 + Class 3 + Rank 7) Diplomacy = 11 ability 1 + class 3 + Rank 7) Disable Device = 22 (Ability 5 + Class 3 + 1/2 level rogue 4 + Masterwork Thieve tools 2+ Rank 8) Escape Artist = 16 (Ability 5 + Class 3 + Rank 8) Knowledge Local= 12 (Ability 2 + Class 3 + Rank 7) Linguistics = 6 (Ability 2 + Class 3 + Rank 1) Perception = 11 (Ability 0 + Class 3 + Rank 8) Progession Barrister= 10 (Ability 0 = Class 3 + Rank 7) Profession Jewler = 10 (Ability 0 = Class 3 + Rank 7) Trap Sense = 17 (Perception 11 + 1/2 Level 4 + 2 rogue trap sense Sense Motive = 11 (Ability 0 + Class 3 + Rank 8) Sleight of Hand = 16 (Ability 5 + Class 3 + Rank 8) Stealth = 16 (Ability 5 + Class 3 + Rank 8) Traits:
Fast talker (+1 Bluff) Making good on promises (+2 against fear) Equipment:
Harrowing Card = Shield, Chaotic good Short bow - Masterwork 40 Arrows Dagger - Masterwork Bedroll Tent - medium 2 Bandolier - 8 slots Lantern 5 Oil Rogue kit which includes Backpack Waterskin Thieves' Tools 5 Caltrops Chalk Rope - hemp 50' Rations - Flint & steel Iron Pot Mess Kit 10 Torches Tent Medium
Masterwork Thieves' Tools 100
Magic
Restoration = 200 gd gold 874.9
Exp Pts:
Total = 13,988 Background:
The small village of Wheatfall was located in beautiful rolling hills and farmland. Nearby the forest of Greenfold provided wood to build their homes and a fire to keep them warm on cold winter nights. The sound of the wind blowing through the trees would often sing the villagers to sleep at night. The villagers were friendly and ever willing to welcome visitors with a smile and a place to rest.
At the edge of town the lived the Lamplighter family with three lovely children, Zelda, Sasha, and Keyla. Zelda always felt left out. She was not the eldest or the youngest, so she found ways to get attention. Her father was amazed at all the ways Zelda could find to get into the Inn's cellar. She had even managed to make a secret door where she hid her treasures inside. Zelda could be found climbing onto the roof of the house as easily as climbing a tree. She was know for creating a hidden mud puddle just to see who would fall into it, much to the embarsement of her family. It was in late June when the three strange sisters arrived. They seemed friendly and kind. All of the sister were very interested in the construction of the houses and often ask for a closer look at many of the houses in the village. Most saw nothing wrong with them looking around and enjoyed showing off their homes. Many soon wished they had simply said no. The plague arrived in late August just before the harvest was to begin. The first victims appeared to have a simple cough. Then blister appeared on their skin. Soon after they began to cough blood. Not many survived. Zelda found herself weak from the plague but alive. She wandered the town, seeing many of her friends and neighbors had died, many were still lying in the street or in bed. Still weak from plague she knew she could not reach the nearest town. With the food running out the winter coming, all those left in the town knew they could not survive the winter. The townsfolk were very surprised to wake up one morning to the sound of horses and singing. Professor Lorrimor had arrived to investigate the cause of the plague. Just how he knew about the plague was never explained to them. The professor was following a coven of witches, they had caused several deaths in other towns but this was by far the worst he had seen so far. The professor was certain the plague was not a nature disease but a gift of the coven. He was very surprised to see some had actually survived the plague. The professor's people went to work studying the plague and survivors. They found many signs that told the story of what really happened. They had planted the seeds in each house they visited and left the mark of the coven hidden somewhere in each house. It appeared that this town was used to study the effect of the plague, but to what end no one knew. The only evidence Zelda has is a piece of wood with the coven's symbol on it. The professor agreed to help the villagers move to a new town where they could begin their lives again. The only request the professor had was that Zelda replay him sometime in the future. Without any other options available to her Zelda agreed. (Making good on promises)
Description:
Zelda is 5'6 and has golden blond hair that sparkles in the sun and and bright blue eyes. She is usually seen with a lovely smile on her face but their is always a shadow of sadness in her eyes Personality:
Zelda has an easy smile and quick to laugh and truly enjoys a good joke, she has been know to play a practical joke from time to time Notes:
I am joined by Aliseya Belododia, Mirelinza, Cellawyn Cayentelva, and Naught |