Vakarla

Zilka Hemanax's page

427 posts. Alias of Paladin of Baha-who?.


Full Name

Zilka Hemanax

Race

Half-Orc

Classes/Levels

Bard (archeologist) 3 | HP 22/24 | AC 16 T 11 FF 15 | Ft +5 Rf +6 Wi +4 | Init +3 | Perc +6 | Luck 8/9 | Spells 3/4

Gender

F

Size

M

Age

17

Alignment

CN

Deity

Desna

Languages

Common, Orc, Draconic

Occupation

Pathfinder

Strength 17
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 8
Charisma 14

About Zilka Hemanax

Zilka Hemanax
Female half-orc bard (archaeologist) 3 (Pathfinder RPG Ultimate Combat 32)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +6
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 24 (3d8+6)
Fort +5, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG], trap sense +1, uncanny dodge
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+3/19-20) or
. . longsword +5 (1d8+3/19-20) or
. . whip +6 (1d3+3 nonlethal)
Ranged shortbow +3 (1d6/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks archaeologist's luck 9 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—chord of shards[UM] (DC 13), grease, heightened awareness[ACG], vanish[APG] (DC 13)
. . 0 (at will)—dancing lights, detect magic, mage hand, mending, prestidigitation, read magic
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Statistics
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Str 17, Dex 13, Con 14, Int 12, Wis 8, Cha 14
Base Atk +2; CMB +5; CMD 16
Feats Lingering Performance[APG], Weapon Focus (whip)
Traits - custom trait -, fate's favored, reactionary
Skills Acrobatics +5, Bluff +6, Climb +5, Disable Device +4, Escape Artist +2, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (nobility) +2, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +5, Perception +6, Perform (comedy) +6, Sense Motive +3, Sleight of Hand +2, Spellcraft +6, Stealth +4; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Azlanti, Common, Draconic, Orc
SQ bardic knowledge +1, clever explorer +1, family ties, orc blood
Combat Gear cold iron arrows (19), caltrops, cold iron, oil (5); Other Gear lamellar (leather) armor[UC], buckler, dagger (2), longsword, shortbow, whip, backpack, bedroll, belt pouch, candle (2), chalk (2), flint and steel, hammer, hemp rope (50 ft.), hooded lantern, masterwork backpack[APG], piton (4), sack (2), spell component pouch, thieves' tools, tindertwig (4), torch (2), waterskin, whetstone, 5 gp, 8 sp, 7 cp
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Special Abilities
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Archaeologist's Luck +1 (9 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
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Pathfinder Recruit: You were discovered at an early age by an agent of the Pathfinder Society due to your natural talent with a critical adventuring skill. The local Pathfinder Venture Captain sent you to investigate rumors of ancient Azlanti ruins in Darkmoon Wood. Pick one of the following skills: Disable Device, Diplomacy, Handle Animal, Heal, Intimidate, Perception, Spellcraft, or Stealth. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Zilka was born in Oregent, in the small but tightly-knit half-orc (or, High Orc, as they preferred to be called) community there. Her parents were a human father and a High Orc mother, and though she favors her mother in many ways, her strong human heritage is expressed in her lack of tusks and being as night-blind as her father.

She has always felt lucky and blessed, both having had such loving parents, the support of her community and the Desnan, Gorumite, and Caydenite churches whose worship was favored by the High Orcs of Oregent, and her body carries tattoos of symbols from all three of those religions.

Unfortunately, some of the half-orc community fit the common stereotype of skulking, violent criminals. During her childhood, Zilka fell in with a gang that helped her discover a surprising talent at locks, traps, and other contraptions. She was only 12 , while the gang, other than her, was composed of half-orcs and humans of no younger than 14, excluding their leader, a charismatic, 16-year-old half-orc girl named Enya, whom Zilka idolized. Soon, though, the gang was taken by the gendarmes and the children given a chance to choose a better path.

Zilka was apprenticed to the venture-captain of the local Pathfinder lodge, who found her talent for locks helpful in his studies of antiquities and mysteries. Soon she was recruited by the Pathfinder Society, and managed to achieve a commission at an unusually young age.

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