About Zora Magda
CMD 19 (10 +5 BAB + 0 Str +4 Dex -1 size +1 dodge)
CMB +4 (+5 BAB + 0 Str -1 size)
* Two-weapon fighting is -2/-2 on the attacks.
+1 trait bonus on attack rolls made during the surprise round.
Favored enemy: +2 bonus on weapon attack and damage rolls against Humanoid (human)
SKILLS (8 + 1 Int / 8 + 1 Int / 6 + 1 Int / 6 + 1 Int / 6 + 1 Int / 6 + 1 Int/ 6 + 1 Int = 53)
Favored Enemy: Humanoid (human) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
#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.
+1 Adamantine Short Sword (5010 gp; 1 lb)
Sling staff, halfling (20 gp; 1.5 lb)
Backpack (2 gp; .25 lb)
2 potions of Bull's Strength (300 gp each)
Carried: 16.5 (ish)
Freedom Fighter: Your family has long waged war against tyranny, and you learned a great deal about guerilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
Darkvision (Ex): At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
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.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level. Trap sense bonuses gained from multiple classes stack.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
+2 Dexterity, +2 Charisma, -2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
She is often fascinated by jewelry and gems, and likes to wear these when it doesn't interfere with her skills. She wears darker outfits while adventuring, but brightly colored and embrodered outfits when she is not "working". She carries with her at all times her kapenia, a long, heavy scarf that shows her family tree. Family has always been important to her, but she also learned to be a free spirit and wanderer, and as such is now an adventurer.
For a time, Magda Zora was part of a darker side of the Varisians, a clan dedicated to larceny and confidence games called the Sczarni. While running with these less savory types, she was known as "Jinx". While she wasn't opposed to most of their tactics, she hated when the group would target families, and begin to undermine some of her cohorts - Zora had a soft side to her. Unfortunately, a few of the other members heartily disapproved, and concocted a plan to get her sold into slavery. She survived relatively unscathed due to her luck, charismatic ways, and ,ironically, using the skills learned among the Sczarni. While she was a captive, though, she saw how families were regularly torn apart by slavery, and vowed to help any who desired their freedom. Not long after, she was recruited into Liberty's Edge, and is ready to start her career as a Pathfinder.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
River Kingdom Notoreity x 5: Can Claim Land - did not.
Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attept a Reflex save to avoid a trap but before you know whether you failed, ou can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result even if it is lower. When you use this boon, cross it off your chronicle sheet (02.2)
Splinter Slayer: In Splinterden, you fought a bandit group named the "Splinters." These cunning rogues used stealth and subterfuge while attacking you, and following a few clashes you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet. (03.2)
Corruption Uncovered: Honoring the request of the Major Colson Maldris, you sought out and uncovered corruption in Andoran. Discovering such immorality in the fledgling democracy has taught you to be increasingly suspicious, and once per scenario before you make a Sense Motive check, you may add a +2 bonus to the check.
Appeaser of the Godbox - simply access trapdoor.
Troglodyte Friend: You peacefully dealth with a den of troglodytes, and you are better equipped to do so again. You gain +1 saving throw against all extraordinary abilities of humanoids with the reptilian subtype, and gain +2 Diplomacy checks with such creatures. You may cross off this boon to double the benefits for 5 minutes.
Touch of Planar Waters: Your experience with the many portals into the elemental plane of Water is The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane's magical essense has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to recieve the benefits of touch of the sea (CL6th). When you use this boon, cross it of the Chronicle Sheet.
Spoils of the Siege (322): If you bring this Chronicle sheet to an adventure in which the Pathfinder society deals with 322 or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect 322's increased resources.
Trusted Pathfinder: In the wake of the Aspis Consortium's siege on the Grand Lodge, enture-captains have decided to release several items from teh vaults to their most trusted agents. You may check off this box to purchase one of the following items: Armor of Luck, Circlet of Persuasive disguise, Elven rune-cloak, lesser versatile metamagic rod.
XP 4: Emerald Spire: The Cellars (+3XP/+4PP/+4FP/+1536GP)
XP 7: Emerald Spire: Splinterden (+3XP/+4PP/+4FP/+3711GP+1DJ)
XP 10: Stolen Heir (+1XP/+1PP/+1FP/+1178GP+20DJ) Played down (Tier 1-2)
XP 11: Emerald Spire: Godhome (+2XP/+2PP/+2FP/+3200GP)
XP 13: Emerald Spire: Drowned Level (+3XP/+4PP/+4FP/+4800GP)
XP 16: Lamplighter's Serpent's Rise credit (+1XP/+2PP/+2FP/+4000 GP)
XP 17: #16 To Scale the Dragon (+1XP/+2PP/+2FP/+1681GP+20DJ)
XP 18: Treachurous Waves (+1 XP/+2 PP/+2 FP/+3276 GP +5 DJ)
Concept: Skill monkey and death by a thousand nicks
Basic plan: Rogue 1 & 2 (skills), Ranger 3 & 4 (for 2 weapon), Shadow Dancer at 6 & 8 (HiPS, Darkvision), Rogue rest probably
Feat Progression: Dodge (1), Weapon finesse (2: Finesse Rogue Talent), Mobility (3), 2-Weapon (4: Ranger 2), Combat Reflexes (5)
To qualify to become a shadowdancer, a character must fulfill all the following criteria.
Add a rank in acrobatics to get +3 AC instead of +2 for fighting defensively.