Zora Magda's page

412 posts. Organized Play character for PJP.

Full Name

Zora "Jinx" Magda (CORE)




Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength







Special Abilities

Hide in Plain Sight, Darkvision, Evasion, Uncanny Dodge




Common, Halfling, Goblin



Strength 10
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

About Zora Magda

XP 20 / PP 27 / FP 29
Zora "Jinx" Magda
Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2
NG, member of Liberty’s Edge
Languages: Common, Halfling, Goblin

Mission Notes:

Init +6
HP 50 (1d8 = 8 +1 Con +1 favored class:Rogue, 5 + 1 Con + 1 Rog, +6 ranger +1 Con, +6 ranger +1 Con, +5 rogue +1 Con +1 FC, +5 Shadow +1 Con, +5 Shadow +1 Con)

AC 21, touch 16, flat-footed 16 (10 +5 armor +4 Dex +1 Dodge +1 size)
+4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
+3 AC for fighting defensively / +6 dodge bonus to AC for full defense
+1 dodge bonus to AC against attacks made by traps

CMD 19 (10 +5 BAB + 0 Str +4 Dex -1 size +1 dodge)
Fort +7 (+1 rogue +3 ranger +1 shadow +1 Con +1 racial)
Ref +12 (+3 rogue +3 ranger +1 shadow +4 Dex +1 racial)
Will +4 (+1 rogue +0 ranger +1 shadow +1 Wis +1 racial)

Defensive Abilities
+2 racial bonus on all saving throws against fear
+1 bonus on Reflex saves made to avoid traps
+1 save vs extraordinary abilities of humanoids(reptiles)
Uncanny dodge

Initiative +6 (+4 Dex +2 trait)
Speed 20 ft
Base Attack +5 (+2 Rogue +2 Ranger +1 Shadow); Melee Touch +6 (+0 Str +1 Size); Ranged Touch +10 (+4 Dex +1 Size)

CMB +4 (+5 BAB + 0 Str -1 size)

+1 Adamantine Short Sword Att +11, Dmg 1d4+1, P, 19-20/x2 (Att: +5 BAB +4 Dex +1 Size +1 Enhancement; Dmg: +0 Str +1 Enhancement)
+1 Short Sword Att +11, Dmg 1d4+1, P, 19-20/x2 (Att: +5 BAB +4 Dex +1 Size +1 Enhancement; Dmg: +0 Str +1 Enhancement)
MW Cold Iron Dagger Att +11, Dmg 1d3, P/S, Crit 19–20/x2 (Att: +5 BAB +4 Dex +1 Size +1 MW; Dmg: +0 Str)
Mithral Dagger Att +11, Dmg 1d3, P/S, Crit 19–20/x2 (Att: +5 BAB +4 Dex +1 Size +1 MW; Dmg: +0 Str)

* Two-weapon fighting is -2/-2 on the attacks.

Sling staff, halfling Att +10, Dmg 1d6, B, Crit 20/x3, 80ft (Att: +5 BAB +4 Dex +1 Size; Dmg: +0 Str)
Dagger, Cold Iron Att +10, Dmg 1d3, P, Crit 19–20/x2, 10ft (Att:+5 BAB +4 Dex +1 Size; Dmg: +0 Str)
Dagger, MW Cold Iron Att +11, Dmg 1d3, P, Crit 19–20/x2, 10ft (Att:+5 BAB +4 Dex +1 Size +1 MW; Dmg: +0 Str)
Dagger, Mithral Att +11, Dmg 1d3, P, Crit 19–20/x2, 10ft (Att:+5 BAB +4 Dex +1 Size +1 MW; Dmg: +0 Str)

+1 trait bonus on attack rolls made during the surprise round.
Sneak Attack: +2d6

Favored enemy: +2 bonus on weapon attack and damage rolls against Humanoid (human)

Abilities Str 10 (+0), Dex 19 (+4), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 14 (+2)

SKILLS (8 + 1 Int / 8 + 1 Int / 6 + 1 Int / 6 + 1 Int / 6 + 1 Int / 6 + 1 Int/ 6 + 1 Int = 53)
Acrobatics* +14 (5 +4 Dex +3 class skill +2 racial) +3 AC for fighting defensively.
Appraise* +5 (1 +1 Int +3 class skill)
Bluff* +8 (3 +2 Cha +3 class skill)
Climb* +6 (1 +0 Str +3 class skill +2 racial)
Diplomacy* +6 (1 +2 Cha +3 class skill) +2 with humanoids(reptiles)
Disable Device* +15# (5 +4 Dex +3 class skill +2 MW tools) (+1 Trapfinding)#
Disguise* +6 (1 +2 Cha +3 class skill)
Escape Artist* +10 (3 +4 Dex +3 class skill)
Fly +4
Heal* +5 (1 +1 Wis +3 class skill)
Handle Animal* +5 (1 +1 Cha +3 class skill)
Intimidate* +5 (1 +1 Cha +3 class skill)
Knowledge(dungeon)* +5 (1 +1 Int +3 class skill)
Knowledge(geography)* +5(1 +1 Int +3 class skill)
Knowledge(local)* +5 (1 +1 Int +3 class skill)
Knowledge(nature)* +5 (1 +1 Int +3 class skill)
Linguistics* +5 (1 +1 Int +3 class skill)
Perception* +13 / +14# (7 +1 Wis +3 class skill +2 racial) (+1 Trapfinding)#
Perform (Dance)* +7 (2 +2 Cha +3 class skill)
Ride* +8 (1 +4 Dex +3 class skill)
Sense Motive* +5 (1 +1 Wis +3 class skill) +2 1x/scenario
Slight of Hand* +8 (1 +4 Dex +3 class skill)
Spellcraft* +5 (1 +1 Int +3 class skill)
Stealth* +18 (7 +4 Dex +3 class skill +4 size +1 trait)
Survival* +5 / +6 (1 rank +1 Wis +3 class / +1 to track )
Swim* +5 (2 +0 Str +3 class skill)
Use Magic Device* +7 (2 +2 Cha +3 class skill)

Favored Enemy: Humanoid (human) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
Boon: Humanoid (reptile) +2 Diplomacy

#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 Mithral Chain (2100 gp; 3.125 lb)
Entertainer's Outfit (3 gp; 1 lb)

+1 Adamantine Short Sword (5010 gp; 1 lb)
+1 Short Sword (2310 gp; 1 lb)
MW Cold iron dagger (304 gp; .5 lb)
Mithral dagger (252 gp, .25 lb)

Sling staff, halfling (20 gp; 1.5 lb)
Bullets, sling (9) (1 sp; 2.5 lb)

Backpack (2 gp; .25 lb)
Waterskin (1 gp; 1 lb)
Flint and steel (1 gp; 0 lb)
Chalk (10 pc) (1 sp; - lb)
Sunrod (1 gp; 1 lb)
Smokestick (20 gp; .5 lb)
Cold iron dagger (4 gp; .5 lb)
MW Thieves Tools (100 gp, 2 lb, will provide +2 Disable device)

2 potions of Bull's Strength (300 gp each)
Wand of Cure Light Wounds (43 charges)

Carried: 16.5 (ish)
Light: 33 lbs. or less Medium: 34–66 lbs. Heavy: 67–100 lbs.

PP 0
GP 14,533
SP 3
CP 0

Dodge (Level 1 Choice): +1 dodge bonus to your AC
Weapon Finesse (Finesse Rogue)
Mobility (Level 3 choice): You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area.
Two-Weapon Fighting (Ranger 2 Bonus)
Combat Reflexes (Level 5 choice): Make a number of additional attacks of opportunity per round equal to your Dex bonus. Make attacks of opportunity while flat-footed.
Step up (Level 7 choice)

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

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.

Hide in Plain Sight (Su): A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

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.
+1 Dex Level 4 Adjustment

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.

A dark-haired Varisian girl, with a dark outfit with splashes of color. Zora favors
Age: 22 Height: 2'9" Weight: 28 lbs

Zora "Jinx" Magda was born in a Varisian caravan and raised on the road by her parents, grandparents, and close familiy friends. Growing up, her family travel the land, stopping only to put on their shows and sell their goods. Dancing was always a favorite endeavor, especially due to her agility and grace.

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.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of
the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

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.
Disabler of the Godbox - no effect.

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 0: Applied GM Credit for Wounded Wisp (6-10) (+1XP/+2PP/+2FP/+430GP) Start: 17.8 End: 447.8
XP 1: Emerald Spire 1 (+3XP/+4PP/+4FP/+1398GP+10GP)
Start: 447.8 End: 1578.8 XP 4/PP 6/FP 6
Sold Thieves Tools, Bought Silver dagger (22 gp, -1 Damage .5 lb), MW Thieves Tools (100 gp, 2 lb, will provide +2 Disable device)
- 182 spent
Level up to 2 - added rogue 2

XP 4: Emerald Spire: The Cellars (+3XP/+4PP/+4FP/+1536GP)
Start: 1578.8 End: 3114.8 XP 7/PP 10/FP 10
Used Alchemist Fire
Level up to 3 - added ranger 1

XP 7: Emerald Spire: Splinterden (+3XP/+4PP/+4FP/+3711GP+1DJ)
Start: 3114.8 End: 3204.8 XP 10/PP 12/FP 14
2 pp on wand clw
Spent 2305 on +1 Short Sword (2310 - 5 for selling old sword), 1100gp to buy a mithral chain shirt, sell MW Studded Leather for 87.5, Bought a MW Cold Iron dagger (304)
4 charges of CLW used
Level up to 4 - added ranger 2

XP 10: Stolen Heir (+1XP/+1PP/+1FP/+1178GP+20DJ) Played down (Tier 1-2)
Start: 3204.8 End: 4402.8 XP 11/PP 13/FP 15

XP 11: Emerald Spire: Godhome (+2XP/+2PP/+2FP/+3200GP)
Start: 4402.8 End: 7602.8 XP 13/PP 15/FP 17
Level up to 5 - added rogue 3

XP 13: Emerald Spire: Drowned Level (+3XP/+4PP/+4FP/+4800GP)
Start: 7602.8 End: 5551.8 XP 16/PP 19/FP 21
Spend 1000 to add +1 to mithral chain
Wand, CLW - used 3 charges
Spent 5010 on +1 adamantine short sword, 252 on mithral dagger, sold silver dagger for 11, 2 potions of bull's strength for 600
Levle up to 6 - Added Shadow Dancer 1

XP 16: Lamplighter's Serpent's Rise credit (+1XP/+2PP/+2FP/+4000 GP)
Start: 5551.8 End: 9551.8 XP 17/PP 21/FP 23

XP 17: #16 To Scale the Dragon (+1XP/+2PP/+2FP/+1681GP+20DJ)
Start: 9551.8 End 11252.8 XP 18/PP 23/FP 25
Level up to 7 - Add Shadow Dancer 2

XP 18: Treachurous Waves (+1 XP/+2 PP/+2 FP/+3276 GP +5 DJ)
Start: 11252.8 End: 14,533.8

XP 19: Voice in the Void (+1 XP/+2 PP/+2 FP/+3172 GP)
Start: 14,533.8 End: 17,705.8
XP 20: Treachurous Waves (+1 XP/+2 PP/+2 FP/+ 4425 GP)
Start: 17,705.8 End: 22,130.8

Future Planning:

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.
Skills: Stealth 5 ranks, Perform (dance) 2 ranks
Feats: Combat Reflexes, Dodge, Mobility.

Add a rank in acrobatics to get +3 AC instead of +2 for fighting defensively.