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About Zoranda-----------------------
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Traits
Feats
Skills (15 ranks - 4 class, -1 Int, 2 Background Skills (all x3))
Favored Class Bonuses
Languages
Alternate Racial Traits
Class Archetypes
Magical Abilities:
Spell-Like Abilities (CL 4th)
3/day - dancing lights 2/day - disguise self Special Abilities:
Agile (Ex) - Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) - A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely. Charmed Life (Ex) - At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level). Kitsune Magic (Ex/Sp) - Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day?dancing lights (caster level equals the kitsune's level). Natural Weapons (Ex) - In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. Panache (Ex) - More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache by confirming a critical hit or delivering a killing blow with a dagger or starknife. Swashbuckler Finesse (Ex) - At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. -----------------------
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a ?2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a ?4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up. Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay. Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check. Possessions:
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Possessions ----------------------- Inventory starknife (x2), studded leather, silver symbol of Iomedae, silver symbol of Desna, Desna's Eight Scrolls, flask (x2), rations x3, backpack Magical Items
Potions
Wealth
Bitey's Wealth
Character Concept:
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Background ----------------------- Zoranda was born to a young cleric couple in the city of Kenabras. The city was constantly on edge with the armies of the demons so close at hand, but Zoranda never had to worry about that in their peaceful home. Followers of Iomedae, her parents raised her in a loving home during her first few years. Despite how bad things might have been out in the world, there was always a place of goodness to return to. Then it all changed. The church of Iomedae came and called for her parents. The Fourth Crusade was going badly. Supplies were stretched thin, morale was low, and the clerics exhausted. As recognized clerics of the church, her parents were sent out to assist as they pulled back the troops from the front lines. Zoranda's last sight of them was from her bedroom window as she clutched the small, silver symbol of Iomedae her parents had left with her. She never saw them again. A few weeks later, a man came to the house and announced that they had passed. He told her that the church of Iomedae was open to her, though, and that they would take good care of her. Zoranda didn't put much faith in his words. The church hadn't protected her parents. Even Iomedae herself hadn't protected her parents. But Zoranda knew she didn't have much choice and decided to follow him. A man was a corrupted member, though, and tried to take advantage of her. Barely escaping from the man, Zoranda ran and hid herself in the back alleys of the city. With no one left to turn to, Zoranda thought her live lost, and waited for hunger to take her. It was then that Zoranda met the other street urchins. All orphaned from the crusade, they had banded to together and helped each other survive. No'Nose, the leader of the band, began to teach her the ways of theft, and Zoranda picked it up quickly. Between her quick reflexes and her shapechanging, Zoranda helped give back to them and others who had been orphaned by the crusade. A little bit of organization, and the group became the 'Orphaned Crusaders', a group of pickpockets that took in the undesirables and unfortunate. During once heist on a group of Iomedae crusader retirees, Zoranda overheard a conspiracy to deal with the half-elf Arianna Bienan, one of the more famous crusader families. After hearing how she was being dealt with because of her father's crimes, Zoranda decided to step in. After all, what better way to stick a thorn in the Iomedae church's plans than to save their victim? Leaving town to find the area they 'sent' her, Zoranda managed to find the half-elf, only to end up stuck well behind enemy lines in the Worldwound with her. Zoranda thought that they both might have been done for, but not all of the deities had forsaken her just yet. A mysterious woman appeared and helped the two of them back, tricking the many enemies they came across. The woman never told Zoranda her name, but she was beautiful for a human. Yet a aura of sadness seemed to shroud her, just like the one that Zoranda had felt since her had lost her mother. The woman was excellent in stealth and trickery, but her aim with her bow was even better, and Zoranda felt safe by her side, even when surrounded by enemies. Perhaps the most memorable part was the silver butterfly symbol that she would often clutch as if in desperate need. Zoranda's knew what it stood for from her studies: Desna, the goddess of travel and dreams. And as if in answer to an unspoken prayer, the next action the woman did, it succeeded perfectly. For the first time, Zoranda felt that she could see true faith in action. On the trip back, the woman gave Zoranda a starknife as well to defend herself, but Zoranda never got a chance to return it. The woman suddenly left without Zoranda or Arianna realizing it near the border. A few moments later, a patrol of crusaders appeared and finished escorting them back to town. Zoranda hasn't seen the woman since, despite the many inquires she's made. Back in the safety of town, Zoranda felt a new longing welling up inside, and she began to follow Desna, the goddess who had helped her escape the very place Iomedae had abandoned her parents to. Arianna decided that she needed to leave the town to get her life in order, so the two parted ways. Training with the starknife she was given, Zoranda began to change little by little. Her thefts became more targeted, going from the rich to the corrupted, and her donations included words of encouragement from the Eight Scrolls. Things seemed to be going up for Zoranda, until recently, when a series of dreams or nightmares began to assault her mind. In them, she sees a vague group of crusaders heading into the Worldwound. Each time, they're facing a different enemy, but three things remain constant and clear. The location is always the Worldwound, she always sees herself in the group, and a black monarch always flies past and into the Worldwound as the dream ends. Now, Zoranda has become certain that she has some destiny in the Worldwound. Despite the painful memories that the place brings to mind, Zoranda is determined to find a group to head there and discover what it is her new mistress has in store. -----------------------
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She wears a necklace with two, silver holy symbols on it; the sword of Iomedae and the butterfly of Desna. The symbol of Iomedae stays wrapped and hidden in cloth, but Zoranda can't bear to part with the last memento of her parents despite her dislike of the deity. -----------------------
Recent follower of Desna. Distrusts most other religions. Roguelike tendencies, such as stealth, sleight of hand, and acrobatics. Caring and gentle to those that are helpless. Believes her destiny is in the Worldwound. 2) Two goals your character would like to achieve or you would like to see happen. Discover the secret of her dream about the Worldwound. (Character's Desire) Meet the follower of Desna that helped her so long ago. (Character's Desire) 3) Two secrets about your character; one they know and one they don't. Zaranda has been receiving dreams from Desna about the Worldwound, a fact that she's rather certain of. She doesn't know that the woman that helped her is actually directly connected. 4) Three people your character is connected to by blood, rivalry, friendship, etc. Mysterious Woman - Savior - A mysterious woman that Zoranda knows little about, she helped Zoranda escape the Worldwound after accidentally getting lost there. She was good with a bow and a follower of Desna, two clues that have led to zero results since Zoranda began looking for her again. Gave Zoranda a starknife that she now fights with. No'Nose - Friend - With a smashed nose that could identify him at night from a distance, No'Nose took that name after becoming a rogue on the backstreets of Kenabres. Orphaned by the Fourth Crusade, No'Nose began to gather and train the other orphans, creating his own group of pickpockets. After teaching Zoranda his little tricks, the two became close friends and did many heists with her to steal from the rich and give to the orphans. He isn't sure about Zoranda finding 'religion', but she seems happier, so he doesn't comment on it much. Though he's technically the leader of the 'Orphaned Crusaders', he feels that she's more of the leader than him, and gives her opinions more weight. Is somewhat attracted to her, but has not let that been known at all. Sir Gerand - Crusader Commander - A corrupt follower of Iomedae, Sir Gerand has become a regular target of Zoranda and the 'Orphaned Crusaders'. She isn't sure what she dislikes about him most -his faith, his bad manners, or his riches in wartime- but his misplaced possessions have helped several of the orphans get a good meal or two for once. With her easily recognizable traits even in her human form, the thefts have become somewhat of a game to Zoranda as she takes things from under his nose, and he tries his best to try and stop her. Sir Gerand was the leader of the group that convinced Arianna's allies to abandon her to the Worldwound. Seems he has some beef with her father and wishes to get rid of his lineage completely. So Zoranda decided to throw a knife in his plans. She didn't end up being very helpful, but Arianna survived in the end, so it's the results that matter. Arianna Bienan - Infamous Rogue - Arianna is the child of a traitor, which has earned her the ire of most of the city. Even the 'Orphaned Crusaders' were unsure whether to let her in the group. Zoranda met her while trying to stop a conspiracy to kill her, and the two share the memory of the mysterious stranger. Left the city to get her life in order and get away from her reputation for a bit. Bitey - Converted Goblin - Apparently a goblin that is no longer destructive, at least towards 'longshanks', Zoranda was entranced by the small critter, both because of how he reminded her of her 'Orphaned Crusaders' and how protecting him would put a burr in those Iomedae followers' boots. After feeding him a few pieces of jerky, the two became allies of sorts. 5) Three memories, mannerisms, or quirks that your character has with some context. Since her parents' deaths, Zoranda has kept the holy symbol of Iomedae that they gave her wrapped in cloth and on a thin necklace next to her silver symbol of Desna. Despite her lack of faith in the deity, it is her last memento of them, and she won't let it go. Orphaned, Zoranda never finished her teachings, but she was still quick to pick up the tricks No'Nose taught her. One does not have to be brilliant to be cunning...though it might have helped in a few situations. Despite the legends that white Kitsune have vast amounts of magical potential, Zoranda has only cast a few spells so far. Then again, she has had no teachers or had a chance to learn from her parents, so maybe there is some hidden potential there. |