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Jeska Vardana

Varisian wanderer and blade-for-hire.

Jeska Vardana

Description

Basics

Name: Jeska Vardana Class: Rogue (Knife Master, Scout) Level: 2
Race: Human Alignment: Chaotic Neutral Deity: Desna
Sex: Female Age: 19 Homeland: Varisia
Height: 5ft 4in Weight: 102 lbs. Eyes: Violet
Hair: Black Skin: Dusky Hit Points: 15
1st Level Hit Points: 9 Hit Points per level: 6 Skill points per level: 10

Abilities

Strength (STR) 11 (+0) Dexterity (DEX) 18 (+4) Constitution (CON) 12 (+1)
Intelligence (INT) 12 (+1) Wisdom (WIS) 10 (+0) Charisma (CHA) 14 (+2)

Saving Throws

Fortitude (FORT) Total Save: +1 Base Save: +0 CON Mod. +1
Reflex (REF) Total Save: +7 Base Save: +3 DEX Mod. +4
Willpower (WILL) Total Save: +0 Base Save: +0 WIS Mod. +0

Initiative

Total: +4 Ability Mod. (DEX): +4

Armour Class

Armour Class: 18 Flat Footed: 14 Touch AC: 14 Flat Footed Touch: 10
Mithral Shirt: AC: +4 Max DEX Bonus: +6 Check Penalty: 0 Spell Fail: 10% Speed: 30

Melee

Total Bonus: +2 Base Attack Bonus: +1 STR Mod: +1
Finesse Weapons: +5 Base Attack Bonus: +1 DEX Mod: +4
Masterwork Kukri To Hit: +6 Damage: 1d4+1 Critical: 18-20/x2 Type/Size: S Sneak Attack: 1d8
Starknife To Hit: +5 Damage: 1d4+1 Critical: x3 Type/Size: P Sneak Attack: 1d8
Dagger To Hit: +5 Damage: 1d4+2 Critical: 19-20/x3 Type/Size: P or S Sneak Attack: 1d8+1
Cold Iron Dagger To Hit: +5 Damage: 1d4+2 Critical: 19-20/x3 Type/Size: P or S Sneak Attack: 1d8+1
Silver Dagger To Hit: +5 Damage: 1d4+1 Critical: 19-20/x3 Type/Size: P or S Sneak Attack: 1d8+1
Kerambit To Hit: +5 Damage: 1d3+1 Critical: x3 Type/Size: S Sneak Attack: 1d8

Note: Keeps all six Kerambit hidden on her person at all times (+11 to sleight of hand rolls).


Ranged

Total Bonus: +5 Base Attack Bonus: +1 DEX Mod: +4
Starknife To Hit: +5 Damage: 1d4+1 Critical: x3 Type/Size: P Range: 20’ Sneak Attack: 1d8
Dagger To Hit: +5 Damage: 1d4+2 Critical: 19-20/x2 Type/Size: P Range: 10’ Sneak Attack: 1d8+1
Shortbow To Hit: +5 Damage: 1d6 Critical: x3 Type/Size: P Range: 60’ Sneak Attack: 1d8

Skills

■ Acrobatics Total: +7 DEX Ranks: 2 Ability Mod: 4 Trained: +3
■ Appraise Total: +5 INT Ranks: 1 Ability Mod: 1 Trained: +3
■ Bluff Total: +7 CHA Ranks: 2 Ability Mod: 2 Trained: +3
■ Climb Total: +5 STR Ranks: 2 Ability Mod: 0 Trained: +3
□ Craft: Any Total: +1 INT Ranks: — Ability Mod: 1
■ Diplomacy Total: +7 CHA Ranks: 2 Ability Mod: 2 Trained: +3
■ Disable Device Total: +5 INT Ranks: 1 Ability Mod: 1 Trained: +3
■ Disguise Total: +2 CHA Ranks: — Ability Mod: 2
■ Escape Artist Total: +8 DEX Ranks: 1 Ability Mod: 4 Trained: +3
□ Fly Total: +4 DEX Ranks: — Ability Mod: 4
□ Handle Animal Total: — CHA Ranks: — Ability Mod: 2
□ Heal Total: +0 WIS Ranks: — Ability Mod: 0
■ Intimidate Total: +2 CHA Ranks: — Ability Mod: 2
□ Knowledge: Arcana Total: — INT Ranks: — Ability Mod: 1
■ Knowledge: Dungeoneering Total: — INT Ranks: — Ability Mod: 1
□ Knowledge: Engineering Total: — INT Ranks: — Ability Mod: 1
□ Knowledge: Geography Total: — INT Ranks: — Ability Mod: 1
□ Knowledge: History Total: — INT Ranks: — Ability Mod: 1
■ Knowledge: Local Total: 5 INT Ranks: 1 Ability Mod: 1 Trained: +3
□ Knowledge: Nature Total: — INT Ranks: — Ability Mod: 1
□ Knowledge: Nobility Total: — INT Ranks: — Ability Mod: 1
□ Knowledge: Planes Total: — INT Ranks: — Ability Mod: 1
□ Knowledge: Religion Total: — INT Ranks: — Ability Mod: 1
■ Linguistics Total: +5 INT Ranks: 1 Ability Mod: 1 Trained: +3
■ Perception Total: +4 WIS Ranks: 1 Ability Mod: 0 Trained: +3
■ Perform: Any Total: +2 CHA Ranks: — Ability Mod: 2
□ Profession: Total: — WIS Ranks: — Ability Mod: 0
□ Ride Total: +4 DEX Ranks: — Ability Mod: 4
■ Sense Motive Total: +4 WIS Ranks: 1 Ability Mod: 0 Trained: +3
■ Sleight of Hand Total: +9 DEX Ranks: 2 Ability Mod: 4 Trained: +3 Misc: (+1)
□ Spellcraft: Total: — INT Ranks: — Ability Mod: 1
■ Stealth Total: +8 DEX Ranks: 1 Ability Mod: 4 Trained: +3
□ Survival Total: 0 WIS Ranks: — Ability Mod: -0
■ Swim Total: +5 STR Ranks: 1 Ability Mod: 0 Trained:+3 Trait: +1
■ Use Magic Device Total: +6 CHA Ranks: 1 Ability Mod: 2 Trained: +3

Skills markedare class skills.


Languages

■ Common (Varisian)
■ Halfling
■ Orcish

Languages markedare spoken only.
Languages markedare both spoken and written.
Languages markedare non-verbal.


Racial Abilities

  • Abilities: +2 to One Ability Score (DEX)
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Rogue Class Abilities

  • 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.
  • 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.
  • Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes.
  • Advanced Talents: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

Knife Master Archetype Abilities

  • Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
  • Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player’s Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
  • Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Scout Archetype Abilities

  • Scout’s Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
  • Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.

Favoured Class Option

Rogue: Instead of receiving an additional skill rank or hit point whenever Jeska gains a level as a rogue, she instead gains +1/6 of a new rogue talent.


Traits

  • River Rat: +1 damage with daggers
  • Blade of the Society: +1 damage on Sneak Attacks

Feats

  • Two-Weapon Fighting: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
  • Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
  • Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Rogue Talents

  • Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Lifting and Carrying Capacity

Light Load: 38 lbs Medium Load: 76 lbs Heavy Load: 115 lbs
Lift over head: 115 lbs Lift off ground: 230 lbs Push or Drag: 575 lbs

Equipment

Item Weight
Money: 1032 gp
Mithral shirt 10 lbs
Masterwork Kukri (x2) 4 lbs
Kerambit (x6)
Dagger (x8) 8 lbs
Cold Iron Dagger (x2) 2 lbs
Silver Dagger (x2) 2 lbs
Shortbow 2 lbs
Arrows (20) 3 lbs
Masterwork Thieve’s tools 2 lbs
Silk Rope, 50’, knotted 5 lbs
Wayfinder
Total 38 lbs

Charms/Potions/Scrolls/Miscellaneous

Wand of cure light wounds 49 charges

Bio