Zathri

Human Rogue 11 1d20

NN Medium Humanoid (human)
Init 1d20+6 ; Senses Listen +7, Spot +12
Languages Common, Undercommon, Goblin, theives cant
AC14, touch 12, ff 12, uncanny dodge
hp 52 (11 HD)
Resist Improved Evasion
Fort +4 Ref +9 Will +3 (-2 vs fear)
Speed 30ft.
Melee +2 sword, short +10 / +5 ( 1d6+2 ) and
Melee +2 sword, short +10 1d6+2 or
Melee +2 sword, short +10 / +5 ( 1d6+2 ) or
Ranged mwk shortbow +9 / +4 ( 1d6+0 ) or
Base Atk +8, Grp +7
Attack Options Sneak attack + 6d6+11 , Improved Feint
Special Actions Crippling Strike, Evasion, Improved uncanny dodge, Sneak attack + 6d6+11 , trapfinding, trap sense +3, Uncanny dodge
Combat Gear Potion of cure light wounds 1d8+1 , magic weapon (otto), magic vestments (+0) (cl18), potion of shield of faith (+0), potion of cat's grace (cl 2), potion of bull's strength(cl 3), potion of bear's endurance (cl 3), potion of haste, barkskin (+0), potion of invisibility
Abilities Str 8 Dex 15 Con 13 Int 14 Wis 10 Cha 12
Feats Combat Expertise, Craven, Force of Personality, Improved Feint, Improved Initiative, Staggering Strike, Two-weapon Fighting, Weapon Finess
Skills Balance +6AP, Bluff +15, Disable Device +16, Gather Information +4, Hide +18AP, Intimidate +10, Knowledge (local) +9, Listen +7, Move Silently +18AP, Open lock +3, Search +16, Sense Motive +5, Spot +12, Tumble +8AP, Use Magic Device +15
Equipment , +2 sword, short, +2 sword, short, mwk shortbow, mwk leather, 323g
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.   Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.   Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.   A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

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.

 

Zathri is a young female rogue in her early twenties. She stands at about 5'6" with a lithe, athletic build, perfect for slipping through tight spaces and moving swiftly in and out of danger. Her dark, shoulder-length hair is usually pulled back into a messy ponytail, allowing her sharp, green eyes to scan her surroundings with a predatory intensity. Her skin is a light olive tone, marred here and there with faint scars from countless street brawls and narrow escapes. She wears practical, dark leather armor that allows for ease of movement and has plenty of hidden pockets for her tools and loot. A dagger is always visible at her side, but those who know her well are aware of the many other hidden blades she carries.  

The Umbral Ring

The Umbral Ring is a rogue's guild that stands in stark opposition to the Nightshade Syndicate. While the Nightshade Syndicate is known for its ruthlessness and tight control over illicit activities in the city, the Umbral Ring prides itself on a code of honor among thieves and aims to protect the lower classes from the exploitation of corrupt officials and rival gangs. Their symbol is a black veil, representing their stealth and the protection they offer to those under their influence. The Umbral Ring operates in secret, using a network of safe houses, informants, and underground passages to avoid detection.  

Background

Zathri grew up on the streets of Bastion, an unforgiving environment where survival often meant stealing or worse. Orphaned at a young age, she learned quickly how to fend for herself. She became adept at picking pockets and slipping away unnoticed, skills that earned her the attention of the Umbral Ring.   At twelve, Zathri was taken under the wing of a veteran thief named Garrick, who saw potential in her quick hands and quicker mind. Under his tutelage, she honed her skills in stealth, lockpicking, and combat. Garrick taught her the guild’s code of honor, emphasizing that their work wasn’t just about personal gain but also about maintaining balance and protecting the vulnerable.   Despite her affiliation with the Umbral Ring, Zathri chose not to worship any gods. In a city where religious devotion was the norm, this made her an outsider. She kept her lack of faith a secret, knowing that being caught without a deity could lead to her being ostracized or worse.   As she grew older, Zathri's reputation as a skilled and reliable rogue spread. She took on increasingly dangerous jobs, always with a careful eye on the ever-encroaching Nightshade Syndicate. She despised their brutal methods and their willingness to harm the innocent for profit and power.   One fateful night, the Nightshade Syndicate attempted to seize control of a district under the Umbral Ring's protection. Zathri played a pivotal role in the defense, her cunning and bravery turning the tide in favor of her guild. This victory earned her a position of respect within the Umbral Ring, though it also painted a target on her back.   Now, Zathri navigates the treacherous streets of Bastion, constantly evading the Nightshade Syndicate and other threats while fighting to protect her own. Her life is a delicate balance of secrecy, skill, and the ever-present danger that comes with being a rogue in a city rife with conflict.  
Species
Ethnicity
Children
Height
5' 6"
Weight
110
Aligned Organization
Last Bastion Homepage

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