Zelshee Venso

Female Half-Orc

Description:

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Zelshee Venso
Female Half-Orc Paladin 9
LG Medium humanoid (human, orc)
Hero Points 1
Init 1; Senses darkvision 60 ft., scent; Perception +5


Defense

AC 23, touch 12, flat-footed 22 (9 armor, 1 Dex, +2 natural, +1 deflection)
hp 75 (9d10
25)
Fort 11, Ref 7, Will 10
Defensive Abilities orc ferocity; Immune charm, disease, fear

Offense

Speed 20 ft.
Melee
1 dagger 13/8 (1d4+4/19-20) and
   1 greataxe +14/9 (1d12+5/x3) and
   light mace 12/7 (1d6+3) and
   masterwork punching dagger 13/8 (1d4+3/x3) and
   silver dagger 12/7 (1d4+2/19-20)
Ranged masterwork composite longbow 11/6 (1d8+3/x3)
Special Attacks channel energy, smite evil
Spell-Like Abilities
   At will—detect evil
Paladin Spells Prepared (CL 6th; concentration 9):
2nd (2/day)—resist energy, bull’s strength
1st (3/day)—protection from evil, endure elements, bless weapon

Statistics

Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 16
Base Atk
9; CMB 12; CMD 24
Feats Ironhide, Keen Scent, Power Attack, Shield of Swings, Weapon Focus (greataxe)
Traits boarded in cheliax, child of the temple
Skills Acrobatics -3 (-7 jump), Climb -1, Diplomacy +15, Escape Artist -3, Fly -3, Intimidate +5, Knowledge (religion) +7, Perception +5, Ride -3, Sense Motive +6, Stealth -3, Survival +2 (
4 to avoid becoming lost when using a Mapmaker’s Kit as you travel, 4 to avoid becoming lost when using this), Swim +0; Racial Modifiers 2 Intimidate
Languages Common, Orc
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [2/day]), hero points, lay on hands, mercies (mercy [fatigued], mercy [poisoned], mercy [staggered])
Combat Gear Potion of cure light wounds, Potion of remove disease, Potion of water breathing, Silversheen, Alchemist’s fire, Antitoxin, Healer’s kit, Oil (8), Sunrod (6); Other Gear 2 Field plate, +1 Arrows (50), +1 Bane (Human) Arrows (50), +1 Dagger, +1 Greataxe, +2 Arrows (50), Arrows (40), Cold Iron Arrows (50), Light mace, Masterwork Composite longbow (Str +3), Masterwork Punching dagger, Silver Dagger, Amulet of natural armor +1, Bracers of armor +2, Efficient quiver (191 @ 31.5 lbs), Ring of protection +1, Stone salve, Backpack (14 @ 42.5 lbs), Backpack (28 @ 45.54 lbs), Backpack (32 @ 48 lbs), Bedroll, Belt pouch (1 @ 0.54 lbs), Belt pouch (12 @ 6 lbs), Blanket, Block and tackle, Bottle (4), Bucket (empty), Canvas (sq. yd.) (4), Chalk (2), Compass, Crowbar, Drill, Explorer’s outfit, Flask, Flask, Flask, Flask, Flint and steel (2), Grappling hook, Hammer, Holy symbol, wooden (Irori), Iron spike (8), Jug, Manacles, Mapmaker’s kit, Piton (3), Pot, Rope (2), Sack (28 @ 28 lbs), Sack (empty), Sack (empty), Sack (empty), Sack (empty), Sack (empty), Saw, Sewing needle (4), Shovel, Sledge, Soap (4), String or twine, Tindertwig (6), Trail rations (28), Vial (2), Waterskin (2), Whetstone, Silver cirlcet with red pearl, 16 GP, 9 SP, 2 CP, 100 GP of Valuables

TRACKED RESOURCES

1 Arrows – 43/50
+1 Bane (Human) Arrows – 48/50
+1 Dagger – 0/1
+2 Arrows – 48/50
Alchemist’s fire – 0/1
Antitoxin – 0/1
Arrows – 0/40
Cold Iron Arrows – 41/50
Divine Bond (Weapon +2) (9 minutes) (2/day) (Sp) – 0/2
Healer’s kit (10/10 uses remaining) – 0/10
Lay on Hands (4d6) (7/day) (Su) – 0/7
Orc Ferocity (1/day) – 0/1
Paladin Channel Positive Energy 5d6 (3/day) (DC 17) (Su) – 0/3
Potion of cure light wounds – 0/1
Potion of remove disease – 0/1
Potion of water breathing – 0/1
Silver Dagger – 0/1
Silversheen – 0/2
Smite Evil (3/day) (Su) – 0/3
Stone salve – 0/2
Sunrod – 0/6
Tindertwig – 0/6
Trail rations – 0/28

Special Abilities

Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura of Courage +4 (10’ radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10’ radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2) (9 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a 1 natural armor bonus due to your unusually tough hide.
Lay on Hands (4d6) (7/day) (Su) You can heal 4d6 damage, 7/day
Mapmaker’s kit +2 Circumstance for Survival to avoid becoming lost.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 5d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/
6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.

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Bio:

Zelshee and her twin brother, Mastuuk was conceived in a brutal and evil attack on his mother while on an expedition for the Pathfinder Society. Her mother’s devotion to Iomedae instilled in Zelshee a love for all things good and righteous! And a deep belief in justice. After her birth, and that of her twin brother, Zelshee’s mother gave up her role as a Pathfinder and joined the temple as a cleric.

Growing up in a temple in the largest city in Golarion for a half orc did not make for an ideal childhood. Zelshee learned that people, especially other children, were very cruel! She tried to ignore the taunts and name calling, but it was not always easy to turn the other cheek. It wasn’t just herself that had to endure the bulling but also her scrawny but much loved little brother! And about the age of 10, the bulling started to turn physical. Being a big girl and the butt of many jokes and pranks over the years, Zelshee did not have much in the way of self-control and discipline. She quickly learned that a few busted lips went a long way in getting a reprieve for her and her brother from the bullies for a short time. And Zelshee, being a quick learner, became quite skilled at throwing a nose breaking punch or grappling an opponent and squeezing until they passed out. Nothing fancy – just a way to dish out some street justice. Of course her mother found out and each time Zelshee was punished and lectured in the ways of Iomedae -Instructing her in the ‘true’ ways of justice and fairness.

This ‘street justice’ went on for the better part of a year. Zelshee’s mother realized that she was not capable of turning Zelshee around on her own. So, being a cleric at the temple she decided that would be the perfect place for Zelshee to learn the discipline she needed in life.
Zelshee, now age 11 1/2, stayed by her mothers side and learned what it meant to be a true cleric of Iomedae. It took some time, but Zelshee came to love the the routine and disciple of the clerics! She learned the respect for Iomedae that her mother had and loved her for it! Not quite old enough to be an acolyte, Zelshee tried to learn all she could, so that one day she would make her mother truly proud of her. And not ashamed as she was when Zelshee was doling out her own street justice!
It was not easy growing up in the temple. She always felt it was her duty to point out injustices whenever she saw them. Not so pious clerics would meet in private, but Zelshee would find a way to listen in or at least know what was discussed. And so often she was disenchanted by what she learned happened in these back room meetings. The deals that were cut or the lips that were made quiet depending on how much gold changed hands, angered Zelshee.
After a time she realized that, although she loved Iomedae, she could not be a cleric to a god of justice and honor when some of the very clerics themselves had none!
The church taught her how to use a sword and an ax. With the self-disciple she learned from her mother and others, Zelshee knew she could do some real good in the world. But it would mean leaving her mother and the temple. She trained, she waited and she dreamed.
As the snow started to fly, our frail mother became very ill. She didn’t suffer for long. Within a few short weeks, she was gone from us.
Mastuuk looked at our mothers’ passing as a blessing. She gave us her love and taught us how to be independent and to survive in the world. Now it was time, he thought, to put all that to the test. He was ready to strike out on our own, something our mother was avidly against! She was so worried that we would fall prey to evil the way she did. If Mastuuk wanted to go traveling for the Pathfinder Society to the very ends of the earth, he would need someone to protect him. And Zelshee would do that for him! Staying here at the temple was really never an appealing option for her.

Zelshee Venso

Serpent's Skull sewfun