Death Initiate

Asha Black's page

57 posts. Alias of Dabbler.


Full Name

Asha Black

Race

Human (Varisian)

Classes/Levels

Inquistor 3 (HP21 AC18)

Gender

Female

Size

Medium

Age

18

Special Abilities

See below

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Varisian, Skald.

Occupation

Vagabond adventurer

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Asha Black

Asha Black
Female Human (Varisian) Inquisitor 3
CG Medium humanoid (human)
Init +6; Senses Perception +9

Skills
Acrobatics +10 (+14 jump)
Bluff +5
Climb +5
Diplomacy +5
Disable Device +12
Heal +9
Intimidate +6
Knowledge (arcana) +5 (+8 to identify the abilities and weaknesses of creatures)
Knowledge (dungeoneering) +5 (+8 to identify the abilities and weaknesses of creatures)
Knowledge (nature) +5 (+8 to identify the abilities and weaknesses of creatures)
Knowledge (planes) +5 (+8 to identify the abilities and weaknesses of creatures)
Knowledge (religion) +5 (+8 to identify the abilities and weaknesses of creatures)
Perception +9
Ride +7
Sense Motive +8
Spellcraft +5
Stealth +9
Survival +7 (+9 to avoid becoming lost when using a Mapmaker's Kit as you travel, +8 to track)
Swim +5

--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 21 (3d8+3)
Fort +4, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee light shield bash +1 (1d3+1) and
. . dagger +5 (1d4+1/19-20) and
. . masterwork sword, aldori dueling +6 (1d8+1/19-20) and
. . starknife +5 (1d4+1/x3) and
. . unarmed strike +5 (1d3+1)
Ranged +1 composite longbow +6 (1d8+2/x3)
Special Attacks judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6):
1st (4/day)—magic weapon, true strike, shield of faith, know the enemy 0 used.
0 (at will)—stabilize, create water, detect magic, read magic, light, disrupt undead
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 16, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Combat Casting, Exotic Weapon Proficiency, Precise Strike, Weapon Finesse
Traits rescued, vagabond child (urban)

Languages Common, Skald, Varisian
SQ domains (exploration), door sight, judgement 1/day), monster lore +3, solo tactics, teamwork feat, track
Combat Gear Potion of cure light wounds (4), Potion of endure elements (2), Healer's kit; Other Gear Mithral shirt, Masterwork Light steel quickdraw shield, Alchamist's Fire (2), Arrows (20), Dagger, Masterwork Composite longbow (Str +1), +1 Composite longbow (Str +1), Masterwork Sword, Aldori dueling, Starknife, Traveler's any-tool, Backpack, masterwork (12 @ 12.06 lbs), Bedroll, Grappling hook, Holy symbol, silver (Desna), Mapmaker's kit, Silk rope, Soap, Thieves' tools, masterwork, 4 PP, 7 GP, 8 SP, 9 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 5/20
Arrows, +1 Evil Outside Bane - 0/4
Dagger - 0/1
Door Sight (6/day) (Su) - 2/6
Healer's kit (10/10 uses remaining) - 0/10
Judgement (1/day) (Su) - 0/1
Potion of cure light wounds - 0/4
Potion of endure elements - 0/2
Starknife - 0/1
Teamwork Feat (change 3/day) - 0/3
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Inquisitor Domain (Exploration) Associated Domain: Travel
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rescued (Shalelu) (Ex) +1 vs foes threatening rescuer.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
--------------------
Asha was born in Ustalav, so far as she knows, and her memories of her early years are of lving on the streets of Caliphas. Naturally a thief, she made the mistake of trying to raid the strongbox of a travelling mercenary from Brevoy, who transpired to be a sharp-eyed adventurer. Rather than killing or maiming the thief, the grey-haired old man offered her the chance to become his apprentice. Agreeing, she found it wasn't a deal she could renege on as the crafty old man immediately crossed the border to Lastwall with her.

While the old git was a harsh taskmaster, it was a better deal than living on the streets, as Asha was at an age where theft would soon give way to prostitution. Instead she found herself learning the arts of Aldori swordsmanship, as the old man fell in with the company of other adventurers, among them an Oracle of Desna who took a shine to the growing Asha as they travelled through Nirmathas and thence through Bloodsworn Vale and into Varisia. Asha felt the call of the goddess of luck and her eyes were opened as she felt herself answer it. Her swordmaster patron released her from his service with a gift of a sword and his best wishes.

It was in Korvosa that Asha was inducted into the Desnan ranks, and learned to use the starknife as well as the sword. She was not best suited to the paths of a priestess or an oracle, but found herself being trained as an inquisitor. She travelled north through Varisia, following her star, with a message for the Cleric Koya Mvashti in Sandpoint she was surprised to find that the lady in question had left town with a caravan heading North. Determining her destination to be Brinewall she grabbed a ship to Riddleport and went North from there, and had almost reached the Castle when a band of Gnolls almost caused her demise but with the timely aid of Shalelu she was able to send them fleeing.

Shalelu brought Asha into the camp and she was finally able to deliver the message..there was no reply so she decided after hearing the story of Ameiko's strange Illness and the party of Adventurers exploring the ruins to offer her assistance. Koya has a surprising new friend a Lyrakien Azata named Spivey. The small fey-like outsider was quite annoyed that a bunch of blunderers might be in the process of stirring up the castles inhabitants.

Heading for the looming old fortress she found it strangely quiet..and indeed everywhere you have been so far you have found the signs of combat including a number of dead bodies: ogrekin, spiders, and Dire Corbies. Now she has worked your way up to the upper floors and can hear voices coming from ahead...