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Woman

Asha Kahina's page

34 posts. Alias of Cuàn.


Race

Human (Garundi/Keleshite)

Classes/Levels

Cavalier (Musketeer/Luring Cavalier) 2

Gender

Female

Size

Medium

Age

21

Alignment

Lawful Neutral

Deity

Abadar

Languages

Common, Kelish, Osiriani

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 14
Charisma 10

About Asha Kahina

Base Stats:

HP: 18
Initiative: +6
Speed: 30 ft
Grit: 1 (Max: 2)

Attack
BAB: +2
Melee: +2
Ranged: +6
CMB: +2

Defenses
AC: 19 FF: 15 T:14
CMD: 16
Fort: +5
Ref: +5
Will: +3

Attacks:

Pistol: +6 (vs touch), 1d8, x4, 20 ft
Scimitar: +2, 1d6, 18-20/x2

Skills:

[ ] Acrobatics +2
[ ] Appraise +1
[C] Bluff +0
[C] Climb -2
[C] Craft [Alchemy] +5 (trained, 1 rank)
[C] Diplomacy +5 (trained)
[C] Disable Device +7 (trained)
[ ] Disguise +0
[ ] Escape Artist +2
[ ] Fly +2
[C] Handle Animal +0
[ ] Heal +2
[C] Intimidate +5 (trained)
[ ] Knowledge [Local] +3 (trained)
[C] Linguistics +5 (trained, 1 rank)
[C] Perception +8 (trained)
[ ] Perform [] +0
[C] Profession [] +2
[C] Ride +2
[C] Sense Motive +7 (trained)
[ ] Sleight of Hand +2
[ ] Spellcraft +1
[ ] Stealth +2
[ ] Survival +2
[C] Swim -2
[ ] Use Magic Device +0

Traits & Feats:

Traits
Chance Savior:
You gain a +2 trait bonus on Initiative checks.

Armor Expert:
When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Eyes and ears of the city:
+1 Perception, Perception class skill.

Feats
Racial : Amateur Gunslinger (Quick Clear(Ex))
Level 1 : Point-Blank Shot
Class 1 : Gunsmithing
Tactician: Lookout

Racial Abilities:

Skilled:
+1 skill rank per level.

Bonus feat.

Class Abilities:

Favored Class: Cavalier ; Bonus: 2 Skill points

Weapon Proficiency: Simple, Martial, Firearms
Armor Proficiency: Light, Medium, Shields (not tower)

Gifted Firearm (Ex): Musket

Spoiler:
At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier’s duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level.

At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, as with the reliable firearm special ability), and at 17th level, the musketeer can double the range increment of his weapon (as the distance special ability). These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack.

If the musketeer’s gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a –1 penalty on weapon and damage rolls.

Far Challenge (Ex): 1/day

Spoiler:
Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.

Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has.

Tactician (Ex):
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Order (Ex): Order of the Seal

Edicts: The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken.

Guarded Charge: Secret

Spoiler:
The production process of guns and black powder.

Challenge: An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the seal gains the following abilities as he increases in level.

Keeper (Ex)

Spoiler:

At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.

Shall Not Be Moved (Ex)

Spoiler:
At 8th level, the cavalier can draw on his dedication to overcome physical weakness. Whenever the cavalier does not move more than a 5-foot step, he receives a +2 dodge bonus to his CMD to resist bull rush, overrun, pull, push, and trip combat maneuvers until his next turn.

Staggering Assault (Ex)

Spoiler:
At 15th level, the cavalier can drive opponents back without giving ground. As a full-round action, the cavalier can make a single attack at his highest attack bonus. If the attack hits, the attack does damage as normal, and the cavalier may attempt a bull rush against the target. The cavalier gains a bonus on the bull rush combat maneuver check equal to half the amount of damage dealt on the initial attack.

Equipment:

Armor:
Chainshirt
Spoiler:

AC: +4
ACP: -1
ASF: 20%
Weight: 25 lbs

Shield:
Buckler
Spoiler:

AC: +1
ACP: -1
ASF: 5%
Weight: 5 lbs

Weapon:
Pistol
Spoiler:

DMG: 1d8
Type: B & P
Crit: 4x
Range: 20 ft
Misfire: 1 (5 ft)
Weight: 4 lbs

Scimitar
Spoiler:

DMG:1d6
Type: S
Crit: 18-20/2x
Weight: 4 lbs

Other Equipment:
Cloak of Resistance +1

Explorer's Outfit

Gunsmith's Kit

Thieves' Tools

Pathfinder's Kit

Spoiler:
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.

Powder Horn 3x
Black powder (28 doses, in horns)
Firearm Bullets (28)
Paper Cartridges (10)

21 G

Background:

Asha had been to Absalom several times during her early years when accompanying her further, a diplomat from Alkenstar and a pathfinder. Only 15 years old, she had already started her training to become a Shield Marshal and carried the gun associated with that job.

Her meeting with the professor there on Absalom was nothing but a chance encounter. While walking down the street, on her way to one of the pathfinder halls to pick up her dad, Asha heard shouting coming from an alley. When she looked into the ally she saw several thugs brandishing clubs who surrounded someone on the ground. Figuring it was her duty as a future Shield Marshal to protect the people against banditry she shot at the bandits, hitting one in the shoulder. Scared by the strange, smoking weapon held by the small girl they fled, revealing their victim to be an old man. Unlike what Asha had thought he had not been beaten but was simply looking at some strange flower growing between the bricks of a building.

The old man looked up at her but was soon distracted by her still smoking pistol. He introduced himself as professor Lorrimor and invited Asha to share a drink in order to repay her heroism and talk about that curious weapon. Not allowed to reveal any details about her weapon she told the professor all she could regarding name and origin. She also told him she was a future Shield Marshal, a prestigious job back in the Mana Wastes.

Since that day she received the occasional letters from the professor with his newest guesses on the formula for blackpowder and the crafting of guns, getting pretty close at times. Asha herself eventually had to touch up her own skills to try whether any of the formulas he sent actually worked, for if they did she would have had to report it.

The most recent letter she received wasn't from the professor himself but from his daughter and it told of the professor's passing. Using her father's connection to arrange leave from her duties as freshly appointed Shield Marshal she packed up all she needed and joined the next caravan to Nex so she could grab a boat to Absalom and then Andoran. From there she travelled through Andoran and Druma on horseback before crossing lake Encarthan and finally arriving in Caliphas. She probably was too late for the funeral but hopefully not too late to pay her respects.


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