Sebti the Crocodile

Jaska Dilan's page

77 posts. Alias of Patrick Levasseur.


Full Name

Jaska Dilan

Race

Slayer’s Ressources:
Studied Target (+2 Bonus, Move/Imm. Action) | Deadly Sniper (+6 dmg) | Sneak Attack (+2d6) | Trapfinding (+6)

Classes/Levels

Inquisitor’s Ressources:
Spells : Level 1 (5/5), Level 2 (4/4) | Blessed Infiltration (3/3) | Judgement (1/2) | Teamwork Feat (3/3) | Bane (2/6) | Discern Lies (6/6)

Gender

Female Human Inquisitor/Slayer 6 | hp 58/70 | AC21 T15 FF17 | CMD 22 | F +8 R +10 W +9 | Spd 30' | Init +8 | Perception +12

Size

Medium

Age

23

Alignment

Neutral Good

Deity

Erastil

Languages

Common, Sylvan

Strength 14
Dexterity 18
Constitution 15
Intelligence 12
Wisdom 16
Charisma 11

About Jaska Dilan

Jaska Dilan
Female Human Inquisitor of Erastil/ Sniper (Slayer) 6
Neutral Good, Medium
Init +8; Perception +12
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Defense
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AC 21, touch 15, flat-footed 17 (+4 Dex, +5 armor, Deflection +1, Natural +1 )
hp 72 (6d10+12)
Fort +8, Ref +10, Will +9
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Offense
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Speed 30ft
Melee: Mk Cold Iron Battleaxe, +9/+4, 1d8+2, Crit x3
Ranged: Comp Longbow +11/+6(+12/+7), 1d8+3(+1), Crit x3
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Statistics
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Str 14, Dex 18, Con 15, Int 12, Wis 16, Cha 11
Base Atk +6; CMB 8; CMD 22

Feats:
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: No penalty for shooting into melee.
Rapid Shot: Make one extra ranged attack.
Deadly Aim: Trade ranged attack bonus for damage.
Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe.
Team Work Feat: As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned.

Traits:

Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Skills:

Adventuring Skills: (6+Int mod(1)/level = 7 Ranks (+3 Fav Class bonus)
Acrobatics +8 (+1 Rank, +4 Dex, +0 ACP, +3 Trained, +0 Misc)
Bluff +7 (+1 Rank, +3 Wis, +3 Trained, +0 Misc)
Climb +6 (+1 Rank, +2 Str, +0 ACP, +3 Trained, +0 Misc)
Diplomacy +4 (+1 Rank, +0 Cha, +3 Trained, +0 Misc)
Disable Device +13 (+6 Rank, +4 Dex, +0 ACP, +3 Trained, +0 Misc)
Disguise +4 (+1 Rank, +0 Cha, +3 Trained, +0 Misc)
Escape Artist +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc)
Fly +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc)
Heal +7 (+1 Rank, +3 Wis, +0 ACP, +3 Trained, +0 Misc)
Intimidate +13 (+4 Rank, +3 Wis, +3 Trained, +3 Misc)
Knowledge Arcane +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Dungeoneering +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Local +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Nature +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Planes +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Religion +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Perception +12 (+6 Rank, +3 Wis, +3 Trained, +0 Misc)
Ride 8 (+1 Rank, +4 Dex,+0 ACP, +3 Trained, +0 Misc)
Sense Motive +13 (+4 Rank, +3 Wis, +3 Trained, +3 Misc)
Spellcraft +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Stealth +13 (+6 Rank, +4 Dex, +0 ACP, +3 Trained, +0 Misc)
Survival +10 (+4 Rank, +3 Wis, +3 Trained, +0 Misc)
Swim +6 (+1 Rank, +2 Str, +0 ACP, +3 Trained, +0 Misc)
Use Magic Device +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc)

Background Skills: (2 ranks/level = 12 ranks)
Appraise +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Artistry +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Craft Bow +12 (+6 Rank, +1 Int, +3 Trained, +2 Misc)
Handle Animal +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc)
Knowledge Engineering +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Geography +7 (+3 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge History +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Knowledge Nobility +5 (+1 Rank, +1 Int, +3 Trained, +0 Misc)
Linguistics +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Lore +1 (+0 Rank, +1 Int, +0 Trained, +0 Misc)
Perform +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc)
Profession +3 (+0 Rank, +3 Wis, +0 Trained, +1 Misc)
Sleight of Hands +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc)

Languages: Common, Sylvan
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Inquisitor’s Class Features
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Heresy Inquisitions:

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.


Judgement 2/day:

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


Monster Lore +3:

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons:

Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze:

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative:

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment:

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track:

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics:

At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat:

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.


Bane, 6 Rounds:

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies:

At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

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Slayer’s Class Features
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Studied Target:

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.


Accuracy:

At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, a crossbow, or a firearm. This ability replaces track.

Deadly Sniper:

At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

Sneak Attack +2d6:

At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Slayer Talents:

Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.

Sniper’s Eye: A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.


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Automatic Bonus Progression
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Resistance +1:

At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Armor Attunement +1:

The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Weapon Attunement +1:

The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Deflection +1:

The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Mental Prowess +2:

At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Favored Class Bonus: +3 Skill point, +3 Spell Known (3x Level 1)
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Human Racial Traits
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+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive 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.
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Inquisitor Spells
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Level 0 (Unlimited): Acid Splash, Create Water, Detect Magic, Light, Read Magic, Stabilize.
Level 1 (5 per day): Bless, Bowstaff, Cure Light Wounds, Deadeye’s Arrow, Divine Favor, Shield of Faith, Wrath
Level 2 (4 per day): Cure Moderate Wounds, Flames of the Faithful, Invisibility, Weapon of Awe.
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Gear
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Comp (+2) Longbow (Attuned +1), Quiver 60 Arrows, Mithral Chain Shirt (Attuned +1), Inquisitor’s Kit ( This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Artisan’s Tool (Mk), Explorer’s Outfit, Acid flask x5, Ioun Torch, Traveler’s any Tool, Thieve’s Tools (Mk)
30 gp

Background:

Hometown: Near Fusil, Andoran

Father: Ubick Dilan
Mother: Janca Adikari
Eldest Son : Persy
2nd Son : Drulik
Eldest Daughter : Jaska
3rd Son : Ikerin
4th Son : Tano
Youngest Daughter : Jarava

Born in a large family, Jaska learned young of the merits of community. The small outpost near Fusil in Andoran was her home for the early stage of her life. There she learned the teaching of Erastil and how to balance the protection of nature and the requirements the community. As she aged, she realise that the size of her family that was once a strength was now turning into a problem, too many mouths to feed. After seeing her brothers Drulik and Ikerin leave the family home to make it on their own, she decided to follow suit. While they headed west, she decided to go east, exploring more of the verduran forest.

Eventually she reached the town of Belhaim. There she heard stories about how a group of heroes were able to protect the village from a powerful dragon that had set up a lair nearby. Impressed by the stories, Jaska decided that she too wanted to help like those adventurers. But the question remained, where to find places that could use her services. She traveled south, looking for places that would need her to right some wrong. She founds some work as caravan guards or a tracker, but nothing big. Until she got to the little village named Rose Creek. There she was hired to defend the village from a raiding band of marauders. Six other adventurers were also in the village, helping in defending it.

The sun sets as the group sat outside, relaxing after a long day of working on the defense of the village.

”How many are we expecting?”

Jaska looked up to the one that became the group leader. ”Hard to say, they keep moving about between sites. But the best guess I can make is high fifty low sixty.”

”Outnumbered ten to one… Not the greatest odds.”

The wizard lifted his eyes from his spellbook. ”If they don’t have any spellcaster, we should be able to make quite a dent in them. Any chance of some of the villagers being able to help us?”

The leader turned to face him. ”Not really, while they are ready to risk their lives, they have no martial training what so ever. They would probably end up getting killed or worse, get us killed. Better they hide.”

Jaska stood and looked at the sky for a second, letting the beauty of it raise her spirit. ”At the speed they are going, they should be here around midday. This will be our last night in peace. I suggest you enjoy it. “ She nodded at the group and then started walking to where she had placed her bedroll. She sat down, inspecting one last time her bow and her arrows.

The next morning, Jaska followed her usual ritual prayer, then getting her gear on. Last, she strung her bow and walked over to the rest of the group breaking their fast. ”Morning all.” She sat down and grabbed some of the food. Their leader stood up to do the final review of the plan. Going over where everyone would be, he finally turned to the wizard and Jaska. ”Dewin, you go in the small tower of the temple, Jaska will be with you to cover you and for sniping target of opportunity.”

The wizard turned to Jaska. ”Keep me safe and I will rain fire over them!”

Jaska smiled. ”You do that, and I’ll make sure no one gets to you.”

Like she predicted, the enemy showed up at midday. Expecting an easy fight, they hesitated for a moment when they saw the defense. They were rudimentary, but they would prevent them from coming at the village from every direction. Finally, a horn was sounded and they broke into a charge. Running toward the opening in the dirt wall, some fell in the pits that were dug out.

”For a second, I was hoping they would change idea, and leave.” Dewin winked at Jaska and started his first incantation.

”And miss on all the fun?” She stood from her position and let loose an arrow at one of the raiders. ”Beside, it would be a shame to have done all that prep work for nothing.”

Arrow after arrow, Jaska shot at the raiders. Her fingers were starting to hurt her, her arms were cramping, yet she kept sending one shaft after another. Eventually the wizard sat back down and looked at her. ” I’m out of spell. Guess I’ll break out my old crossbow.”

Jaska nodded at Dewin. ”I’m almost out of arrows, and I saw some of our comrades that fell over there. I might have to head down and get into melee myself.” She used the last arrows she had and then lay her bow down, switching to her axe. ”Take care of my bow for me, I’ll be back when this is over.”

Dewin just smiled at her, trying to crank his crossbow back up to fire another bolt. She headed down to the street. By now, the battle was thinning out. She saw corpse everywhere and some of the buildings were on fire. She saw two of the raiders coming out of a building and charged them. She managed to lodge her axe in the skull of the first one, before turning to the other. She was able to dodge most of his blow and got the better of him. She walked along the building, finding a few raiders here and there and dispatching them. Each fight taking its toll, she had to use some of her magic to heal herself. Finally a horn was sounded again, and the enemy started retreated. She took a few seconds to catch her breath, and then she went looking for the rest of the group.

Their leader was dead and so were two others that were on the dirt wall. Dewin joined her with the others. ”A few of the villagers were killed, but with the force we just pushed back, I think we did good here.” While it was a costly victory, Jaska was forced to agree. ”Let’s take care of the fallen, then we can see to the living.”

The evening was a sober one. They lost a few people, but each one was painful in a small community. Jaska tried her best to comfort the people, but having lost three members of her group, her heart wasn’t fully in it. She headed to bed, hoping that sleep would numb some of the pain. In the morning, she gathered the rest of the group. ”We pushed them back, but the head of the snake still live. He can still recruit new men and attack once we are gone.” Dewin looked at her. ”You want to go after them, they have almost a full day ahead of us.”

”Yes, but most of them were on foot and wounded. I can track them and put an end to all of this.” Taking a horse each, the group went after the raiders. The tracks were easy to follow; they didn’t think that anyone would come after them. The next day, Jaska and her group were able to overrun them. This time the fight was easy. The raiders were exhausted and not prepared for a fight. Their leader tied to make a run for it, but Dewin used his magic. When the raider’s leader fell out of his saddle, the rest of them surrendered. From there it took a week, but Jaska managed to bring them to the proper authorities.

The other two members of the group headed back to Rose Creek. During the time they spend there, they at fallen in love with someone from the community. They had seen enough blood for their taste, and would rather settle down. Jaska looked at Dewin. ”So, where are you going?” Waving toward the north, he answered her. ”Cassomir at first, then Absalom by boat. You?” Jaska had a sadden look on her face. She liked spending time with Dewin, but at the same time, she didn’t want to go to the big cities. ”South I guess. My mother’s family was from Qadira. Maybe I should go see what that look like.”

Dewin smiled and pulled a stack of letters from his pocket. ”Can I ask for a favor then. I got a cousin that lives in Mistthorne. Would you mind passing by there to drop those. It would make her happy to have some fresh news from me.” Accepting the letters, Jaska dropped them into her bag. ”Sure thing.” They said their farewells, and headed in different directions. A week later, she arrived in Mistthorne. She met with Dewin’s cousin and delivered the letters. While there, she heard rumors about a group heading to a place called Rappan Athuk, but that for now they were clearing some of the bandits in the area. Intrigued, she headed back out in the wilderness, hoping to find the group and offer her service. Anyone willing to risk their lives to get rid of bandits had to be good people.

Appearance&Personality:

Eyes:Green
Hair: Black
Height:5'1"
Weight:128 lbs

Appearance

Short yet muscular, Jaska usually dressed in brown or green clothes. She favors a bow for a weapon and keeps it well maintained. She also carries a battleaxe. On the inside of her left forearm, she has a tattoo depicting a symbol of Erastil.

Personality

Jaska usually studies people before she opens up to them. She wants to make sure who she is dealing with, if they are thrust worthy or not. Once she knows that she found worthy people, she is a nice and loyal companion, willing to stand by her friends in time of need or for sharing a pint. She does, however, feel uncomfortable in big cities, preferring a good camping site to an inn.

Inquisitor’s Ressources:
Spells : Level 1 (5/5), Level 2 (4/4) | Blessed Infiltration (3/3) | Judgement (2/2) | Teamwork Feat (3/3) | Bane (6/6) | Discern Lies (6/6)

Slayer’s Ressources:
Studied Target (+2 Bonus, Move/Imm. Action) | Deadly Sniper (+6 dmg) | Sneak Attack (+2d6) | Trapfinding (+6)