Maurya-Rahm Advisor

Nicoleta Mashrava's page

106 posts. Alias of Shisumo.


Full Name

Nicoleta Mashrava

Race

Human (Varisian)

Classes/Levels

Inquisitor (preacher) of Desna 3

Gender

Female

About Nicoleta Mashrava

For the first seven years of her life, Nicoleta had a reasonably happy childhood. She and her family were a part of a large Varisian caravan that traveled across northern Ustalav, Numeria, Mendev and even the Hold of Belkzen, trading and crafting for what they needed. Nicoleta and her two brothers were among several children in the caravan, so she always had playmates and things to do. She was like any other child, really. Until the day she wasn't anymore.

It was along a stretch of ancient road along what was once the Ustalavan border with Sarkoris, and is now the southwestern edge of the Worldwound. Foul creatures from the Abyss somehow slipped through the wards and fell upon the unsuspecting caravan. In seconds, most everyone Nicoleta had ever known was dead. She and her two brothers survived only thanks to the sacrifice of her uncle, the caravan's Harrower and Desnan priest, who gave his life to buy the three children a few more seconds to escape.

The three were eventually found and raised within an Ustalavan orphanage (of which there are a rather large number); each one handled the experience differently. Nicoleta's older brother, Padric, ran away from the orphanage three years later, when he was fifteen and she eleven; her younger brother, Ionas, eventually fell in with the Sczarni criminal gang as a con man. Nicoleta, however, found herself praying to Desna every night to deliverance from that sort of evil again, and one night, she dreamed of a woman with beautiful butterfly wings, who smiled sadly and whispered, The only deliverance for any of us is what you can create, my child. If you have the strength, you - and only you - can make a difference. From that moment on, Nicoleta discovered she had a purpose.

Now, she works to fight fiends and other horrors released upon the world by the demons and their queen, Lamashtu, the Mother of Monsters. Though she had originally worked solo or with a few other Desnan priests, all that changed five years ago when, facing an unusually clever schir demon in battle, the vile thing offered her the chance to surrender and join the side of the Abyss. It was not the first time she had been made such an offer, but this was different: the schir laughed its hideous goat-like laugh and said, "After all, don't you miss your brother? Dear Padric has gone to my Master's side in the dark heart of Garund - I can take you to him, if you'd like..." She and her allies killed it regardless, but the demon's words haunted her. Five months later she had signed on with the Pathfinder Society and boarded a ship bound for the Mwangi, in hopes of saving her brother - or killing him. So far, she has done neither - but she still searches.

Appearance
Nicoleta is a small, slight woman - not unusually so for a Varisian, but most humans consider her short. She is quite beautiful, but is not only entirely unaware of it but long periods spent alone on the road or hunting demons has left her extremely uncomfortable in the presence of others. Not only does she not know how to talk to people, but she knows she doesn't know, which only exacerbates the situation. Her usual outfit is a set of well-worn traveling clothes under an exquisitely-forged elven-chain shirt; although she often has complex makeup and jewelry on her face, the only mark of real color on her body is the rich blue and purple scarf she wears tied around her waist. A large pack rests easily on her back, and a set of starknives are tied to loops on her belt. With her walking staff in hand, she seems ready, even eager to travel - if only because she can never be comfortable in one place too long.

Nicoleta Mashrava

Female Varisian human inquisitor (preacher) 3
CG Medium humanoid (human)
Init +7; Senses Perception +8

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DEFENSE
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AC 17, touch 13, flat-footed 14
(armor +4, Dex +3)
hp 23 (3d8+6)
Fort +4, Ref +4, Will +6

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OFFENSE
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Spd 40 ft.
Melee mw cold iron starknife +7 (1d4+4, 20/x3) or
mw cold iron starknife +5 (1d4+4, 20/x3) and mw cold iron starknife +5 (1d4+4, 20/x3) or
quarterstaff +6 (1d6+6, 20/x2) or
quarterstaff +4 (1d6+4, 20/x2) and quarterstaff +4 (1d6+4, 20/x2)
Ranged heavy crossbow +5 (1d10, 19-20/x2) or
thrown starknife +5 (1d4+4, 20/x2)
Special Attacks determination 2/day (0 used), judgment 1/day
Spell-Like Abilities (CL 3rd):
At will - detect chaos, detect evil, detect good, detect law
Spells Known (CL 3rd, touch +6, ranged touch +5, concentration +7):
1st (4/day) - bless, cure light wounds, divine favor, shield of faith
0 - detect magic, guidance, light, read magic, sift, stabilize
Domain Travel

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STATISTICS
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Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 19
Feats Double Slice, Two-Weapon Fighting
Skills Acrobatics +6 (+10 jumping) (3 ranks), Intimidate +0 (0 ranks), Knowledge (planes) +6 (+8 monster abilities) (3 ranks), Knowledge (religion) +6 (+8 monster abilities) (3 ranks), Perception +8 (3 ranks), Sense Motive +3 (0 ranks), Stealth +9 (3 ranks), Survival +8 (+9 tracking) (3 ranks).
Languages Common, Varisian
SQ agile feet 5/day, cunning initiative, monster lore, stern gaze +1, track +1
Traits Focused Mind, Reactionary
Combat Gear flask of acid (x2), flask of alchemists' fire (x2), flask of holy water (x2), scroll of comprehend languages (x2), scroll of disguise self, scroll of expeditious retreat (x2), scroll of magic weapon (x2), scroll of protection from evil (x2), wand of cure light wounds (20 charges); Other Gear mw cold iron starknife (x2), starknife (x2), heavy crossbow and 20 bolts, quarterstaff, mithril shirt, backpack, bedroll, silk rope (50 ft), torches (3), rations (10), waterskin, flint and steel, small mirror, 91 pp, 41 gp; Encumbrance 74.5 lbs (light load)

Available Judgments:
Destruction: The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

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.