About Sh'assariaAppearance:
Sh’assaria is distinctively darker-skinned than most drow, and dresses modestly (by drow standards); although her arms are generally bare, befitting a priestess who regularly carries out sacrifices to the glory of her Patron - blood washes off skin far more easily than it comes out of fabric. Essentially practical, she lets her looks speak for themselves and wears her bone-white hair loose and unbraided, kept out of the way with a headband. The contrast of her dark skin and white hair makes for a striking impression, which she willingly uses on occasion to her advantage. She accentuates this look with a reversible cloak: one side is a checkered indigo-and-white pattern that matches both her skin tone and her hair; the other is a drab shade of almost-black, for those occasions when she wants to be inconspicuous. Her red eyes are far-seeing and (depending on her mood) can make her seem playfully knowing, or solemnly wise. Personality:
Sh’assaria has learned well the lesson of playing the long game, and can seem withdrawn almost to the point of passivity. Although not a stranger to combat (drow society makes this almost an impossibility), Sh’assaria will always seek it on her terms and knows when not to fight. When she does act, she strikes savagely and fast, with the demonic might of her Abyssal Patron. A number of those in her way have learned this too late, to their considerable cost. Like all drow, Sh’assaria understands that misfortune sometimes has to be aimed at those you want it to strike. The Azathyr is no place for those troubled with scruples. Sh’assaria has made an effort and invested a significant amount of her time in developing good relations with her siblings; something that goes beyond the typical drow way of only being nice when she wants something from them. In particular, she will not, under any circumstances, harm her siblings (even by inaction); and she will lie to them only if necessary to protect herself. She does not expect the same courtesy from them; and she most emphatically does not offer it to anyone else. Aside from her habit of dressing comparatively modestly, Sh’assaria has two quirks: the first is of speaking of her mother in the present tense, as if she is still in contact with her (and it really is amazing how often Mother approves of whatever course of action it is that Sh’assaria wants to take; truly, they must be well-attuned). The second is that she tends to address her equals and inferiors as 'darling'. It's a verbal tic; it doesn't mean that they are friends. Background:
Two key memories are seared on Sh’assaria’s soul: the ritual her mother used to bind them all together; and the moment they arrived in Vothys and met the Baroness. From an early age, Sh’assaria was attuned to the supernatural: she intuitively understood what their mother was doing, and in a flash of insight realised that – for better or for worse – her siblings were with her for the long haul and that it was therefore worth putting the effort in to keep everyone onside. Over the many long years that have since passed, she has therefore endeavoured to be there as needed for each one of them, no matter what. Sh’assaria’s intuitive understanding is not limited to the supernatural; she also quickly grasps the essence of the world around her. The transition from cosseted, favoured children to unwanted outcasts was swift enough that many of her siblings did not adapt in time; almost alone among them, Sh’assaria understood instantly that the Baroness did not want or welcome them in Vothys, but took them in only because of a blood favour. Sh’assaria has therefore done her best to curry favour with Baroness Satha (whom she refers to in private as “Auntie”), and tried to evade – rather than confront – the mistreatment handed out by the Baroness’ underlings and children. Where her siblings have chosen the other course, she has been there to patch up their injuries and try and get them to see that the time was not yet ripe for outright rebellion. This practical expediency is a key part of Sh'assaria's character: she is willing to do something with no immediate payoff if the long term gain is worth it. With her gifts, entry into the priesthood was almost a given, and her rise up the ranks was swift. What nobody else knows (not even her other siblings) is that she was helped in this not only by her natural abilities, but also by her affair with Drovic Noctier, the High Priest in Vothys, and consort to the Baroness. As Sh'assaria views it, she obviously had something he wanted; and he had a wealth of knowledge about demons and the Abyss that she needed if she was to get anywhere. For her, it was transactional (although she has enough self awareness to realise that taking something of Auntie's was part of the attraction). The need for secrecy means that her trysts with Drovic have had to take place out of Vothys, and Sh’assaria has gained some considerable experience in navigating the treacherous and rugged terrain of the Azathyr. Although not as sure-footed as the spiders she loves to summon, she has a quickness of step that makes even other drow sometimes seem leaden-footed by comparison. Sh'assaria has recently realised that she has advanced as far as she can: she may have the High Priest's favour, but she doesn't have that of the Baroness (and never will). Without that, no further promotions or rewards will come her way. The time has come to either leave Vothys, or - preferably - take it over. Sh'assaria would dearly love to be the one who wields the sacrificial knife that consigns Auntie's soul to the Abyss. If she can take over the High Priest's position too, then so much the better. Drovic has helped with her advancement, but gratitude is an alien notion to the drow. DETAILS Female Drow Inquisitor (Monster Tactician) 1 CE Medium humanoid (elf) Init +4; Senses Darkvision 120 ft, Light Blindness; Perception + 10 Favored Class: Inquisitor (+1 hit point) Languages: Abyssal, Elven, Undercommon --------------------
AC 19, touch 12, flat-footed 17 (+2 dex, +5 armor, +2 shield) HP 10 (1d8; +1 Con, +1 Favoured Class) Fort +3, Ref +2, Will +6(8) Spell Resistance 7 --------------------
Speed 20 ft. Melee Heavy Mace +2 (d8+2) Ranged Dagger +2 (d4+2) Space 5 ft., Reach 5 ft. --------------------
Darkvision: Drow can see in the dark up to 120 feet Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword. Keen Senses: Drow gain a +2 racial bonus on Perception checks. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Darklands Stalker: The lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait. Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. Monster Lore (Ex): 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. Stern Gaze (Ex): 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). Summon Monster (Sp): Starting at 1st level, a monster tactician can cast Summon Monster I as a spell-like ability a number of times per day equal to 3 + her Wisdom modifier. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 inquisitor levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of Summon Monster IX at 17th level). A monster tactician cannot have more than one summon monster spell active in this way at a time; if she uses another, any existing summon monster immediately ends. At 2nd level and each level thereafter, the monster tactician can add one monster from the Expanded Summon Monster list (see pages 28–29) to her list of available summoned creatures. She can add a new option to any summon monster spell she can cast at the time she chooses the monster; once made, these choices cannot be changed. --------------------
Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 12 Base Atk +0; CMB +2; CMD 14 Traits: Devotee of a Dark Power: You are a follower of a wicked faith and are destined to lead a cult to great and terrible glory. +2 Charisma, +2 Wisdom, -2 Constitution Stolen Treasure: Before you were sent out on your mission by the Baroness, you managed to steal a piece of magical or well-made gear from her armory. You have one item (be it a masterwork weapon, armor or minor magic item) worth 900 gp. Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks. Feats: Level 1 feat: Spider Summoner - When casting Summon Monster you can summon the spiders listed: 1st level—giant crab spider*; 4th level—giant black widow*; 5th level—ogre spider*; 7th level—giant tarantula* (Creatures marked with an asterisk (*) are summoned with the fiendish template). Furthermore, the DC of the summoned monster’s poison and web effects increases by 2. Bonus feat: Nimble Moves - Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. Skills (8 Points: 6 class, 2 bonus) Bluff 5 (1 rank, Class skill, 1 Cha) Heal 8 (1 rank, Class skill, 4 Wis) Intimidate 6 (1 rank, Class skill, 1 Cha, 1 Stern Gaze) Knowledge (dungeoneering) 4 (1 rank, Class skill) +4 to identify monsters Knowledge (religion) 4 (1 rank, Class skill) +4 to identify monsters Perception 10 (1 rank, Class skill, 4 Wis, 2 Keen Senses) Sense Motive 9 (1 rank, Class skill, 4 Wis, 1 Stern Gaze) Survival 8 (1 rank, Class skill, 4 Wis) Background Skills Linguistics 1 (1 rank) Profession (Torturer) 8 (1 rank, Class skill, 4 Wis) --------------------
DOMAINS Evil (Demon) - Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier. SPELLS KNOWN ORISONS Daze
LEVEL 1 (2/day) Cure Light Wounds
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Magic Items Wand of Cure Light Wounds – 50 charges Armour Scale Mail - 50 gp (+5 AC, -4 ACP)
Weapons Heavy Mace – 12 gp
Equipment Explorer's Outfit (free)
Backpack - 2 gp
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