Dervish

Aseve Seeker's page

37 posts. Alias of Kobold Catgirl.


Full Name

Unknown

Race

Halfling

Classes/Levels

Summoner 1

Gender

Female

Size

Small

Age

23

Alignment

Neutral (with honorable tendencies)

Deity

Desna

Location

Cassomir

Languages

Halfling, Common, Elven, Goblin

Strength 5
Dexterity 9
Constitution 10
Intelligence 14
Wisdom 16
Charisma 20

About Aseve Seeker

Personality/Appearance:
Aseve is very friendly and open, and tries to get along with everybody. However, her unwillingness to ever takes sides in an argument can sometimes irritate her friends. She can also occasionally be a bit fatalistic. Despite this, her determined cheerfulness and apparent naivety makes her difficult to dislike. She appears to be used to servility and will often take unpleasant tasks without question.
Aseve is a reasonably attractive halfling woman. Her hair is dark and cut short, usually covered by her headscarf. She leans heavily on her cane, having a weak bone disability, but she almost always has a smile on her face. She wears a slightly revealing blue dress which is extremely tattered and has been cut in several places. Under this dress is a chain shirt which is almost completely red with rust. Between her armor, her clothes, and her walking stick, she looks at first glance to be a vagrant.

Backstory:
Aseve was only thirteen when her brother, Swenson, was kidnapped. Nobody knew how, or who was responsible. All they knew was that he was gone.
Aseve, who had been very close to Swenson, took his disappearance hard. She took five years to recover from the loss. During this time, she took on an apprenticeship to a gnome summoner named Evytakin, who taught her everything he could.
Five years later, her education was over. Thanks to the love of her parents and the support of Evytakin, she was finally over her loss. She still missed her brother, of course, but was resigned to the fact that she would probably never get him back.
Unfortunately, her tranquility didn't last. One night, she was visited by an elf named Espon. He told her that he knew where her brother was, and if she would agree to work for him for five years he would tell her. She felt she had no choice, and agreed.
After four years had gone by, Espon had taken a wife and had a child, a boy named Benhov. Aseve was the nursemaid, charged with protecting the child with her magic and looking after him.
Unfortunately, her bad luck was to continue. A mere three months away from freedom, slavers attacked the home of her masters and managed to kidnap the boy. Espon offered her a deal: If she could bring back his son, she would have all the information she needed and his eternal gratitude. She agreed, and set off.
Five months later, though, she lost the trail. Now, she moves from city to city, asking desperately for some small piece of information. She is willing to give up anything for even the smallest possibility of finding the trail. No matter how outrageous the cost or how unlikely the lie, she takes the deal anyways. Part of this is out of desperation, of course, but it is more out of guilt and self loathing. She failed. It is less than she deserves.

Temporary Things:
Lost Hit Points: 0/8
Spent 1st Level Spells: 0/3
Spent Summon Monster Ones: 0/8
Spent Eidolon Summons: 0/1

Offensive Abilities:

(Note: Small size, granting +1 attack rolls and -1 CMB)
Cane -2, 1 damage, DC 5 Acrobatics check when used or fall prone
Grease: Ref DC 16 (Aseve pulls from her pouch a small cubic item wrapped in brown paper. "Talea!" she says. The paper unfolds itself, revealing a small stick of butter in the halfling's hand. It then immediately melts in her hand. She throws the melting butter at the target. Upon striking it, the butter starts bubbling. Oil starts running rapidly from the place it hit, until it covers the entire target in a slimy film)
Summon Monster I: Eight times per day, 1 minute/level (Aseve pulls out a small bag and a tiny candle. "Comito!" she intones, speaking into the bag. The candle lights. She holds the candle up in the air, and the bag starts growing. She draws it back, and throws it at the target. It comes to rest, hovering, over the target. As the bag continues growing, she is visibly having trouble holding the candle, as if it is getting heavier and heavier. NEXT ROUND: Out of the bag suddenly pops a [subject]. The bag vanishes, reappearing in her hand in its original size. The candle, however, remains alight, and she holds it firmly)
Daze: Will DC 15 (Aseve pulls out a pure white cloth from her pouch. "Caliga sentaentia," she says softly. The cloth rises up from her hand as if carried by a gentle breeze. It drifts tranquilly towards the target, but fades before it reaches its goal. The target feels its mind begin to wander...)
CMB
-4 (0-3-1)

Defensive Abilities:
(Note: Small size, granting +1 AC and -1 CMD, Fearless, granting +2 vs. fear effects, and Halfling Luck, granting +1 to all saves)
Hit Points: 8
Armor Class: 14 (10-1+4+1)
CMD: 5
Saves: Will +6, Fort +1, Ref +0

Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.


Class Features:
Hit Die: d8.

Spells: No preparation needed, Charisma based, can switch known spell at 5th level)

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 3–2 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Eidolon: Summoned creature, summoned once per day, one minute summoning time, remains until reduced to negative hit points which equal its Constitution score, see Aseve.

Life Link: May give up own hit points in order to heal eidolon same amount. Also, may not go 100 feet without eidolon losing fifty percent of its hit points, or beyond 1,000 feet to avoid eidolon losing all but twenty-five percent. 10,000 or more banishes eidolon.

Summon Monster I: Usable eight times a day. Lasts one minute per level.

Class Skills: Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

Skills:

Skills marked in italics are class skills, and skills marked with an *asterisk* are trained.
(Note: Keen Senses, giving +2 racial bonus on Perception, Sure-Footed, giving +2 racial bonus on Acrobatics and Climb, Small Size, giving +4 Stealth, Chivalrous, giving +1 Knowledge (history) and Diplomacy, Skill Focus (Diplomacy), giving her an additional +3 bonus on Diplomacy checks, chain shirt, giving her a -2 on all Dex and Str based skills, and Well-Informed, giving +1 on Diplomacy and Knowledge (local)and making Diplomacy a class skill)
Acrobatics -1
Appraise +2
*Bluff +6
Climb -3
Craft +2
*Diplomacy +14

Disguise +5
Escape Artist -3
Fly -3
Handle Animal +5

Heal +3
Intimidate +5
Knowledge (arcana) +2
Knowledge (dungeoneering) +2
Knowledge (engineering) +2
Knowledge (geography) +2
Knowledge (history) +3
Knowledge (local) +3
Knowledge (nature) +2
Knowledge (nobility) +2
Knowledge (planes) +2
Knowledge (religion) +2
Linguistics +2
Perception +5

Perform +5
Profession (nursemaid) +3
Ride -3

Sense Motive +4
Spellcraft +2
Stealth +1
Survival +4
Swim -5
Use Magic Device +5

Feats:
Skill Focus (Diplomacy)

Equipment:
Armor
Chain Shirt: 100gp, 13lb, -2 ACP, +4 AC (this worn out chain shirt is rusting in several places and a few links are missing. Nonetheless, it is still highly effective)

Gear
Backpack: 1/5lb, 2gp (an extremely damaged backpack which has visibly been sewn back together many times)
Bedroll: 1sp, 2lb
Trail Rations: 4 days, 2gp, 1lb
Tent: 5lb, 10gp
Waterskin: 1lb, 1gp
Clothing
Courtier's Outfit: 30gp, 2lb (this is clearly what is left of a beautiful, slightly revealing blue dress. However, strips of it have been cut out, and a tight hemp belt ties it to her waist. It seems to have been trimmed to keep it from getting in her way. If she ever had any gemstones or other accessories with it, they have been removed)
Spell Component Pouch: 5gp, 2lb (this is probably the only thing Aseve has that looks relatively new. The pouch is made out of green cloth, and the inside resembles termite tunnels in its complexity. Despite this, she never seems to have trouble finding what is in it, having it organized in a way nobody else understands)
Misc.
Walking Stick: 2lb, 1 damage, bludgeoning (an old hawthorn branch which has been cut down to serve as a walking stick for Aseve's weak limbs)