Ganyavesha

Ashekara Kalder's page

19 posts. Alias of KatGrey.


Full Name

Ashekara Kalder

Race

Human

Classes/Levels

Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive

Gender

Female

Size

Medium (5'7", 120 lbs)

Age

19

Alignment

Chaotic Neutral

Deity

Anu-Akma

Languages

Darakhul, Elvish (sylvan), Kariv, Northern Tongue, Trade Tongue, Umbral (Dark Folk)

Occupation

Former Healer's Apprentice

Strength 8
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 12
Charisma 10

About Ashekara Kalder

Ashekara Kalder
Human witch (gravewalker) 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
CN Medium humanoid (human)
Init +9; Senses Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3
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Offense
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Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Witch (Gravewalker) Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, ray of sickening[UM] (DC 15)
. . 0 (at will)—dancing lights, daze (DC 14), message
. . Patron Shadow
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Statistics
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Str 8, Dex 16, Con 12, Int 19, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Improved Initiative
Traits reactionary, seeker
Skills Heal +5, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +5, Perception +6; Racial Modifiers stealthy language, undead diplomacy
Languages Darakhul, Elvish (sylvan), Kariv, Northern Tongue, Trade Tongue, Umbral (Dark Folk)
SQ aura of desecration, bonethrall, status, witch's familiar
Other Gear crossbow bolts (20), light crossbow, backpack, bedroll, belt pouch, blanket[APG], mess kit[UE], spell component pouch, trail rations (2), waterskin, 58 gp, 22 sp, 1 cp
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Special Abilities
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Aura of Desecration (20 ft) (Su) At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.
Bonethrall (DC 15) (Su) At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.
Status: 4 In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs will come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute.
Stealthy Language (1/day) (Ex) +1 Stealth 1/day
Undead Diplomacy (1/day) (Ex) +2 Diplomacy with undead 1/day
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Appearance:
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Dusky brown skin covers this young woman's slight, 5'7" frame, and together with the striking facial markings, they offer most a telling insight into her heritage as a Black Gypsy of the Kariv people. Hazel eyes, upturned and set into a slim, oval face, peer out from underneath a thick veil of black hair. Her upper lip, noticeably more plush than her lower, seems to give her an almost perpetual pout when she's not minding her features. While her somewhat exotic appearance might ordinarily be found attractive to those whose tastes favor what's foreign, there is an unsettling aspect to her presence that many find difficult to overcome. Her garb, an off-white blouse, a woolen skirt, soft, well-worn boots, and a recently mended cloak have all seen better times, and often have the look of few days worth of travelling dusty roads. Despite this, Ashekara seems to carry herself as one who has a great deal of pride.

Personality:
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At equal times aloof and amiable, charitable and inconsiderate, Ashekara is a study of contrasts. Born into a nation of misfits and pariahs, she quickly learned that blood is the only thing you can trust in the world. To the Kariv, outsiders were nothing more than sheep to be fleeced. Ashekara was indoctrinated into this isolationist view from a young age, and even now she is often slow to warm to others, pessimistically waiting for them to begin treating her as an outsider. Almost completely at odds with their view of gadscho, or others, the Kariv also held that one of the highest tenets of their culture was to give aid to whomever needs it. The idea of helping others, be they blood-kin or not, was one that was firmly reinforced when Ashekara began down the path to becoming a Healer. Even now, long after abandoning that calling, she often finds she doesn't have the hardheartedness to turn a blind eye to one who is suffering, no matter how they may have slighted her.

Background:
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Wandering is all that Ashekara has ever known, and, if the stories her people tell are true, wandering shall be the only thing she will ever know. The third and last child of a fortune-teller mother and a cutpurse father, Ashekara was born into the Kalder clan of the Wandering Realm of the Kariv, a nomadic people widely despised and mistrusted throughout the southern nations. But as much as city-dwellers and settlers look down upon the Kariv, so too do the other great families of Kariv look down upon the people of the Kalder clan. Reviled among their own people as kidnappers and bride-thieves, servants of dark gods who conspire with the undead, the life of a Kalder was one of being an outcast even among outcasts.

Family was what got Ashekara through her days growing up, particularly her elder brother, Iquari. When Ashekara became of age to begin training for what would become her life’s work, she chose to apprentice with the clan’s Healer. It was a noble calling, though, as Kalders were known for being masters of magic both malignant and benevolent, it was no small undertaking.

Her studies were cut short when, after a night of drunken revelry and violent tempers clashing, Iquari was brought to the Healer’s tent to be prepared for his burial. Deeply hurt by the death of her kin and most fervent ally, Ashekara would not be parted from her brother’s corpse no matter how her family and the Healer tried. And so they agreed that some time to grieve and say her goodbyes in privacy was what she needed, and let her be.

But when her parents and the Healer came back to collect her, they found their son’s body near mutilated, and Ashekara sewing the last stitches of a grisly poppet with bloodied fingers, murmuring about how “they” would to teach her how to bring Iquari back. That same night, she was brought before the King of the Kalders, who forever cast her out of the clan for breaking her Healer’s oath and defiling the corpse of a kinsman. Ashekara has been a wanderer in exile ever since, seeking more knowledge of the shadowy powers-that-be that have been her only companion since that fated night, and hoping that one day they will grant her the powers they promised.