Katiyana

Dashil Masozi's page

475 posts. Alias of Darkness Rising.


Race

AC 17 [T 11 FF 16] | CMB +6 | CMD 17 | HP 35/35 | Fort +6(8); Ref +2(4); Will +8(10) | Init +6 | Percep +10, Darkvision 60 ft

Classes/Levels

Abilities:
Resist Negative Energy 5 | Hero Pts 3/3 | Judgement 2/day | Restorative Touch 6/6 | SLA (Continual Flame) 1/day | Detect Alignment | Track |

Gender

Female Aasimar Inquisitor 4

Size

6 ft; 150 pounds

Age

90

Alignment

TN

Deity

Sarenrae

Languages

Common, Celestial

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Dashil Masozi

Points Build:

Str 16 (10 points)
Dex 13 (3 points)
Con 12 +2 racial (2 points)
Int 10
Wis 14 +2 racial (5 points)
Cha 10

Female Aasimar (Archon-Blooded) Inquisitor 4 TN Medium Outsider (native)
Age 90; Height 6 ft 0 in. Weight 150 lbs.
Languages Common, Celestial
Deity Sarenrae
Init +6; Senses Perception +10, Darkvision 60 ft

_________________
DEFENCE
_________________

AC 17, touch 11, flat-footed 16
hp 35
Fort +6(8), Ref +2(4), Will +8(10)

_________________
OFFENCE
_________________

Speed 30 ft.
Melee Scimitar +6 (D6+3), 18-20 x2
Ranged Longbow +4 (D8+3)

_________________
STATISTICS
_________________

Str 17, Dex 13, Con 14, Int 10, Wis 16, Cha 10
BAB +3; CMB +6; CMD 17
SQ Deathless Spirit; Domain (Healing, Restoration); Hero Points (1) Judgement 2/day; Monster Lore (+3); Restorative touch (6/day); Skilled (Intimidate, Sense Motive); SLA 1/day (Continual Flame); Stern Gaze (+1)

Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Restorative Touch: You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened,or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your wisdom modifier

Skilled: Archon-Blooded have a +2 racial bonus on Intimidate and Sense Motive checks.

SLA: Archon-Blooded can use Continual Flame once per day as a spell like ability(caster level equal to their class level)

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

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): 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.

Solo Tactics (Ex): 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.

_________________
FEATS
_________________

Judgement Surge

Combat Stamina

Teamwork feat: Precise Strike

_________________
TRAITS
_________________

Chance Saviour +2 Initiative

Indomitable Faith +1 to Will saves

_________________
SKILLS 6 pts/lvl
_________________

Intimidate 4 (10)

Knowledge (dungeoneering) 1 (4) +3 to identify monsters

Knowledge (nature) 2 (5) +3 to identify monsters

Knowledge (religion) 4 (7) +3 to identify monsters

Perception 4 (10)

Sense Motive 4 (13)

Spellcraft 1 (4)

Stealth 2 (6)

Survival 2 (8) +1 to track

_________________
SPELLS KNOWN
_________________

ORISONS

Create Water
Daze
Detect Magic
Disrupt Undead
Sift

LEVEL 1 (4/day)

Bless
Cure Light Wounds
Protection from Evil
Wrath

LEVEL 2 (2/day)

Blistering Invective
Spiritual Weapon

_________________
WEAPONS
_________________

Scimitar

Composite Longbow (+3 Str)

40 Arrows

12 silver arrows

10 +1 arrows
5 +1 ghost touch arrows
2 +1 undead bane arrows

Morningstar

_________________
ARMOUR
_________________

Scale Mail +5 AC, -4 check penalty

Buckler +1 AC, -1 check penalty

_________________
GEAR
_________________

Explorer's outfit

Inquisitor's kit:

  • backpack
  • bedroll
  • belt pouch
  • candles (10)
  • cheap holy text
  • flint and steel
  • ironpot
  • manacles
  • mess kit
  • rope
  • soap
  • spell component pouch
  • torches (10)
  • trail rations (5 days)
  • waterskin
  • wooden holy symbol.

1 flask Holy Water

1 potion CLW

Holy symbol, Iron flask

Whisky

5 sheets Parchment

1 stick Charcoal

10-minute background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

With her long, blue hair, frost-coloured skin, and tall, lithe build (her powerful strength comes from her angelic origin rather than bulging muscles), Dashil could never be mistaken for a human. At age 90, she has long since outlived her human parents and siblings - she was the only one of her family who manifested the celestial ancestry.

She was called from an early age into Sarenrae's service; Dashil has sourly observed on many occasions that the goddess didn't bother checking with her first whether she actually wanted to. Apparently it was her destiny, but destiny didn't bother checking either. In spite of this, Dashil enjoyed her paladin training, as she is combative at heart. Learning to fight and survive was a thrill, as was the comradeship she developed. Showing aptitude for the task, Dashil was sent to Ustalav, with the task of protecting the villages there from the things that stalk the night.

After several decades, disillusionment set in: Dashil had thought of herself as the shepherd, guarding the helpless sheep from predators; but sheep don't mistreat one another, don't stab one another in the back, don't cheat their customers, beat their wives or abuse their children. On top of that, Dashil got tired of being treated with suspicion by superstitious villagers afraid of her looks. Some of them refused to serve her entirely. It's generally known that Dashil fell after a village under her watch was massacred by bandits: in return she tracked them all down in the dark and tortured them to death one by one*. This was nearly 30 years ago. She has never returned to Ustalav since.

For some reason that Dashil can't fathom, Sarenrae hasn't given up on her. Although she could no longer serve as a paladin, the goddess saw fit to keep her within the priesthood as an inquisitor. Dashil has spent most of the last few decades as little more than a blunt instrument or broken blade, fighting for the cause, or intimidating people who need it. Sarenrae watches with patience, seeking the right time to act. Dashil will be re-forged; and will re-learn to serve (gladly) the cause of good, putting aside her reluctance. The goddess can afford to wait. Dashil occasionally wonders what she'd have to do in order for Sarenrae to give up on her, but has no intention of trying. She still believes devoutly in the goddess, but she's no longer sure that she can live up to Sarenrae's ideals.

Dashil met Professor Lorrimer over 20 years ago, when he was much younger. He had got tired of waiting for his escort and had set off to explore some particularly interesting ruins on his own. Only the fact that Dashil was there was enough to save him. She was there on a separate errand, tracking down a necromancer; he escaped, but Dashil took down the undead that would otherwise have killed the Professor. He made the effort to befriend Dashil, and she accompanied him on a number of expeditions (with the approval of her supervisors) over the next few years. She enjoyed his company and will be devastated when she learns that he is dead.

*The true story is a little more complicated than this, but is not widely known (see secrets, below)

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game

Dashil is tired (although she wouldn't admit it) of working alone; she would like to be part of a group of trusted friends again. She is distraught that the death of Professor Lorrimer has deprived her of this opportunity; she enjoyed working with him and had gained his trust. Not many people trust Dashil, these days.

As a player, I would like to see her return to a Good alignment, Neutral Good if not Lawful Good. This will take a lot of time, obviously.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves her but that she is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Dashil never talks about the events surrounding her fall as a paladin – it is her deepest fear that it will become widely known. Thankfully, all who knew are either dead or sworn to eternal silence. The fact is that she deliberately led her command away from a dangerous (but winnable) fight in the face of ungrateful and suspicious townsfolk, knowing they would be massacred but not caring. Her immediate supervisor at the time forced her to walk through the burnt ruins of the village and see the corpses of the children who had been mutilated and killed. The vision still haunts her dreams. It is true that she tortured the bandits responsible, but she had already fallen by then.

She is not aware that one of the villagers survived; a small child at the time, they hid whimpering under the floorboards as everyone they knew was butchered. Maybe they hold a grudge; maybe they don't know that Dashil is to blame; maybe in view of the time elapsed, they have since died. Either way, if she meets them her response will be … interesting!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you

Friendly: Father Domition, a devout priest of Sarenrae and the gentlest person Dashil knows. She has never heard him raise his voice, even when sorely tried – and she has tried him sorely enough over the years. He has enough ability and wisdom to become senior in the priesthood, but prefers to tend his flock in remote parts of Golarion. There has always been a welcome there for Dashil, and she knows that no matter how hard she falls that he will help her to stand again. Domition is the only person who has seen Dashil weep.

Friendly: Serpas Thold, Dashil's immediate superior in the Inquisitorial order she now serves in. Serpas is (relatively) sympathetic to her past failings and he himself appreciates the wide latitude the Inquisition is given in order to carry out Sarenrae's will, but he is careful not to burden her with too much. Dashil knows that Serpas does not completely trust her and this irritates her – but she has to concede she's not exactly reliable these days, much to her annoyance.

Hostile: Abraxas Cervant, a mage and higher up in the Pathfinder Society. He often commissioned Professor Lorrimer to carry out explorations and other work, but was disdainful of the people the Professor chose to employ - he would have preferred that the Professor employ members of his Lodge. He particularly regarded the “has-been paladin” with derision and scorn: bad enough to serve the gods in the first place, but then to be so weak as to fall away from that? Now that Lorrimer is dead, Abraxas is likely to make sure that none of the Pathfinder Lodges will employ her.

Enemy: The necromancer that Dashil was tracking down when she first met the professor. He escaped in the confusion and Dashil has the uneasy feeling that he might since have gone on to accumulate real power; she's not sure even at the time that she could have taken him on had it come to a fight. She doesn't know what he is called, or even what he looks like, since she only caught a glimpse of him beneath his cloak. He was definitely human, but other than that she couldn't tell anything.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavour.

Although not an addict, Dashil drinks whisky from her hip flask at what others might consider to be unusual times of day. Never enough to make her drunk (that would involve letting her guard down), it has nevertheless not helped her reputation. Not that Dashil gives a damn.

Dashil's memory is not a happy place to be: full of death, bitterness and failure. Her good memories are few, and mostly involve the time she has spent in training with weapons, or working with Professor Lorrimer. The only times she has been truly at peace has been in the company of Father Domition, who seems somehow to effortlessly create an air of tranquillity around him.

Perhaps in consequence of these bad memories and haunted dreams, Dashil has the habit of periodically cutting herself, to see her celestial blood. The inside of her left arm is criss-crossed with faint lines of scarring as a result.


Description:

Dashil is striking in appearance: tall (6 ft) with long, flowing, blue hair and skin the colour of ice. Her lean frame is covered by a tattered traveller's cloak over her scale mail; the cloak was originally brightly coloured, but time and wear have toned it down, and it's now more of a dusky shade of grey. Her clothes and garb are similarly worn, and her weapons (longbow, scimitar and morningstar) are obviously well-used. An iron flask, from which she takes frequent sips of whisky, hangs from her belt; it depicts the Dawnflower, as does the wooden holy symbol round her neck. Cold eyes and a cynical expression are her most obvious facial features, along with the deep lines that tell of past suffering. When she draws her arms out of her sleeves, you can see that they are crisscrossed with tiny pale scars.

Personality:

Hard-bitten (and hard-biting), Dashil is having difficulty in coming to terms with her past. There's a lot of it (90 years) and much of it spent on the front lines against the forces of the night. She's seen friends die in what seems like an endless stream; she's walked away from her duty and her goddess, only to be forgiven and remade. She wants - somehow - to find the path back to goodness, but it is slow going. Dashil can be bitter, abrasive, quick to anger, ruthless; but also loyal to those who earn her trust. Sometimes it feels like her whisky flask is her closest companion - at least it doesn't make any demands of her...