Raistlin

Jesail Ash's page

92 posts. Alias of Shanosuke.


Full Name

Jesail Ash

Race

Sylph

Classes/Levels

Inquisitor Level 1

Gender

Male

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Shelyn

Location

Currently in Kelmarane

Languages

Common, Auran

Occupation

Seeker

Strength 13
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 14
Charisma 14

About Jesail Ash

Jesail was abandoned at a young age due to his unusual heritage. He survived as a street rat for many years. During this time he met a young girl named Haleen. Halleen took care of Jesail and managed to keep him out of slavery.

After a while he began to show an interest in the local church that served Shelyn. Jesail was a fan of music and beauty. Shelyn seemed to embody that ideal. He felt the love of Haleen and believed that such love was worthy of praise. He became a devout follower and decided to help them root out the heretics that threatened the lives of good people. So he moved to be a trainee in the church. He lived at the church but he would visit Haleen often. She supported him like a good mother or older sister. Without her, Jesail may not have made it through the rigorous training it took to be an inquisitor.

Training to be an inquisitor for Shelyn was an interesting line of work. Shelyn loved all and was a strong supporter of such beliefs. Jesail hoped that he could live up to her ideals and protect them. He was a kind but stern man. He shows compassion to those he believes need it. He doesn't judge foes until after he has offered them mercy and if he can help it, he wont kill them. He would search out bad people and try and convince them through diplomacy to change their ways. If all else fails, he draws his crossbow to aid him. He also carries manacles and a club to help him deal with violent people he believes can still be saved.

This was how he handled sentient humanoids. Monsters were a different matter entirely. Jesail saw fit to slay any monster that threatens peace. The foes he hated most were abominations. He spent much of his time studying the different creatures of the world of Golorion and especially those around Katapesh. He would be able to take down any beast so long as it was a threat to anything ideal he held important so long as it was unreasonable.

Jesail also had a long lasting desire to someday meet his father. He knows of his heritage but not whom. He remembers his human mother vaguely who abandoned him so she could return to her family. He loved her still but felt it best not to cause her more trouble so he stayed away. He was curious as to what kind of person his father was. One day, he may meet the man. This was always an interesting dinner table topic for him and Haleen.

After a while Jesail started noticing that Haleen was acting strange. This bothered Jesail greatly. He was good at convincing people into confessing their sins but this was different. He tried and tried to help her but in the end it was all for naught. One day when he came to visit her, he found a note. His instincts that made him such a good inquisitor kicked in and he knew that foul play was involved. He set out on the hunt at once. He went through several resources, investigated every sighting and question anyone whom he suspected may have known something.

One day in a room at an inn, Jesail was playing a his flute when he had a vision. Kelmarane. There was a clue somewhere in Kelmarane. It wasn’t far. Jesail got up and went outside. On his way out he noticed a note on the outside of the inn. His funds were low but it looked as though there was a caravan heading out to a place that was looking for mercenaries. Though Merc was a job beneath him, he knew it was the best chance he had. He set out at once for Kelmarane to seek out a Lady Almah.

Personality:

Jesail comes off as stern when things are a matter of business but kind and compassionate when it is necessary. He aims to further the goals of his chosen deity and will do what is required of him to do so. He will avoid most fights if he can help it looking for the peaceful solution first but look out, he is quite fierce in battle when he has to be. He is good with people too.

Physical Description:

Jesail is about six feet tall. He can usually be seen wearing heavy baggy clothes and a dark velvet cloak with gold embroidery on the hems. He has a long angular face and his body looks somewhat frail. His skin is very pale in color and his long greenish white hair seems to be caught in a perpetual wind even when none is present. His green eyes are both kind and at the same time piercing as though he is looking into your mind.

Goals:

To one day meet Shelyn face to face.
To find his father
To find Haleen.
To be apart of some major change in Katapesh and hopefully make it a better place.

Cruchy Bitz:

JESAIL ASH CR 1
Male Sylph Inquisitor 2
NG Medium Outsider (Native)
Init +5; Senses Darkvision (60 feet); Perception +7
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 14 (2d8); Judgement of Sacred Healing 1
Fort +3, Ref +3, Will +5
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist electricity 5, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Fire)
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OFFENSE
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Spd 30 ft.
Melee Club +2 (1d6+1/20/x2) and
Unarmed Strike +2 (1d3+1/20/x2)
Ranged Masterwork Crossbow, Repeating Heavy +5 (1d10/19-20/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will), Feather Fall (1/day), Lightning Arc (5/day)
Inquisitor Spells Known (CL 2, +2 melee touch, +4 ranged touch):
1 (3/day) Shield of Faith (DC 13), Cure Light Wounds (DC 13), Magic Weapon (DC 13)
0 (at will) Resistance (DC 12), Acid Splash, Create Water, Stabilize, Guidance (DC 12)
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STATISTICS
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Str 13, Dex 16, Con 10, Int 12, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Rapid Reload: Crossbow, Repeating Heavy
Traits Finding Haleen: Inquisitor, Rich Parents
Skills Diplomacy +7, Heal +6, Intimidate +7, Knowledge (Nature) +5, Knowledge (Religion) +6, Linguistics +3, Perception +7, Perform (Wind Instruments) +4, Sense Motive +8, Stealth +7, Survival +7 Modifiers Monster Lore
Languages Auran, Common, Elven, Gnoll, Goblin
SQ Inquisitor Domain: Air, Judgement (1/day) (Su), Track +1
Combat Gear Bolts, Repeater (40), Club, Masterwork Crossbow, Repeating Heavy, Masterwork Studded Leather; Other Gear Musical instrument: A Celtic Flute
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SPECIAL ABILITIES
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Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain: Air Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Lightning Arc (1d6+1) (5/day) (Sp) 30' Ranged touch attack deals 1d6+1 Electricity damage.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Rapid Reload: Crossbow, Repeating Heavy You can reload fast with one type of Crossbow.
Track +1 +1 to survival checks to track.