Lash Vaeledi's page

30 posts. Alias of snelss0.

Full Name

Lash Vaeledi




HP: 30/30 | AC: 15 (T13, FF14) | Init: +5 | Perception: +8 Darkvision 60ft | Fort: +8 Ref: +7 Will: +4 | CMB: 2 | CMD: 15 | Speed: 30 |


Acrobatics +8, Diplomacy +3, Craft Alchemy +5, Disable Device +10, KnDun +4, KnGeo +4, Stealth +7 |



Special Abilities

Sneak Attack, Polearm Fighting


Neutral Good




Mushfens Magnimar


Common, Orc


Warrior for hire

Strength 10
Dexterity 17
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Lash Vaeledi

Brief Background:
Lash Vaeledi is a stern character. She can be nice to friends, but getting to that point can be slightly difficult if one is irritating her. Still, she is not uncultured for a half-orc from the swamp. She holds good deeds in high honor, but not so much honor of might or traditions regarding noble combat.

Interesting Quirks: She is meticulous about being cleanly. Almost to an obsessive degree. Funny thing for living in a swamp where mud, sludge, and staining grasses are everywhere.

Lash was the by-product of all orcs who raid villages of elves and humans, to take their women for their prizes. Her mother died in childbirth due to the violence of the scenario and the weakness of her remaining spirit. Seeing Lash was a final confirmation for her mother that life had no value anymore. The green baby was a clear half-orc, not some product of the woman's husband. As she perished, Lash's only link to knowing that world died.

She was raised in hatred and pushed about by those in the camp who considered her lesser; like scummy mud on someone's shoe. Her own father didn't feed her and she was forced to fight her own way in life. She didn't grow strong but instead skirted the outer edges of life in the camp. The sneaky things were her domain. These were looked down upon by her people, but Lash couldn't care less.

Eventually, on her fourteenth year, she had had enough of getting lashes from her father and the rest of the clan. She freed all their prisoners while the hunters were away and ran for civilization with them. Some made it, some did not, but those who did spoke well of her and gave her a foothold in civilization. Even there people hated her, but it was a new world and she didn't care.

Lash grew into a fine young woman. She could be civilized if she wished, but always she preferred living in the wild more than the city. By 17, she had become a full-fledged member in the local guild and began doing grunt work for them. Such it has been ever since, and as she aspires to be wealthy to some degree, she also has a desire to just have people leave her alone in seclusion. With enough money saved and she may just fade away forever. Perhaps her next job will be the big payday?


Character Image

Lash wears a custom lamellar suit of armor made of bone or white scales painted red. The small bones seem to be layered and then covered mostly with sleek, crimson leather. Only a section of her mid-drift and upper chest reveal the armor underneath. To wick away heat and sweat, she has light cloths interweaved in her armor, but it also serves as a cushion to still her armor from making too much noise.

On her back typically is a decently long halberd of fine quality. Along the inner edge of the blade are spacious holes that add stability and structure to the overall design of brilliant metal. Sharp it seems. Given her tough exterior of personality, it is assumed she has used the blade often.

Small tusks rise from the corners of Lash's mouth, but aside from that and her long, pointed ears, she has mostly human features. Her tinted green skin gives away her origins, which commonly gives way to fearful reactions in some places, but all in all, she is harmless unless provoked into action.

Swamps were typically the most hated of biomes. The biological quantity of annoying vermin, or the quantity of fauna/flora that wants to eat you typically steer people clear of them. Hazards abound. Air is oppressive, but that is home to Lash. She grew up among the moss and claggy deposits of riverways that dead end.

Most don't bother because of convenience, but Lash learned long ago that swamps are cheap to live in, and that means more money for her pursuits. At times, jobs would come through even to her ears; though they were rare. With not many jobs reaching her region, it was always good to get a jump on things and respond, so when the people wanted adventurers to join up and head up the Lampblack River, she jumped at the chance.

Heading into the nearest town, she was given some looks, as a half-orc carrying a large halberd made people wonder if they were under attack by orcs for a moment, but her cold stare and unresponsiveness to their assumptions made them look away.

She approached the counter of the guild and already there were many men assembled. A sweaty, overweight human sat behind the counter fanning himself while looking to her unimpressed.

"I'm here for the job," she brutishly commanded, only to find herself at odds with a man equally capable of handling adventurers of her disposition.

"And so are many others...what makes you different?" he remarked with disdain.

"I won't die so easily," she rebuked, "And you want me because I know the land. I don't cry over bug bites, and I don't get sweat sickness like these puny gnats. This job is in harsh terrain, and that's what I live in if you couldn't tell."

Her lamellar armor was covered in attached, small-to-large jaw/skull pieces and the armor itself, made out of layered bones.

"Did you kill all those?" he asked her; somewhat more intrigued.

"What do you think?"


Lash's Character Information:

Name: Lash Vaeledi
Alignment: Neutral Good
Class: Fighter 2/Unchained Rogue 1
Race: Half-Orc
Size: Medium
Gender: Female
Age: 19 yrs old (Maturity 14 yrs old)
Bodily Features: 5'7", 34B-25-35, 120 lbs, slender
Appearance: Pale green skin, tall, acute features, pointed ears
Attributes: Curious, Lithe, Mindful, Reactionary
Hair: Dark Hazelnut, long, tied back
Eyes: Green, Upturned
Vision: Darkvision 60ft



STR 10
DEX 17 (+2 Racial)
CON 16
INT 10
WIS 14


HP: 30 (13+9+8)
Initiative: +5 (3dex+2trait)
Speed: 30ft
AC: 15 [2armor+0shield+3dex+0size+0NA+0Defl+0Misc+10]
Touch: 13 Flat Footed: 14

Fort: +8 =3+3con+2luck
Ref: +7 =2+3dex+2luck
Will: +4 =0+2wis+2luck


BAB: +2
CMB: +2 =2BAB+0Str+0Size
CMD: 15 =2BAB+0Str+3Dex+0Size+10

Masterwork Halberd | +7 (3dex+2bab+1focus+1masterwork) | x3
B/P/S | - | - | 1d10+4 |

Two-Weapon Melee
Masterwork Halberd | +5/+5 | x3
B/P/S | - | - | 1d10+3/1d8+1 |

Dagger | +2 | 19-20x2
P/S | 10ft | 2 items | 1d4 |


SKILLS (Total = Stat + Ranks + Modifiers)
Acrobatics (Dex)* 8 =3+2+3
Appraise (Int)*
Bluff (Cha)* (+2 when in conceal/cover)
Climb (Str)*
Craft Alchemy (Int)* 5 =0+1+4
Craft Trap (Int)*
Diplomacy (Cha)* 3 =-1+1+3
Disable Device (Dex)* 10 =3+2+5(+1 vs traps)
Disguise (Cha)*
Escape Artist (Dex)*
Fly (Dex)
Handle Animal (Wis)
Heal (Wis)*
Intimidate (Cha)*(+2 when in concealment)
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)* 4 =0+1+3
Knowledge (engineering) (Int)
Knowledge (geography) (Int)* 4 =0+1+3
Knowledge (history) (Int)
Knowledge (local) (Int)*
Knowledge (nature) (Int)
Knowledge (nobility) (Int)*
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Linguistics (Int)*
Perception (Wis)* 8 =2+3+3 (+2 when in concealment)(+1 vs surprise)(+1 vs traps)
Perform (Cha)*
Profession (Wis)*
Ride (Dex)*
Sense Motive (Wis)*
Sleight of Hand (Dex)*(+2 when in conceal/cover)
Spellcraft (Int)
Stealth (Dex)* 7 =3+1+3(+2 when in concealment)
Survival (Wis)*
Swim (Str)*
Use Magic Device (Cha)*

* Class Skill
Languages: Common, Orc
Bonus Languages:


1st Fighter1: Feats: Weapon Focus - Halberd, Two-Weapon Fighting
2nd Fighter2: Bravery +1
Feats: Spear Dancing Style
3rd Unchained Rogue1: Sneak Attack 1d6, Weapon Finesse, Finesse Training (Halberd), Trapfinding
Feats: Spear Dancing Spiral


Behind the Veil (1 RP): Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Half-orcs can take this trait in place of intimidating, also gaining the shadow blending fetchling racial trait.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Half-orcs can take this trait in place of weapon familiarity.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shadow Blending (Su): Attacks in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Fate’s Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary (Combat): +2 trait bonus to Initiative.


Finesse Training: The rogue gains the weapon finesse feat. At 3rd, the rogue can select a type of weapon and apply their dex mod instead of str (halberd). If any effect would prevent the rogue from adding their Strength modifier to the damage roll, they do not add their Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack: 2d6
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


Gold 10pp 10gp 4sp 9cp
Carrying Capacity 33/66/100/100/200/500
Weight 30 lbs

Carried Items
Potion of Cure Light Wounds x1 50gp -
Eclipsed Spell-Continual Flame Ioun Stone (50gp Ruby Dust + 50gp 2ndlevel spell services) + Dull Grey Stone 125gp - [In S.L.Sheath]
Concealed Cold Iron Daggers x2 8gp 2lbs
Handy Haversack 2000gp 5lbs
Masterwork Halberd 310gp 12lbs
Masterwork Thieves' Tools 100gp 2lbs
Lamellar Cuirass 15gp 8lb
Potion of Cure Light Wounds x2 100gp
Spring-loaded Sheath 5gp 1lb

In Handy Haversack 62/100lbs
Acid Flask x5 50gp 5lbs
Bedroll 1sp 5lbs
Darkflare x5 5gp -
Darklight Lantern 20gp 3lbs
General map of the area of Ravenmoor 50gp 2lbs
Heatstone 20gp 1lb
Hot Weather Gear 8gp 4lbs
Kit, Gear Maintenance 5gp 2lbs
Kit, Grooming 1gp 2lbs
Kit, Harvester's 65gp 0/10uses
Kit, Scrivener's 2gp 1lb
Kit, Shaving 15gp 1/2lbs
Marbles 1sp 2lbs
Masterwork Trap-making Tools 50gp -
Oil-treated canvas 2 sq. yards x 2 sq. yards 4sp -
Parchment x20 4gp -
Portable Alchemist's Lab 75gp 20lbs
Sap x2 2gp 4lbs
Shadowcloy Flask x2 50gp 2lbs
Silent Whistle 9sp -
Soap 1cp 1/2lb
Trail Rations (5 days) 2gp 5sp 5lbs
Waterskin 1gp 4lbs


WANTS (for GM purposes)
[Adamantine Halberd]
[Amulet of NA +1 2000gp - ]
[Belt of Incredible Dex +2 4000gp 1lb]
[Mithral Shirt 1100gp 10lbs]
[Potion of Invisibility 300gp]
[Potion of Levitate 300gp]
[Reversible Cloak of Resistance +1 1000gp 1lb]
[Ring of Protection +1 2000gp -]
[Wand of Cure Light Wounds (50) 750gp -]
[Wand of Divine Favor (50) 750gp -]
[Wand of Lead Blades (50) 750gp -]
[Wand of Visualization of the Mind (50) 4500gp]


[dice=Attack Damage]1d10+4[/dice]
[dice=Sneak Attack Damage]1d6[/dice]

[dice=TWF Attack]1d20+5[/dice] x2
[dice=TWF Attack Damage]1d10+3[/dice]
[dice=TWF Attack Damage]1d8+1[/dice]
[dice=Sneak Attack Damage]1d6[/dice]



[dice=Disable Device]1d20+10[/dice](+1 vs traps)
[dice=Knowledge Dungeoneering]1d20+4[/dice]
[dice=Knowledge Geography]1d20+4[/dice]
[dice=Perception]1d20+8[/dice](+2 when in concealment)(+1 vs surprise)(+1 vs traps)
[dice=Stealth]1d20+7[/dice](+2 when in concealment/cover)

Autopilot Me:

Round 1: Activate spring-loaded wrist sheath Ioun Stone to activate. Charge to attack flat-footed. 50% miss chance vs those who can't see in dark. Consider using darkflare on those that can.
Round 2: Move to flanking with acrobatics. Attack+Sneak attack
Round 3: Full Attack+Sneak attack