Fighter

Lash Vaeledi's page

688 posts. Alias of snelss0.


Classes/Levels

SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Gender

INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall |

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

About Lash Vaeledi

Crunch:

Name: Lash Valedi
Class: Zen Archer Monk 5
Religion: Desna (Freedom)
Homeland: Taldan
Race: Garuda-Blooded Aasimar
Size: Medium
Gender: Female
Age: Appears to be in her early 20s
Bodily Features: 5’9", 32C-22-37, 73 lbs, sweet to the taste, unusually light, spectral blue wings (not visible unless indicated)
Appearance: Ashen-colored/Creamy Peach-colored skin, Toned Muscles, Shapely Body
Attributes: A seemingly wise aura, agile, hardy yet delicate, forgetful
Hair: Flaming Orange (does not produce light), Curly Bob Cut, Naturally curly, always moving in a breeze (even with no wind)
Eyes: Burnished red with hints of coal blue stone and orange flecks of holy fire, almond-shaped, long lashes
Vision: Darkvision 60ft

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STATS 20-pt buy

STR 12
DEX 12 (+2 Racial)
CON 16
INT 8
WIS 19 (+2 Racial)(+1stat)
CHA 10

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DEFENSES
HP: 48 (8+8+6+3+8+15con)
Initiative: +3 (1dex+2trait)
Speed: 40ft
AC: 17 [0armor+1ABP+0shield+1dex+4wis+0NA+1Deflection+0Misc+10]
Touch: 15 Flat Footed: 16

SAVES (acid, cold, electricity resistance 5)
Fort: +8 =4base+3con+1resistance
Ref: +6 =4base+1dex+1resistance
Will: +9 =4base+4wis+1resistance

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ATTACKS
BAB: +3
CMB: +4 =3BAB+1Dex+0Size
CMD: 19 =3BAB+1Str+1Dex+4wis+0Size+10

Melee
Unarmed Fighting | +4 (+3BAB+1Dex) | x2
B | - | - | 1d6+1 | Finesse

Melee
Dagger | +4 (+3BAB+1Dex) | x2
P/S | 10ft | 2 ammo | 1d4+1 | Finesse

Melee
Traveling Kettle | +4 (+3BAB+1Dex) | x2
B | - | - | 1d6+1 | Finesse, Silver

Ranged
Composite Longbow (+1STR) | +14 (3BAB+4wis+1Masterwork+1PBS+1focus+4bullseye) | x3
P | 110ft | 40 ammo | 1d8+2+1 (1enhancement+1str+1pbs) | Point-Blank Shot, Precise Shot, Bullseye Shot

Flurry Ranged
+1 Composite Longbow (+1STR) | +13/+13 (5Monk+4wis+1enhancement+1PBS+1focus+1flurry) | x3
P | 110ft | 40 ammo | 1d8+3/1d8+3 | Point-Blank Shot

Flurry Ranged
+1 Composite Longbow (+1STR) | +11/+11 (5Monk+4wis+1enhancement+1PBS+1focus+1flurry-1deadly) | x3
P | 110ft | 40 ammo | 1d8+5/1d8+5 (1enhancement+1str+2deadly+1pbs) | Point-Blank Shot, Deadly Aim

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SKILLS (Total = Stat + Ranks + Class Skill + Modifiers)
Acrobatics (Dex)* 7 =1+1+3+2racial +4speed
Appraise (Int)
Bluff (Cha)
Climb (Str)*
Craft (Int)*
Diplomacy (Cha)
Disable Device (Dex)* 12 =1+5+3+1trait+2tools
Disguise (Cha)
Escape Artist (Dex)*
Fly (Dex) +2
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)*
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int)*
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)*
Linguistics (Int)
Perception (Wis)* 12 =4+5+3
Perform (Cha)*
Profession (Wis)*
Ride (Dex)*
Sense Motive (Wis)* 14 =4+5+3+2feat
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth (Dex)* 7 =1+3+3
Survival (Wis)* 8 =4+1+3
Swim (Str)*
Use Magic Device (Cha)

* Class Skill
Early Languages: Common, Celestial
Learned (Bonus) Languages: None

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ABILITIES BY LEVEL
Zen Archer 1: AC Bonus, Flurry of Blows (Archery), Perfect Strike (+Bows), Point-Blank Shot (Bonus Feat), Unarmed Strike
Feat: Combat Expertise, Deadly Aim, Improved Unarmed Fighting, Power Attack, Precise Shot (Level 1), Weapon Finesse
Zen Archer 2: Bonus Feat, Way of the Bow
Feat: Deflect Arrows (Bonus), Weapon Focus (class)
Zen Archer 3: Fast Movement, Zen Archery
Feat: Point-Blank Master, Snake Style
Zen Archer 4: Ki Pool (Magic), Slow Fall 20ft, Unarmed Strike 1d8
Zen Archer 5: High Jump, Purity of Body
Feat: Clustered Shots (not usable until 6th level)

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RACIAL ABILITIES
Favored Class Bonus: +4 skill
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Spell-like Ability: Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

TRAITS
Reactionary: +2 to initiative.
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

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ZEN ARCHER ABILITIES
Weapon and Armor Proficiency: Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.
Flurry of Blows (Ex): Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Bonus Feats: A zen archer’s bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.
Perfect Strike (Ex): At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces stunning fist.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: longbow, kama, nunchaku, quarterstaff, sai, shortbow, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Way of the Bow (Ex): At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.
Zen Archery (Ex): At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex): At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 her monk level + her Wisdom modifier (6). As long as she has at least 1 point in her ki pool, she can make a ki strike.
--At 4th level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. In addition to the normal abilities of her ki pool, a zen archer may spend 1 point from her ki pool to increase the range increment for her bow by 50 feet for 1 round.
By spending 1 point from her ki pool, a monk can do one of the following:
--Make one additional attack at her highest attack bonus when making a flurry of blows attack
--Increase her speed by 20 feet for 1 round
--Give herself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

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EQUIPMENT
Money 1,139gp 4sp 7cp
Carrying Capacity: 50/100/200/200/400/1000
Weight 42 lbs.

Equipped (23 lbs.)
Bag of Holding Type I 15 lbs.
Belt, Pouch 1gp 1/2 lbs.
Darkwood Composite Longbow (+1STR) 515gp 1.5 lbs.
Elixir of Swimming
Foam, Impact 25gp 1 lb.
Ink, Inkpen, Paper 10gp -
Ioun Torch 75gp -
Outfit, Pickpocket's - 3 lbs.
Poison Unidentified 1
Potion Cure Light Wounds x3
Potion of Cure Moderate Wounds
Potion of Lesser Restoration x2
Potion of Mage Armor x4
Potion of Magic Fang
Potion of Owl's Wisdom
Roughly drawn map
Spiked Gloves (claws of the ice bear)
Wrist Sheath, Spring-loaded (Impact Foam) 5gp 1 lb.
Wire Saw, Adamantine (5 uses) 150gp

In Bag of Holding (23 lbs.)
A small piece of paper with writing on it
Arrows, Blunt x19 - 3 lbs.
Arrows, Common x15 - -
Arrows, Durable x38/40 40gp 6 lbs.
Arrow, Twine (Would she know what this is or how to use it?)
Backpack, Masterwork (Waterproofed) 50gp 5sp 4 lbs.
Bell, Copper - -
Blanket 5sp 3 lbs.
Bouquet of Flowers (Sim) - -
Canteen 2gp 1 lb.
Chalk x3 3cp -
Charcoal x3 15sp -
Cold Iron Daggers x1 4gp 1 lbs.
Cup x2 2gp
Flint and Steel 1gp
Food
--Basil (Dried, Powdered) 1cp -
--Beans 2cp -
--Coffee
--Garlic (Dried, Powdered) 1cp -
--Ginger (Dried, Powdered) 2cp -
--Rations, Wandermeal x4 4cp 2 lbs.
--Rice 1gp 1 lb.
--Salt 1gp -
--Sugar 2gp -
Kit, Gear Maintenance 5gp 2 lbs.
Kit, Grooming 1gp 2 lbs.
Key, Stone - -
Leather-bound book
Linen 1/8sq.yd 5sp -
Longbow, Masterwork (Spare) - 3 lbs.
Plate - -
Pot, Cooking 8sp 2 lbs.
Rope 50' -
Silver Traveling Kettle 25gp 2 lbs.
String 1cp -
Thieves' Tools, Masterwork 100gp 2 lbs.
Vial x4 1gp -
Wax Pen 1cp -
Whistle, Silent 9sp

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WANTS (for GM purposes)
Daredevil Paws
Efficient Quiver
Lesser Bracers of Archery
Boots of Speed
Special Arrows
Blunt Arrows
Wand of Abundant Ammunition
Ring of Feather Fall
Carpet of Flying


Apppearance:

Character Image

Beauty is relative. Lash is quite sexy to look at, but naturally, there are those who are more. To some, however, Lash is a pinnacle of beauty. It's not necessarily because of her fit form or callipygian figure, but more because of her aasimar heritage and the uniqueness of her body. Lash's hair is a smoldering flame, rising and falling in various hues of oranges, reds, yellows, and even black. You could swear you'd burn your hand on it, but it is a trick of the mind. If one were to focus on each strand of hair as it floats about on breathless air, they would see it has a reflective quality, like that of shimmering silk ribbons in light. Each strand bears a metallic red that in light reflects in these strange hues, yet is at all times the same color. Despite looking similar to flame, there is a whispy airy quality to them, almost like feathers.

Her long lashes decorate the creamy skin of her womanly face. That is not all though. Much like her hair, in certain lights and usually in your peripheral vision, amber stencils of flame-like tattoos seem to dance upon her face like runes, yet as you look at her normally, she seems as human as the next person. These tattoos seem more noticeable the further down her body you look. By the time you reach her shoulders, they are fully visible to direct view. As you look further down, what seems like ashen skin seems to take over her form. Below the level of her pronounced chest in height this ashen and burned skin look proceeds to get darker and darker the lower you look. It is not smooth and appears quite rough--bumpy even. If you were to observe closer, she seems to have a dark, feathery quality to her skin. It is that which is what is making it seem rough, much like the small feathers on an ayam cemani's thigh. These small, almost non-existent black feathers cover her; yet if you were to touch her arms, you would feel nothing but the smoothest skin; almost marble-like.

Lash's body is curvaceous and fitted in a top of simple make--something a lower class citizen would wear. It has many layers and folds for function but is pretty. As seen from her cleavage and loose-fit clothing, there is clearly no armor upon her. Only a backpack with gear and the odd wrappings of bindings to keep from her skin being torn are bound around her smoky black hands. Her feet seem less like feathers and more of a stonelike quality, like ebony or obsidian--jet black and crystalline in appearance, but very feminine and cute. Upon them are tied sandals that lace up to a functional fighting skirt with shorts underneath and a pouch belt upon her waist.

The only weapons you can see are a decent number of arrows for the bows she has. One is a standard longbow, the other weapon is a longbow as well but seems to be custom-made of high-quality darkened wood. Upon her forearm is a wrist sheath that is not concealed. Inside appears to be a vial of a green liquid currently. Along her belt are potions of various types. For those looking, they are labeled in wax pen.

Character Backstory:

Her birth, at first, had been one of surprise and fear. People thought that despite her being human-born, something was sick and wrong with her. She looked like a burnt bird rather than the offspring of her parents. As she grew, she matured into a human-looking child with some differences, but still, her parents did not want her back. They moved on. She was sent to a convent in the countryside. A small place outside of a much larger town.

Her matron at the convent cared for her and raised her in good ways, but always Lash had been a bit wild. It was Lash's dream to find acceptance somewhere. Being a young girl and eventually a teenager, that somewhere was somewhere else other than the convent.

Enter the priest. A man of evil inside. Swallowed soul and eyes of a demon he was. He set his eyes on Lash and saw her for what she was, an Aasimar. Being over her matron in authority, he had Lash brought before him far away. At first, what was a great journey away from her home for Lash became her dying wish to return. The priest, servant to good gods, desired in secret for the powers of the grave, and through torture, sufferings, blood-drainings, and rituals--Lash was going to be his sacrifice to attain such things.

For years he bled her and revived her until nothing was left but a husk. Hope faded in her and freedom seemed impossible, but then a thief broke into the priest's dungeons to steal and there he found the young girl. The two set off from there together, and for a time, she learned about real life, as well as the ways of the streets. It was then she was faced with an option to kill the priest who did all of this to her. She decided she'd take that chance.

Fate stepped in and a monk stopped her before she could go through with it. Murder was never so simple he taught her. The two spoke for some time together, and it intrigued her at how both him and his ways could calm her rage. Slowly but surely, he took her under his wing and taught her a better way. She became a member of the Order of the Serpent's Fang, and from there devoted her life to improving herself.

Just as day had once again arrived in her life, night set in. Like the rising and falling of flame, her hope diminished when one day she saw at the doors of the monastery, the priest. With him were temple guards and she was seized. Her defiance and escape had angered him, and blaspheming, he lied about what she had said concerning his god and the things she had done. He told about horrible evils that she had to pay for. Her voice, though loud, was not held in as high quality as the priest. Somehow, her past with the thief came up and she was ultimately discredited.

In secret delight, the priest told her that by sending her to die in the dungeon of (whatever its name is) it was fulfilling the rituals he had put on her, as surely she will die there--whether it is by his hand or not. Backed by the church, she was cast into the darkness of the maze and if not by the testimony of her matron, she would have been without gear or food. The church instead considered her and gave her a chance to prepare herself for the dungeon. Her matron, Averice Pelland, raised funds for her outside of the church's coffers and was able to get Lash a significant amount of preparedness. Ultimately, she had to face the long dark of the dungeon and was cast inside. All her fight, all her pain of her past, and what she had left behind bubbled up and she cried there in the darkness for a long time until others showed up.