Jadrenka the Maiden

Mashaka Lyra's page

191 posts. Alias of adsapiens.


Full Name

Mashaka Lyra

Race

Cleric (Channeler of the Unknown) 3 | HP 21/21 G (-1) 15, W (-2) 10, C (-3) 5 D 0 | AC 21 TO 12 FF 19 |

Classes/Levels

F +3 R +3 W +5 | CMD 15 | Init +2 | Perc +2 DV | Channel Entropy 5/5

Gender

CN Female Changeling

Size

Medium

Age

23

Alignment

Chaotic Neutral

Deity

Atheist

Location

Sandpoint

Languages

Common, Aklo, Thassilonian

Occupation

Cook

Strength 12
Dexterity 15
Constitution 10
Intelligence 10
Wisdom 14
Charisma 14

About Mashaka Lyra

Female Changeling Ex-Cleric (Channeler of the Unknown) 2
Chaotic Neutral Medium Humanoid (Changeling)

HP 21 = 8 (Base) + 0 (CON) + 3 (Favored Class Bonus) + 10 (HD)
Initiative +2 = 2 (DEX)
Senses Darkvision, Perception +2
Speed 20 = 30 (Base) - 10 (Armor)
Languages Common (Base), Aklo (Race), Thassilonian (Trait)

Attributes:

STR 12 (+1) = 10 (Base) + 2 (Start 2pt)
DEX 15 (+2) = 10 (Base) + 5 (Start 7pt)
CON 10 (+0) = 10 (Base) - 2 (Race) + 2 (Start 2pt)
INT 10 (+0) = 10 (Base)
WIS 14 (+2) = 10 (Base) + 2 (Race) + 2 (Start 2pt)
CHA 14 (+2) = 10 (Base) + 2 (Race) + 2 (Start 2pt)

Saves:

Fortitude +3 = 2 (Base) + 0 (CON) + 1 (Cleric 3)
Reflex +2 = 0 (Base) + 2 (DEX) + 1 (Cleric 3)
Will +5 = 2 (Base) + 2 (WIS) + 1 (Cleric 3)

Attack:

BAB 2 = 2 (Cleric 3)
CMB +3 = 2 (BAB) + 1 (STR)

Melee

Touch/Unarmed Strike +3 = 2 (BAB) + 1 (STR), Damage 1d3+1 NL
Masterwork Split-blade Sword +4 = 2 (BAB) + 1 (STR) + 1 (Masterwork), Damage 2d6+1 (STR), x2, Slash
Clawsx2 +3/+3 = 2 (BAB) + 1 (STR), Damage 1d4+1 (STR), x2, Blunt/Slash
Dagger +3 = 2 (BAB) + 1 (STR), Damage 1d4+1 (STR), 19-20/x2, Pierce/Slash
Heavy Shield Bash -1 = 2 (BAB) + 1 (STR) - 4 (non-proficient), Damage 1d4+1 (STR), x2, Blunt

Ranged

Touch +4 = 2 (BAB) + 2 (DEX)
Dagger +4 = 2 (BAB) + 2 (DEX), Damage 1d4+1 (STR), 19-20/x2, Pierce/Slash, 10'
Sling +4 = 2 (BAB) + 2 (DEX), Damage 1d4+1 (STR), x2, Blunt, 50'

Defense:

AC 21 = 10 (Base) + 2 (DEX) + 1 (Natural Armor, Race) + 6 (Armor) + 2 (Shield)
Touch 12 = 10 (Base) + 2 (DEX)
FF 19 = 10 (Base) + 1 (Natural Armor, Race) + 6 (Armor) + 2 (Shield)

CMD +15 = 10 (Base) + 2 (BAB) + 1 (STR) + 2 (DEX)
CMD (FF) 13 = 10 (Base) + 2 (BAB) + 1 (STR)

Skills:

Total 6 = 6 (Cleric 3) + 0 (INT)

Acrobatics -4 = 2 (DEX) - 6 (ACP)
Bluff +2 = 2 (CHA); +1 (Trait) while wielding Masterwork Split-blade Sword
Climb -5 = 1 (STR) - 6 (ACP)
Diplomacy +2 = 2 (CHA)
Disguise +2 = 2 (CHA)
Escape Artist -4 = 2 (DEX) - 6 (ACP)
Fly -4 = 2 (DEX) - 6 (ACP)
Heal +2 = 2 (WIS)
Intimidate +2 = 2 (CHA); +1 (Trait) while wielding Masterwork Split-blade Sword
Knowledge (Arcana) +5 = 0 (INT) + 1 (Ranks) + 3 (Class Skill) + 1 (Trait)
Knowledge (Planes) +4 = 0 (INT) + 1 (Ranks) + 3 (Class Skill)
Knowledge (Religion) +6 = 0 (INT) + 3 (Ranks) + 3 (Class Skill)
Perception +2 = 2 (WIS)
Ride -4 = 2 (DEX) - 6 (ACP)
Sense Motive +6 = 2 (WIS) + 1 (Ranks) + 3 (Class Skill)
Stealth -4 = 2 (DEX) - 6 (ACP)
Survival +2 = 2 (WIS)
Swim -5 = 1 (STR) - 6 (ACP)

Background Skills

Total 2 = 6 (Level 3) + 3 (GM)

Knowledge (History) +7 = 0 (INT) + 3 (Ranks) + 3 (Class Skill) + 1 (Trait); +2 (Circumstance) with Pathfinder Chronicle (1d4 Full Rounds)
Knowledge (Nobility) +4 = 0 (INT) + 1 (Ranks) + 3 (Class Skill)
Lore (Hags) +6 = 0 (INT) + 3 (Ranks) + 3 (Class Skill)
Profession (Cook) +7 = 2 (WIS) + 2 (Ranks) + 3 (Class Skill)

Feats:

Channel Ray Shoot channel damage against a target in 30ft (x channel dice) as a ranged touch attack.
Selective Channeling Exclude targets from the area of your Channel Energy.

Traits:

Scholar of the Ancients Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Signature Moves (Masterwork Split-blade Sword) You're known for some unique item that has become your trademark. Benefit(s): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

Specials:

Channel Entropy 3d6 (5/day, DC 13) You channel entropy instead of positive or negative energy.
Channeler Weapon (Split-blade Sword) A channeler of the unknown loses proficiency with her deity’s favored weapon. She instead gains proficiency with one martial or exotic weapon, chosen when she first takes this archetype, which thereafter effectively functions as her holy or unholy symbol for the purposes of class abilities and spellcasting. The weapon chosen cannot be one associated with her former deity.
Cleric (Channeler of the Unknown) Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Darkvision (60 feet) You can see in the dark (black and white only).
Power of the Unknown A channeler of the unknown has lost the benefit of the domains granted by her deity, but the unknown entity that answers her supplications instead grants her the benefits of one domain from a specific list.
Pyrophile (Ash Hag) +1 The changeling gains a +1 racial bonus on damage rolls when using spells with the fire descriptor. This bonus increases by 1 for every 4 levels the changeling has beyond 1st.
Spontaneous Casting Lose prepared spell to cast a domain spell of same level or lower.
Unknown Aura (Su) You are under the effects of a permanents undetectable alignment spell.
Vision of Madness (+1/-1, 5/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen.

Spells:

Caster Level 3
vs. SR +2
Concentration +5 = 3 (CL) + 2 (WIS)
Save DC 12+SL = 10 (Base) + 2 (WIS) + Spell Level

(P) [0] Detect Magic
(P) [0] Grasp
(P) [0] Spark (DC 12)
(P) [1] Burning Disarm (DC 13)
(P) [1] Shield of Faith
(D) [1] Confusion, Lesser (DC 13) x 2
(P) [2] Iron Skin
(D) [2] Touch of Idiocy

Gear:

Initial Gold 360 gp
---------------------------------------------------------------------------
050.0.0 Backpack, Masterwork
000.1.0 Bedroll
001.0.0 Belt Pouch
200.0.0 Breastplate
004.0.0 Dagger x 2
001.0.0 Flint and Steel
007.0.0 Heavy Wooden Shield
---.-.- Masterwork Split-blade Sword (Consecrated, Reinforced)
000.2.0 Mess Kit
050.0.0 Pathfinder Chronicle (Knowlegde History)
---.-.- Peasant Outfit
000.8.0 Pot
010.0.0 Silk Rope
---.-.- Sling
000.1.0 Sling Bullets x 10
005.0.0 Spell Component Pouch
010.0.0 Spring-loaded Wrist Sheath x 2 (Dagger x 2)
002.5.0 Trail Rations x 5
001.0.0 Waterskin
000.1.0 Weapon Cord (Masterwork Split-blade Sword)
---------------------------------------------------------------------------
342.8.0 Total
---------------------------------------------------------------------------
017.2.0 Available 17 gold 2 silver

Background:

Life couldn't be simpler in the Varisian settlement of Nybor, bordering the Sanos forest. Farmers and merchants of different ethniticies and races shared the streets with harmony, and Dalcon Lyra was one of such citizens. Raising by his own his daughter, Mashaka, he liked to work on the grain fields and bake bread. The little girl seemed apt to the hard life from a young age, so he taught her what he could and the two were somewhat happy on their limitations.

The single taboo for the family was Mashaka's mother, a mysterious stranger that took Dalcon's life for a spin, on the single year they had been involved, then left a child with him and disappeared. During that period, Dalcon was different; he was a more aggressive, daring man, and even the neighbors didn't recognize him. After the woman left, however, and a long period of depression, he finally came to his senses and raised the girl as a loving father.

Mashaka was a fairly sick baby and toddler. Her eyes were of different colors, what attracted some mild attention from the neighborhood, thinking her very light green left one could be blind. Her very pale skin, almost gray-like, didn't seem to deal well with the sun. Finally, she had difficulties to breath and, by times, Dalcon spent the night awake watching her coughing and hoping she'd see the next day. And in fact she did - that and many others, and spring after spring she grew.

When puberty finally hit her, his father's second storm started. She would wake up coughing again - but, this time, Dalcon could see smoke in the air and think if she wasn't sneakily smoking at nights. Hard days passed, with headaches and nightmare, until finally one day her hair appeared to have grains of ash - and, worse, this somehow reminded the father of the woman that one day gave birth to her. That day, the teenager stayed silent, mute, hidden in her bedroom coughing. She refused to eat anything. By nighttime, when Dalcon came back from the fields, she was gone.

Mashaka heard the Call - she felt the strong impulse of finding her mother, her covenant. She knew she was the offspring of a hag - she knew she was a changeling. As she wandered the Varisian lands on her search, the sick and timid girl grew into a dangerous young woman with long claws and an appetite for deception and destruction. She hode in alleys and travelled woods with difficulty, until finally she found the hidden covenant, in the ruins of a burnt church.

She wasn't received well - not even by her mother, Jadora. While initially just wanting to burn the changeling girl, the ash hags reluctantly let themselves be persuaded into giving her a chance. She was taught the tenets for the Cult of Gyronna, but didn't really show any aptitude for the religious teachings. While Gyronna ended up giving her some level of divine powers, they were weak, and Jadora grew impacient and angry with her flawed daughter. For years she lived with them, and showed no true progress. And so, their punishments started to get more and more severe, and not even torture seemed to work, and those were times of pain and disappointment.

Mashaka, on the other hand, initially liked her new life - even with all the scarn - but didn't really connect enough with the whole culture to dedicate herself. She enjoyed reading the books abandoned in the dungeons of the church - much of it had been destroyed, but a few ones survived hidden in a metal chest with the holy symbol of Sarenrae. These were history books about ancient Thassilon, and at least sounded to the teenager as more interesting that the boredoms of hag theology.

Finally the night of reckoning arrived. The covenant captured and was ready to sacrifice several children in the name of Gyronna, in a demonic ritual to empower them to burn the nearby Human villages. As the fire started to crisp Mashaka got truly fascinated and involved in it - she never saw anything so beautiful. Yet, the pyromaniac wasn't comfortable with everything she was seeing. As the hags started to spit and throw stones at the children about to die, Mashaka felt the warmth of the flames tell her this wasn't her life. This wasn't who she was.

She remembered her father and the simple life in Nybor, she remembered the love, and what it was to be truly loved. She knew, at that moment, that despite being a changeling, she wouldn't ever want to be a hag. In the flames she saw a burning dog - like Charlabu, the archon of Sarenrae, an avatar of the goddess herself - and Mashaka understood this was an angelical call. She started to yell, disrupt the rituals, and on the confusion of the moment, was able to free the children and trap the hags on the dungeons, screaming in hatred. Their chants were those of vengeance, and Jadora was the loudest.

As Mashaka fled in the woods with the children, spreading in different directions, her mind was flooded with images of her whole life, and the pain and suffering of the last months were hurting her like a severe trauma. She was laughing and crying and running and bleeding and burning and feeling hungry, and all the emotions drove her more and more into madness. A week later she woke up in the woods, in rags, powerless as Gyronna had abandoned her. Instead, she felt that angels themselves were guiding her. She carried with her dozens of weird abandoned tokens for the burnt church, including holy symbols, books, armor, shield, and an exotic weapon that hanged on the altar, and in her crazy mind her path was being heavenly written.

She went back to Nybor, only to find out that her father had departed, searching for her, and never came back. Her old neighbors weren't too welcoming either - especially since she looked like a crazy hobo crone, spitting madness about the Sun, fire and angels - so she didn't stay long. She took the Varisian roads again to learn more about the past and her own newfound "faith". As the months passed her state of mind deteriorated even more, but she knew she had to live in the shadows of the big cities if she was to avoid the vengeful covenant of Gyronna. It also presented her with the biggest opportunity to learn and explore. With the news of the festival in Sandpoint, she pulled her belongings together and headed to it, somehow believing her destiny would change forever.

Appearance and Behavior:

Mashaka is young, but her dusty appearance (and to a small degree, insanity) give her an older aspect. Her hair is dark brown, but it's somewhat dirty and badly care, making it a mix of a darker tone and grey web spider-like spots. She has eyes of different colors: a brown one, and a very light blue one that looks almost blind. Her skin is very pale, grey-like. She is skinny, and both of her hands end in long claws that best resemble sharp long nails. Besides it all, however, there's obviously beauty under all the facade. It's very hard to tell her apart from a hobo-looking human girl.

She is chaotic neutral. While the chaotic part is obvious, the neutral part comes from the fact she rejected her evil hag heritage. She is, in fact, very much in a path of good. In her heart, she believes angels from Sarenrae guide her. She "stole" some of the objects from the abandoned, burnt church, including an exotic angelic weapon which was in display on the altar and that she uses as her new "holy symbol".

She is overall very curious and somewhat naive (from her young age), sincere, wild and... Mad. Her single domain, from the Unknown, is that of Madness, and she spreads it as a disease. Despite being a cleric, she doesn't really like much religion overall and isn't any kind of fanatic; her biggest interest is history, and not only she studied on the past, as she still carries books she grabbed from the church.

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Plans:

Role

Mashaka is defensive enough, as a cleric, but doesn't output much damage in melee or ranged. I plan to take her in a more hybrid path, between channeling, spells and martial support. I'm hoping to either make the weapon (her exotic split-blade sword) itself Guided or get the Guided Hand feat (so she becomes less MAD-"multi-attribute dependent"). If possible, I'd like to consider the Holy Vindicator prestige class.

Possible Feats
Elemental Channel or Alignment Channel (for the Prestige Class)
Channel Smite
Improved Channel
Quick Channel