Shema Sarwar

Oliya Kassaf's page

24 posts. Alias of Ariarh Kane.


Full Name

Oliya Kassaf

Race

Human (Keleshite)

Classes/Levels

Rogue (Relic Raider) 2| AC 16, T13, FF13| HP 15/15, F+1/+3, R+6, W+2 | CMB +2, CMD 15| Init +3, Perc. +7/+8/+9

Gender

F

Size

M

Age

19

Alignment

CG

Languages

Common, Kelish, Polyglot, Halfling, Elven

Strength 12
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 14
Charisma 13

About Oliya Kassaf

Oliya's Song

Physical Description:

• Height: 5’6”
• Weight: 125 lbs
• Beauty: Exotic and alluring
• Hair: Long, straight, black hair
• Eyes: Expressive and amber coloured.
• Body: Toned with a feminine curve to her hips.
• Skin: Dusky
• Age: 19
• Voice: Low and Seductively Husky

Picture of Oliya

Backstory:

Born in Qadira, in the capital of Katheer, Oliya was in want for nothing. She was the only, treasured daughter of well-to-do merchants dealing in spices and silk, who smuggled antiquities on the side. She spent much of her childhood/youth playing and then searching ruins and tombs; recovering priceless treasure and selling it on the black market. A side venture went tragically awry and her parents, Shirin (mother) and Khair (father), were murdered for the trangsression. Oliya barely escaped with her own life and so her journey began - her wandering, relic raiding, learning, plotting vengeance for her parents' murders. When the thugs began to close in on her again in the port city of Eleder in Sargava, Oliya signed up and boarded the Kaava Cutter heading for the new colony of Pridon's Hearth. A new start, perhaps? Or just another misadventure into the jungles and another temple ruin to plunder...

Oliya's Character Sheet:
Female Human Rogue (Relic Raider) 2
CG Medium Humanoid (Human)
Init +3; Senses Darkvision 60ft; Perception +7/+8/+9

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Defense
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AC 16, touch 13, flat-footed 13 (+3 Armor, +3 Dex)
hp 15 (1d8+1+5+1)
Fort +1/+3* (*add +2 vs effects of hot weather), Ref +6, Will +2;

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Offense
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Speed 30 ft.
Melee M/W Tri-Bladed Katar +5 (1d4+1/x4/P) *+1d6 for sneak attack
Melee Tri-Bladed Katar +4 (1d4+1/x4/P) *+1d6 for sneak attack
Melee Light Mace +4 (1d6+1/x2/B) *+1d6 for sneak attack

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Statistics
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Str 12, Dex 17, Con 13, Int 14, Wis 14, Cha 13 (Ability Modifiers +2 Dex)
Base Atk +1; CMB +2; CMD 15

Feats
Weapon Finesse (Combat): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.
Martial Weapon Proficiency (Combat, bonus feat per Human): Choose a type of martial weapon (tri-bladed katar). You understand how to use that type of martial weapon in combat. Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Traits
• Tropical Upbringing (Social): You were raised in searing-hot deserts, plains, jungles, or other areas, and developed an impressive resistance to heat. Benefit(s): You gain a +1 trait bonus on saving throws against fire effects and a +2 trait bonus on Fortitude saves against the effects of hot weather.
• Artifact Hunter (Regional): You know the legends and the places where great treasures were rumoured to have fallen. Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.
• Child of Nature (Religion): You have been blessed by the gods to be as comfortable in the wilderness as you are at home. Benefit(s) You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (Nature) checks. One of these skills (your choice) is always a class skill for you.
• Market Rat (Race): You spent your youth amid varied market stalls and mercantile leagues. Perhaps you came from a family of merchants, or you dwelt amid the many booths of a market, begging to survive. Benefit You gain a +1 trait bonus on Appraise and Knowledge (local) checks.
• Drawback: Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Skills
Background (2 per level):
• Appraise +8 (2 rank, +1 trait)
• Know. History +8 (2 rank, +1 trait, now a class skill)

Adventuring (10+1FCx2):
• Acrobatics +7 (1 rank)
• Bluff +7 (2 ranks)
• Climb +6 (2 ranks)
• Diplomacy +7 (2 ranks)
• Disable Device +11 (2 ranks, +1 trapfinding, +2 M/W tools)
• Know. Dungeoneering +6 (1 rank)
• Know. Geography +4 (1 ranks, +1 trait bonus, not a class skill)
• Know. Local +8 (2 ranks, +1 trait)
• Know. Nature +4 (1 rank, +1 trait bonus, not a class skill)
• Perception +7/+8/+9 (2 ranks, +1 to locate traps, +2 in dark or dim places)
• Sense Motive +7 (2 ranks)
• Stealth +8/+10 (2 ranks, +2 in dim light or darkness)
• Survival +9/+11 (2 ranks, +2 trait bonus to find food and water, +2 circumstance bonus from m/w survival kit, now a class skill from trait)

Languages Common, Kellish (regional dialect), Polyglot (bonus/free language), Halfling, Elven (+2 from INT mod)

SQ sneak attack +1d6, trapfinding

Gear (Starts with Explorer’s Outfit valued at 10gp for free) Starting gold 400gp.

Armour: Masterwork Studded Leather (175gp, +3 to AC, No ACP, Weighs 20 lbs)
Weapons and ammunition: M/W Tri-bladed katar (for free, 2 lbs)), normal tri-bladed katar (6gp, 2 lbs), Light Mace (5gp, 4 lbs, B)
General Gear:
• Masterwork Survival Kit (50gp, 5 lbs) (A survival kit provides the necessary tools for day-to-day existence in the wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.)
• Masterwork Thieves’ Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
• Kit, Grooming (1gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Bedroll (1sp, 5 lbs)
• Fur Blanket (5sp, 3 lbs)
• Hemp Rope (1gp, 10 lbs)
• Masterwork Backpack (50gp, 4 lbs. This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Hot Weather Outfit (8gp, 4 lbs. Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.)
• Trail Rations (3 days worth, Price 15 sp; Weight 3 lbs. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.)
Total Cost and Weight: 398 gp & 1 sp out of 400 gp. Weight: 66 lbs (medium load) (STR 13 due to M/W backpack: Light Load: 50 lbs or less, Medium Load: 51-100 lbs, Heavy Load: 101-150 lbs.)

• Received 25 gp (her share of the 100gp given by Sheriff Adaela Praet)

• Purchased from Oyin Emporium: 1 x Repellent, Vermin (4 gp, - lbs) (This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.). 1 Flask of Acid (8gp, 1 lbs) (You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.), 1 flask of Alchemist's Fire (Free, 1 lbs) (You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.)

Remaining coin: 2gp (from starting wealth) + 9 gp from Adaela's coin= 11 gp. Total carrying weight: 66+2=68 lbs (medium load).

SPECIAL ABILITIES
Racial:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat: Humans select one extra feat at 1st level.
Dimdweller (alt racial trait): 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. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
Class:
Sneak Attack: The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Chosen Rogue Talent: Against the Wall (Ex): A rogue with this talent is considered to be flanking any opponent adjacent to a stone wall (whether the stone is worked or unworked).

From Archetype:
• Relic raiders are rogues who specialise in recovering treasures from ruins and tombs, some in a quest for knowledge, others out of a desire for riches. In addition to natural dangers and mundane traps, these locations are often protected by ancient curses or the psychic imprints of former occupants. Though not versed in magic, relic raiders learn to unweave these maledictions as easily as they unlock ancient vaults.

Curse Sense (Ex) At 4th level, a relic raider adds 1/2 her rogue level on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects).

In addition, the relic raider gains a +1 bonus on saving throws against curses and haunts and a +1 dodge bonus to AC against attacks by haunts. These bonuses increase by 1 at 6th level and every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces uncanny dodge.

Possible Feats to pick up:

Two-Weapon Fighting (Combat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Table: Two-Weapon Fighting Penalties
Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and Two-Weapon Fighting feat –2 –2