Lady of the Canals

Rasheeda Malik's page

22 posts. Alias of YoricksRequiem.


Classes/Levels

F Human Omdura / Cavalier 1 [ HP: 12/12 | AC: 15 | T: 11 | FF: 14 | Fort +4 / Ref +1 / Will +3 | Init +1 / Percept +5 ]

About Rasheeda Malik

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Rasheeda Malik
Female Human 1 (Gestalt)
Cavalier (Sister-In-Arms / Courtly Knight) / Omdura

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    Stats
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Size / Type: Medium Humanoid (Human)
Speed: 30
Languages: Common, 3 Others

Initiative: +1 (+1 Dex)
Senses: Perception +5

Deity: Milani
Alignment: CG
Age: 28 Years

Attributes
STR 16 (-3)
DEX 13 (+1)
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 16 (+3)

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    Offense
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BAB: +1 (+1 Cavalier)

Greatsword
2h Weapon
Attack: +4 (+1 BAB +3 Str)
Damage: 2d6+4 (1.5 * 3 Str)
Crit: 19-20 x2

Notes
- Can use Power Attack for -1 Attack and +3 Damage.
- +1 Damage against anyone who dealt damage to me in the previous round.

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    Defense
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HP: 12 (1d10 Cavalier + 2 Con/Level)[/bigger]

AC: 15 (10 + 1 Dex + 4 Armour)

CMB: 4 (1 BAB + 3 Str)
CMD: 15 (10 Base + 1 BAB + 3 Str + 1 Dex)

Fort +4 (2 Omdura + 2 Con)
Refl +1 (0 Omdura + 1 Dex)
Will +3 (2 Omdura + 1 Wis)

Notes
- +2 Saving Throws against Pain effects.

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    Skills
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10 / Level (4 Base + 2 Int + 2 Background + 1 Human + 1 Favoured)

  • Bluff +4 (+3 Cha +1 Knight)
  • Climb +3 (+3 Str)
  • Diplomacy +7 (+1 Rank +3 Class +3 Cha +1 Knight -1 Scarred)
  • Disguise +2 (+3 Cha -1 Scarred)
  • Heal+7 (+1 Rank +3 Class +2 Int +1 Traitl)
  • Intimidate +10 (+1 Rank +3 Class +3 Cha +1 Knight +2 Scarred)
  • Kn Local +6 (+1 Rank +3 Class +2 Int)
  • Kn Nobility +6 (+1 Background +3 Class +2 Int)
  • Kn Religion +6 (+1 Rank +3 Class +2 Int)
  • Linguistics +6 (+1 Background +3 Class +2 Int)
  • Perception +5 (+1 Rank +3 Class +1 Wis)
  • Sense Motive +6 (+1 Rank +3 Class +1 Wis)
  • Survival +5 (+1 Rank +3 Class +1 Wis)
  • Swim +3 (+3 Str)

Notes:
- +½ Cavalier level to Survival checks to provide food and water for her allies or to protect them from harsh weather.
- +½ Cavalier level to Kn Nobility checks as long as it involves her sovereign.

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    Traits
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Frontier Healer (Campaign): You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Precise Treatment (Magic): You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

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    Feats
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Power Attack: You can take -1 penalty on melee attacks to add +2 on damage (+50% when using a 2h weapon). At BAB +4 and every 4 after, the penalty increses by -1 and bonus damage increases by +2. (Free Bonus Feat, Feat Tax)

Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to AC. At BAB +4 and every 4 after, the penalty increases by -1 and the dodge bonus increases by +1. You must make an attack to use this ability. (Free Bonus Feat, Feat Tax)

Endurance: You gain a +4 bonus on swim checks to resist nonlethal damage from exhaustion, constitution checks to continue running, constitution checks to avoid nonlethal damage from a forced march, constitution checks to hold your breath, constitution checks to avoid nonlethal damage from starvation or thirst, fortitude saves to avoid nonlethal damage from hot or cold environments, and fortitude saves to resist damage from suffocation. You may sleep in light, medium, or heavy armour without becoming fatigued. You get a full night’s sleep after 5 hours rather than 8. (Level 1 Feat)

Gray Maiden Initiate: You were selected for indoctrination into the Gray Maidens and underwent the scarring and conditioning. While the Queen was defeated, you bear the mental and physical scars of your sisters in the Gray Maidens, and feel a strong kinship with them. You gain the following benefits: (Human Bonus Feat)
- Avenging Knight: Like the Queens of the Night, you crave vengeance upon those who have wronged you. You gain a +1 bonus on damage rolls against any creature that dealt damage to you during the previous round.
- Scarred: Your face was horribly scarred during Gray Maiden initiation, destroying your beauty. You take a -1 penalty on Diplomacy and Disguise checks, but gain a +2 bonus on Intimidate checks and on saving throws against pain effects.

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    Special Abilities
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Proficiencies: All simple and martial weapons, the favoured weapon of her deity. All types of armour (heavy, medium, and light), and shields (except tower shields).

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    Cavalier
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Half-Hearted Challenge (1 / Day): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to ½ the cavalier’s level (min 1).

The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Maiden’s Order: A sister-in-arms does not choose an order. Instead, she is considered to belong to both the order of the dragon and the order of the lion, and she gains all of the benefits of both orders (including additional class skills and conditional skill bonuses, additional challenge benefits, and order abilities) at the appropriate levels. A sister-in-arms chooses which of the two order’s edicts she must follow.

Edict: A cavalier who belongs to the Order of the Dragon has pledged herself to her allies. The cavalier must remain loyal to her allies and must always work to further the aims of the group. She must protect her allies from harm and defend their honor when called into doubt.

Order of the Dragon: Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
- Challenge: Whenever an order of the dragon cavalier issues a challenge, her allies receive a +1 circumstance bonus on melee attack rolls against the target of her challenge whenever she is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
- Skills: Whenever an order of the dragon cavalier uses Survival to provide food and water for her allies or to protect her allies from harsh weather, she receives a bonus on the check equal to 1/2 her cavalier level (minimum +1).

Order of the Lion: A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain (Nirmathas).
- Challenge: Whenever an order of the lion cavalier issues a challenge, she receives a +1 dodge bonus to her AC against attacks made by the target of her challenge. This bonus increases by +1 for every four levels the cavalier possesses.
- Skills: An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If she has ranks in the skill, she receives a bonus on the check equal to 1/2 her cavalier level (minimum +1) as long as the check involves her sovereign .

Social Presence: A courtly knight gains a +1 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks. At 4th level and every 4 cavalier levels thereafter, this bonus increases by 1 (to a maximum of +6 at 20th level). A courtly knight starts any verbal duel with an extra edge she can use for only the presence tactic unless she is at a significant or extreme disadvantage in the duel.

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    Omdura
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Aura: An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Detect Alignment: At will, an omdura can cast detect chaos, detect evil, detect good, or detect law. She can use only one of these at any given time.

Invocations (1 min / Day): As a standard action the omdura can call forth the power of her deity to improve her allies abilities. All allies within 30 feet gain the selected sacred bonuses. A called invocation cannot be disrupted, but does end immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious. The omdura can use this for a number of minutes per day equal to her level (spent in 1-minute increments). At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

  • Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
  • Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
  • Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
  • Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
  • Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
  • Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
  • Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
  • Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

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      Spells
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    Spell list is all Inquisitor and Cleric spells of 6th level or lower. If the spell is on both lists, use the lower of two spell levels. DC for spell resistance is 10 + the spell’s level + the omdura’s Charisma modifier. The omdura automatically learns all Cure spells at appropriate levels. The omdura is a spontaneous caster.

    0-Level Known (X / Day)

  • Detect Magic
  • Guidance
  • Light
  • Stabilize

    1-Level Known (2 / Day)

  • Cure Light Wounds
  • Forbid Action
  • Shield of Faith

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      Equipment
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    Currency: X
    Load (Light): X / 76 lbs

    TBD. 2h Greatsword. Maybe a backup Sword & Shield.Best armour I can get.

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      Background
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    Please note (especially for any other potential players who may be reading this) that this background contains some (light) spoilers for both the Adventure Paths “Curse of the Crimson Throne” and “Shattered Star”.

    The TLDR takeaway is really: Chaotic Good “Paladin”, haunted by her past, and passionate about freedom.

    Situation Background:
    About 9 years ago in Korvosa, the Crimson Throne was taken by Queen Ileosa, who quickly showed herself to be a cruel tyrant. Her orders, sadistic as they sometimes were, were never-the-less carried out by the Gray Maidens, an all-female army of deadly soldiers with absolute loyalty.

    Initialy, recruits for this army were hand-selected from beautiful young figers in the Sable Company, the Order of the Nail, and the Korvosan Guard. The Queen was both awed and jealous of their beauty and strength, and what began as harsh trials and lessons to test the women’s resolve quickly escalated, leaving most of them scarred.

    When it came to later initiates (many of which began to be plucked from the Korvosan violent underworld), some were brutally killed for failures in training, and those who survived were tortured, beaten, scarred, disfigured, manipulated, and brainwashed, turned from a band of idealistic knights into a gang of sadistic killers.

    Among the other atrocities that the Gray Maidens would commit was the Merciless Way Massacre. During the quarantine of a block of Old Korvosa intended to stop the spread of the blood veil plague, the confused and frightened residents refused to comply and tried to escape - leading to all of the residents of the block, nearly a hundred men, women, and children, being mercilessly slaughtered by the Gray Maidens.

    At the end of the Queen’s reign, the Gray Maidens were disbanded. Many of those who survived would try to go back to having normal lives, but a particular band under the leadership of Oriana retreated, and have now become the “Maidens of the Lady’s Light”, with the goal of retaking Korvosa in the name of Queen Ileosa.

    Rasheeda's Background:
    Rasheeda grew up in Korvosa, to a somewhat-poor family. Her father was a blacksmith and mother was a teacher. Between the two of them, they taught her everything they knew. The three biggest lessons that would shape her would have been around a) caring for and protecting those around you, b) how to use a blade, and c) to fight for what you believe in.

    Korvosa has a fairly seedy underworld, and death and danger would have always been around the corners, such that Rasheeda would never have put a lot of thought into them. At 16 she joined the Korvosan Guard, wanting to protect the city she’d grown up in, and then at 19, she was recruited into the Gray Maidens, where she’d commit fairly unspeakable atrocities for Queen and Country.

    During the uprising, Rasheeda came to realise the errors of her ways, and while the Queen’s reign seemed like it might be neverending, Rasheeda joined a band of freedom fighters, dedicating herself to the Goddess Milani. With her help, and several others, the Queen’s tyrannical reign came to an end. It wasn’t enough for her to feel like she’d atoned, though, and even after the uprising, she (and most of the other surviving Gray Maidens), left Korvosa.

    Rasheeda has gone into “retirement”, something of a self-imposed exile, relocating to Phaendar. There are no despots, no one trying to take control of the small and simple town. Rasheeda has made her way as a healer, helping out those who have been wounded in bandit or animal attacks, or who have become ill from bad weather.

    Rasheeda's Personality:
    Rasheeda’s haunted by her guilt - less in the despairing “Woe is me I’ve made a mistake” sense, but she’s vengeful and angry because of it. She despises the actions she has taken and still has trouble rectifying the person she wants to be with the things she knows she has done.

    Partially because of having seen so many people die, including her own sisters, Rasheeda is somewhat detached from those around her. She expects others to die, and while she’s often polite, she’s not openly caring or inviting. With that said, she feels very strongly about responsibility and duty, and is very loyal and protective of those she serves with.

    Because of her scars and inwardly-focused personality, she’s likely to be unsettling to people, but she does warm up, to a degree, in time - and that’s something that I’d want to explore more with her. Her sisterhood in the Gray Maidens was bound by fear, and shared pain / trauma. I think the attachment she’s afraid of is something she actually desperately needs. She needs people she can count on, relationships based on love and trust and having similar goals.

    Rasheeda has her own code that she’s defining now as rules to live by, to keep her on track. So far her tenets are few, but powerful.
    - Honor. She’s not against killing, it sometimes needs to be done, but she never again will execute someone who is unarmed.
    - Responsibility. You protect those you serve with.
    - Integrity. This is different from honesty because she understands the value of little white lies at times. But it’s about not being corrupt, not betraying your ideals.

    This idea of living by your own code is something she’d have learned at a young age from her father. As a blacksmith he sold weapons, including to known criminals. Because it was money and their family needed it, and the way he saw it, the criminals were going to get the weapons anyway. “They could even try to steal them, threaten us” he explained. Actions had consequences, and one has to decide for them what is worth fighting and what lines you’re okay with crossing.

    Part of how Rasheeda is defining her beliefs is also from her previous relationship with Queen Ileosa. Rather than asking herself “What would my father do?” she may ask “What would Queen Ileosa expect of me?” This is partially a remnant of the brainwashing, but also serves as helping her define boundaries - generally speaking, one does not want to do what Queen Ileosa would want them to do.

    Naturally, the idea is that losing Phaendar will spur Rasheeda to action, and the band of heroes will become family to her, and she’ll be able to be a heroic (albeit still somewhat tortured) freedom fighter.