Koriah Azmeren

Sasha Killigrew's page

12 posts. Organized Play character for Kris Vanhoyland.


Full Name

Sasha Killigrew

Race

half-elf

Classes/Levels

cleric of Besmara 1/rogue (pirate) 1

Gender

Female

Size

5'9", 135 lb.

Age

23

Alignment

CN

Deity

Besmara

Languages

Aquan, Common, Elven

Strength 12
Dexterity 15
Constitution 10
Intelligence 12
Wisdom 17
Charisma 12

About Sasha Killigrew

Female half-elf cleric of Besmara 1
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
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DEFENSE
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AC 14, touch 12, flat-footed 11 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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OFFENSE
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Speed 30 ft.
Melee rapier +2 (1d6/18-20/x2) or dagger +2 (1d4+1/19-20/x2)
Ranged light crossbow +2 (1d8/19-20/x2) or icicle +2 (1d6/x2)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Spell-Like Abilities 6/day—copycat, icicle
Cleric Spells Prepared (CL 1; concentration +4)
1st—murderous command (DC 14), magic weapon, obscuring mist°
0 (at will)—purify food and drink (DC 13), create water, light
° Domain spell; Domains Thievery, Water
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STATISTICS
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Str 12, Dex 15, Con 10, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Traits Besmara's Blessing (1/week), Magical Knack (Cleric), Roof Racer (Korvosa)
Skills Heal +7, Perception +6, Profession (sailor) +8, Spellcraft +5, Survival +3, Swim +6; Racial Modifiers +2 Perception, +4 Swim
Languages Aquan, Common, Elven
SQ aura, cleric channel positive energy 1d6 (4/day) (DC 11), domains (thievery, water), elf blood, spontaneous casting
Combat Gear smelling salts
Other Gear backpack, bedroll, belt pouch, crossbow bolts (10), compass, dagger, dice, fishhook, holy text (Besmara's Code), leather armor, light crossbow, mug, rapier, sewing needle, thread (50 ft.), trail rations (4), wooden holy symbol of Besmara
Wealth 4 gp, 1 sp, 7 cp
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to her deity's alignment.
Besmara's Blessing (1/week) Sasha was born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked her for a greater destiny. Sasha doesn't know anything about that, but she's always felt more at home on the sea than on land, and her keen eyes can easily pick out a sail on the distant horizon. She gains a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week she can reroll a Profession (sailor) check and take the higher result (she must announce that she is using this ability before the results of the check are known). Sasha came to a tavern in Port Peril called the Formidably Maid in search of her fate. She's not sure how many drinks she's had, but they quickly went to her head and she passed out on the table before she found her destiny—unless it lay in the bottom of a bottle. Then again, maybe she did find her destiny after all..
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Compass An ordinary compass that points to the magnetic north pole grants its user a +2 circumstance bonus on Survival checks made to avoid becoming lost. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.
Copycat (Sp) (6/day) Sasha can create an illusory double of herself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to her cleric level, or until the illusory duplicate is dispelled or destroyed. She can have no more than one copycat at a time. This ability does not stack with the mirror image spell. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Elf Blood Sasha is counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep Sasha is immune to magic sleep effects.
Icicle (Sp) (6/day) As a standard action, Sasha can fire an icicle from her finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels she possesses. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Low-Light Vision Sasha sees twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Roof Racer Sasha has spent more than her fair share of time among the strange sloping slums that cover the rooftops of much of Old Korvosa. When using the Acrobatics skill to make a long jump, she treats the DC of the skill check as if the distance being jumped were 5 feet shorter than it actually is.
Smelling salts These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.
Spontaneous Casting Sasha can convert stored spells into Cure spells.
Water Child Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.
Weapon Finesse Sasha is trained in using her agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of her size category, she may use her Dexterity modifier instead of her Strength modifier on attack rolls. If she carries a shield, its armor check penalty applies to her attack rolls.
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Background:
Sasha grew up among the nouveau riche of Korvosa, a bastard child raised by two human parents, born out of her father's tryst with a temple prostitute of Calistria.

Her parents, both quite talented in the art of alchemy and the creation of magical knick-knacks, tried to raise the young girl as their own. And even though her father loved her very much, his wife had trouble forgiving her husband's indiscretion. Amongst the burgeoning Korvosan nobility, two human parents raising a half-elf was also the source of much gossip and ridicule, and so Sasha was pushed aside relatively soon in her life by her mother, in favor of Sasha's brother and two sisters. She was left more and more in the care of the family's pseudodragon, her mother too busy with more important things to look after the girl.

This didn't bother Sasha all that much, since she was too busy exploring the sights and sounds of Korvosa. She especially enjoyed going down to the docks, to watch the ships arrive from all the exotic locales. Her father had always hoped for his half-elven offspring to be able to attend the Korvosan Acadamae, which Sasha had zero interest in.

Eventually Sasha fell in with some people of ill-repute, a criminal gang of cat burglars called the Catsdew Lofties. She botched her initiation however, running into the Korvosan Guard. After a chase where she led them to the docks, the only way she saw fit to lose them, was to swim out to one of the ships that was just about to leave. Trying to stow away on the vessel, she was quickly found by the captain, who allowed her to remain on the ship until they eventually returned to Korvosa. In the meantime, she would have to work on the ship, just like everyone else.

But Sasha didn't want to return home. She'd finally gotten what she wanted; to be on the wide seas, sailing off into the unknown. Learning all that she could aboard the vessel, she soon found herself drawn to Besmara, the Pirate Queen. With the meager earnings that she was granted, she purchased an old, thin leather journal from a fellow sailor. The journal, embossed with a skull and crossbones, it holds a holy text known as Besmara's Code. She proceeded to carve her own holy symbol out of a piece of weathered old driftwood, and although it isn't much to look at, it seems to work for her. Eventually Sasha jumped ship in the Shackles, before she ever got to see Korvosa again.

Physical description:
This shapely half-elf has a smug expression on her face, and she walks with a confident swagger. Her bronzed skin is a tell-tale sign of a life spent outdoors. Clad in ill-fitting, waterlogged leather armor, her nimble movements are also without grace, and it's obvious she is a very candid individual. Her burgundy hair is held back by a cloth headband, one hand resting on a slender rapier at her hip. With narrowed gray eyes, Sasha looks upon the world with a mixture of inquisitiveness and wariness.
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TRACKED RESOURCES
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Besmara's Blessing (1/week) -- 1/1
Channel Positive Energy 1d6 -- 4/4
Copycat -- 6/6
Crossbow bolts -- 20/20
Icicle -- 6/6
Trail rations -- 4/4