Madame Ivanja

Sasha Neville II's page

117 posts. Alias of Edward Sobel.


Full Name

Sasha Neville

Race

Tiefling (demon Spawn)

Classes/Levels

Sorcerer (Wildblooded) 2 / bard (dirge bard) 2

Gender

(HP: 20, AC: 13, F: +0, R: +5, W: +6, Init: +2, Perc: +7) Female

Size

M

Alignment

CN

Deity

Orcus, Besmara

Languages

Common, Abyssal, Infernal

Strength 14
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 10
Charisma 18

About Sasha Neville II

character portrait:

Combat:

DEFENSE
AC 13, touch 12, flat-footed 11. . (+1 armor, +2 Dex)
hp 20 (2d8+2d6)
Fort +0, Ref +5, Will +6; +4 vs. fear, energy drain, death effects, and necromantic effects
Resist cold 5, electricity 5, fire 5, haunted eyes

OFFENSE
Spd 30 ft.
Attacks
. . Bite (Bite Attack (teifling heritage)) +4 (1d4+3/20/x2)
. . Brass Knuckles +4 (1d3+2/20/x2) and
. . Cestus +4 (1d4+2/19-20/x2) and
. . Dart +4 (1d4+2/20/x2) and
. . Knife, Brass +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; CMB +4; CMD 16
Initiative: +2 (dex)

Saves:

Fort +0
Ref +5
Will +6

Sorcerer Abilities:

Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability 6/day

Sorcerer Spells:

Sorcerer (Wildblooded) Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—animate rope, ear-piercing scream (DC 15), ray of enfeeblement (DC 16)
. . 0 (at will)—bleed (DC 15), detect magic, mage hand, sotto voce (DC 15), touch of fatigue (DC 15)
. . Bloodline Sanguine

bard spells:

Bard (Dirge Bard) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—cause fear (DC 16), cure light wounds, ray of sickening (DC 16), windy escape
. . 0 (at will)—daze (DC 14), haunted fey aspect, prestidigitation, read magic, summon instrument

Traits:

Besmara's Blessing: You were 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 you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession
(sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Wharf Rat You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Skills:

Acrobatics +2
Bluff +9
Climb +11
Diplomacy +8
Knowledge (planes) +6
Knowledge (religion) +6 (+7 to identify undead creatures and their abilities)
Perception +7
Perform (string instruments) +11
Profession (sailor) +8
Sleight of Hand +6
Spellcraft +5
Swim +4

Feats:

Eschew Materials (Sorcerer)
Simple Weapon Proficiency (Sorcerer)
Expanded Arcana (level 1 spell)(level 1)
Spell Focus (Necromancy) (level 3)

Equipment:

Haramaki armor - 3gp (Silken sash lined with metal or chain - +1 AC no armor check and no arcane spell failure), Alchemist Kindness pills x2, Harlot Sweets x5, Cestus, darts x10, locket, poison pill ring, Brass Knuckles, Knife, Brass, Explorer's outfit, Pouch, belt (empty), Scarf, reinforced

special abilities:

Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Sanguine Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
The Blood Is the Life (7/day) At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you
Darkvision (60 feet) You can see in the dark (black and white vision only).
Wharf Rat You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Haunted Eyes (Ex) +4 to saves vs fear, energy drain, death and necromancy effects.
Secrets of the Grave (+1) (Ex) Undead lose imm to mind affecting, bonus to Knowledge (religion) vs undead.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

Personality:

Sasha loves to cause mischief and chaos whenever she can but she knows when to keep it in check when she needs to she is a conniving manipulator attempting to lure victims in when she is hurt to feed off of them as she needs to. She would never hurt those that she deems as friend and would give all she can to help them.

Why she wants to go to sea:

Shasha only recently heard the tales of what happened to her mother and her trasformation to some sort of Sea lich It is her goal to reconnect with her some day but to do that she must set sail and find her.

back story:

Sasha’s situation began long before she was even conceived. In the jungles of Mediogalti outside the pirate haven of Ilizmagorti there existed a small Coven of witches dedicated to the cult of Orcus. It was here that Sasha’s story really begins.

Lucille was leader of the witch’s coven, and probably the most selfish. Lucille sought only one thing, to be immortal and to serve Orcus for eternity. The rest of the coven saw Lucille’s desire a boon to their coven and a sure way to get Orcus’ favor.

For several years, the coven sought the secrets to making Lucille a Lich but to no avail; until by happenstance the coven acquired a book that held the secrets they were looking for. Where the book came from may never be known nor how the coven came to posses it.

The rituals contained with were long and complex and it would take time and lots of patience to decipher; time that Lucille was unwilling to take. In a hurried ceremony, Lucille and the coven performed the ritual to begin the process of conversion. Unbeknownst to the coven, the ritual called forth Orcus himself to grant Lucille her desire.

In their haste the coven failed to complete the needed containment runes and Orcus was not fully under the coven’s control. Orcus realized this but allowed the coven to make their request.

Lucille demanded from Orcus the power of un-death. Orcus thought a moment of her request but was not one to be ordered he decided to grant her request but with a payment to him. Lucille agreed there was nothing that she would allow to stand in her way now.

Orcus released a rotting ghoulish worm from his hand and it came at Lucille its mouth open and it latched itself to Lucille’s belly draining her soul but giving her the seed that would soon become Sasha.
Orcus told Lucille that the child she would bear would kill her and upon her death her wish would be fulfilled. Orcus told Lucille that just as the child’s birth would bring you what you desire; the child’s death would be your destruction. And with that Orcus left, returning to the Abyss.

Days passed and it soon became apparent that the book that the coven had acquired was stolen from the Red Mantis stronghold and they wanted it back. The first coven member to fall at the hand of an assassin’s blade revealed the rest of Orcus’ plan. As each Coven member died they were reborn as undead loyal to Lucille.

The coven member banded together and fled Ilizmagorti, booking passage on a merchant ship bound for the Mwangi expanse. There they hoped to hide in the jungles of the expanse until the child was born and the promise is fulfilled.

It was not more than 2 days out of port, a terrible storm developed and in the turbulent seas Lucille gave birth prematurely to a baby girl. There was but one healer on board the ship, a cleric of Besmara. He saw what was happening and thought it best to destroy both the mother and the child. He channeled Besmara’s energy to destroy them both but it seemed that Besmara had other plans.

While the energy killed Lucille it blessed the child. The next stage of Orcus’ promise now fulfilled. Besmara saw to it that Lucille’s death would remain connected to her bidding as well as Orcus’ Lucille became a Sea Lich bound to the waves taking the souls of those killed at sea fueling her growing undead army to be protected by the remainder of her coven as they each left the realm of the living and passed on to the realm of undead.

The remaining members of the coven seized control of the priest and bound him to their will (use of hexes and enchantments). The priest saw to it that Lucille’s body was committed to the sea where the transformation would be completed. The child was given the name Sasha Neville (Neville being the name of the priest that would become her surrogate father). Sasha was given a locket that once belonged to Lucille.

The merchant ship had to make port at Port Peril and the Coven, with Neville and the baby in tow, disembarked to find some refuge in this city. It was decided that the coven should split up and Neville along with Coven member Jasmine would care for the child.
12 years passed with Jasmine and Neville making the best of a bad situation being forced to sail from port to port evading the Red Mantis where ever they went. But eventually The assassins caught up with them. They demanded the book but they were unable to produce it. The book was buried at sea with Lucille.

Neville and Jasmine were slain by the red mantis and as payment for the book they were to take Sasha. The last of the Coven now dead Sasha was the last of any bloodline associated to the cult of Orcus in the Shackles.

Sasha was to be escorted back to Mediogalti to be converted to one of the Red Mantis as there was little to fear from a mere child. Once the ship left Port Sasha struck killing her escort and managing to either kill or extort the remaining crew (note that this was not a pirate ship) Sasha learned to control the magic that flowed in her blood and make use of the blessing Besmara gave her. The ship soon made port back at Port Peril where Sasha disappeared back into the streets of the city.

A few more years went by Sasha became more and more attuned to her natural abilities. Sasha would always have a yearning for the sea feeling the call of Besmara.

Finally she could not take it anymore she needed to find purpose in her life besides this existence. She returned to the place where the only parents she knew, Jasmine and Neville, were killed. There she found a diary that detailed everything concerning her birth and the truth of her mother. Sasha knew it was time to find a way to return to the sea and find the Sea Lich, the one she would call Mother.

Sasha decided the best place to find a ship would be the Formidably Maid in Port Peril.

Note: Sasha has no idea that the locket that she wears is actually her mother’s Phylactery and thus that is how the final phase of Orcus’ promise would be fulfilled “Sasha’s death would mean Lucille’s destruction”

3 questions:

1. What position do you see yourself eventually in on a ship?

Sasha hates confined spaces but knows that that kind of thing is not likely on a ship - unless you know where to look. she has desires to be in the rigging feeling the sea air, smelling the ocean salt. becoming a master rigger or sail master.

2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)

Piracy is a means to an end. killing, stealing, does not matter. her goal to meet her mother and provide souls for her. This may lead to her becoming undead herself and feeding the souls of those that die at sea to her mother, even if their death is at her hand.

3. Which campaign trait are you selecting and why?

Besmars's blessing was chosen becuase of the circumstances of her birth and the attempt to kill her at childbirth. it was Besmara that stepped in and saved her. but lost her mother in exchange (such was the deal between Besmara and Orcus).