Sylph

Attai Kah's page

372 posts. Alias of Oceanshieldwolf.


Full Name

Attai St'henaeth'tarai Kah

Race

Inquisitor (Suit Seeker) 3; HP 23/23; AC 17/T 12/ FF 15; Fort +3, Ref +3, Will +6; CMB +4, CMD 16; Init +7; Per +8; Spd 35

Classes/Levels

; Sense Motive +8 / Harrow Card List

Gender

Male Sylph

Size

Medium

Age

22

Special Abilities

Judgment, Improvised Array, Monster Lore, Stern Gaze, Bit of Luck

Alignment

NG

Strength 14
Dexterity 14
Constitution 11
Intelligence 10
Wisdom 16
Charisma 12

About Attai Kah

Suit Seeker archetype

Quick View Stats for Combat:
Status:
HP: 23/23
AC:16, 12 touch, 14 flat-footed
Saves: Fort: +3, Reflex: +3 , Will +6
BAB +2
CMB +4 CMD 16

Initiative: +7 (+2 Dex, +3 Wis, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand:

SPELLS
DC 13 [10 + x (Wis Mod)] + spell-level
Spontaneous Spells/day: 4 1st
1st level spell slots: (_)(_)(_)(_)

(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Spells Known:
Orisons : 4 – daze, detect magic, light, read magic
First Level: 4 bless, stunning barrier, true strike

Attai's Background:
Attai has always been a mystery to his human parents, ex-adventurers though they be. Obviously of Sylph ancestry, his upbringing was dotted with equal parts strange occurence and wilful disobedience. A pensive child, given to thoughtful meanderings and inspired realisations, Attai has grown into a sombre and introspective individual. While his internal reality is full, and intense, his outward demeanor is still polite and toward, and he realises that others do not always require the relation of his mental meanderings.

It didn't help matters when his late great-uncle Galburia left him a remarkably ancient ancestral Keleshite Deck, said to have been created by a powerful outsider some ages past. Attai's mother was for burning the troublesome oracular deck, but his father calmed her down and let the boy be. Attai has spent many nights making readings and channeling the vicissitudinal spirits and agents of random chance and causality, gleaning small messages and keening the odd bit of intuitive aid. There is a thread he feels on the tip of his tongue, on the edge of his awareness - he just needs more time with the deck and in less prosaic situations. Some grand adventure might be just the ticket...

STATS:

Ability Scores Score (bonus) (point buy) (racial creation bonus) (level up)
Str : 14 (+2) (5)
Dex: 14 (+2) (2) (+2 Sylph)
Con: 11 (+0) (3) (-2 Sylph)
Int: 10 (+0) (-2) (+2 Sylph)
Wis: 16 (+3) (10)
Cha: 12 (+1) (2)

DEFENSE:

AC: 16, touch 12, flat-footed 14 (+3 armor, + 2 Dex, +1 shield, +0 size)

HP: 17 (Full first level = 8, avg x2 = 8, +0 Con, +3 Favored Class, +4 Toughness)
Fort +3 (3 + 0), Ref +2 (1 + 2), Will +6 (3 + 3)

OFFENSE:

Initiative: +7 (+2 Dex, +3 Wis, +2 trait)
Speed 35 ft.
Melee:
Morningstar +4 1d8+3, x2 [BAB +2, Str +2] [+3 Strength, two handed]
Spear +4 1d8+3, x2 [BAB +2, Str +2] [+3 Strength, two handed]
Longspear +4 1d8+3, x3 [BAB +2, Str +2] [+3 Strength, two handed]

Ranged
Heavy Crossbow +4, 1d10, 120 ft, 19-20 x2 [BAB +2, Dex +2]
Spear (thrown) +4 1d8+2, x2 [BAB +2, Dex +2] [+2 Strength]

Base Atk: +2

CMB: +4 (+2 BAB, +2 str) CMD: 16 (10, +2 BAB, +2 str, +2 dex)

Favored Class Bonus Inquisitor: Hit points

Feats:
[1 1st level, 1 3rd level, 1 Teamwork Feat]
Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Precise Strike
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Point Blank Shot

SKILLS:

Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), , Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skills: (18 ranks= 6 x Inquisitor 3, +0 Int)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/xx/+2 = +2
Appraise/No/xx/+0 = +0
Bluff/Yes, +3/xx/+1 = +1
Climb/Yes, +3/xx/+2 = +2
Craft (tattoo)/Yes, +3/xx/+0 = +0
xxxxxDiplomacy/Yes, +3/2/+1 = +6
Disable Device/No/xx/+2 = +2
Disguise/Yes, +3/xx/+1 = +1
Escape Artist/No/xx/+2 = +2
Fly/No/xx/+2 = +2
Handle Animal/No/xx/+1 = +1
Heal/Yes, +3/xx/+3 = +3
xxxxxIntimidate/Yes, +3/3/+1 = +8 (+1 from Stern Gaze)
Knowledge (arcana)/Yes, +3/xx/+xx = +0
*****Knowledge (history)/Yes, +3/2/+xx = +5
*****Knowledge (nature)/Yes, +3/2/+xx = +5
Knowledge (planes)/Yes, +3/xx+0 = +0
Knowledge (religion)/Yes, +3/xx/+xx = +0
Linguistics/No/xx/+0 = +0
xxxxxPerception/Yes, +3/3/+3 = +9
Perform/No/xx/+1 = +1
Profession/Yes, +3/xx/+1 = +1
Ride/No/xx/+2 = +2
xxxxxSense Motive/Yes, +3/2/+3 = +9(+1 from Stern Gaze)
Sleight of Hand/No/0/+2 = +2
Spellcraft/Yes, +3/1/+0 = +4
Stealth/Yes, +3/xx/+2 = +2
xxxxxSurvival/No/2/+3 = +5
Swim/Yes, +3/0/+2 = 2
xxxxxxUse Magic Device/Yes, +3/1/+1 = +5

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Harrow Chosen Benefit:You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

Sylph Racial Traits:

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Medium Native Outsider
Normal Speed: 30 ft movement
Darkvision: 60 ft
Spell-like ability Feather fall 1/day (caster level equal to total character level)
Breeze-kissed Swirling winds circle the sylph, conferring a +2 racial bonus to AC against nonmagical ranged attacks. Can be calmed or renewed as a swift action.
Once per day you can channel this wind into a single gust, making a bullrush or trip combat maneuver attempt against one creature within 30 feet. Whether successful or not this negates the AC bonus for another 24 hours.
Like the Wind: +5 foot bonus to speed

Languages: Common

CLASS ABILITIES:

Weapon and Armor Proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Domain: Luck

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spellcasting:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Improvised Array
The suit seeker can call upon the harrow to help her choose an appropriate judgment and bolster her effectiveness with that judgment. As part of activating her judgment ability, the suit seeker can draw an impromptu array of two cards from a complete harrow deck she owns. Once drawn, the array remains the same until the judgment effect ends, though the inquisitor can change her judgment at any time as a swift action, as normal. The act of drawing an improvised array requires a free hand, though the suit seeker can keep a drawn array in her belt or otherwise on her person to perform actions with both hands while still maintaining the cards' benefits.

At 1st level, as long as the suit seeker has at least one card in her improvised array that matches her current judgment, she increases her effective inquisitor level by a number of levels equal to the number of matching cards for the purpose of determining that judgment's effects.

Card List

Suits and related Judgments

Spoiler:

Suit--Judgment--Ability
Books--Piercing--Intelligence
Crowns--Smiting--Charisma
Hammers--Destruction--Strength
Keys--Protection--Dexterity
Shields--Resiliency--Constitution
Stars--Healing--Wisdom

Judgment 1/day
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze : Add ½ level to Intimidate and Sense Motive

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Eye of the Harrow (Su)
At 2nd level, a suit seeker can use the magic of her improvised array to hone her attacks against targets that match the cards’ alignment. If any of the cards in her improvised array matches the alignment of an enemy creature within 60 feet on either the good-evil axis or the lawful-chaotic axis, the card glows faintly and the inquisitor gains a +1 sacred bonus on attack rolls against enemies of the matching alignment as long as the card is in her array.

If a card matches the alignment of an enemy within 60 feet on both alignment axes, the card glows brightly and the inquisitor gains a +1 sacred bonus on attack rolls and damage rolls against enemies of the matching alignment.

This ability replaces detect alignment.

Track
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Judgments:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s 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 inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

GEAR:

Weapons:
Melee:
Morningstar 1d8 x2 (B,P), 8 gp, 6 lbs
Longspear 1d8 x3 (P), 5 gp 9 lbs
Spear 1d8 x2 ℗, 2 gp 6 lbs.
Dagger 1d4 19-20, 2cp 1 lb.

Ranged:
Heavy Crossbow, 1d10, 19-20 x2 120 ft (P), 50 gp, 8 lbs
Bolts (20) (2 gp, 2 lbs.)

Armor:
Parade Armor: ACB +3 Max. Dex.+5 ACP -1 ASF 15% 25 gp 20 lbs.
Buckler: ACB +1 Max. Dex. - ACP -1 ASF 5% 5gp 5lbs

Skill Equipment:

Miscellaneous:
Masterwork Harrow Deck (heirloom)

Total equipment cost: (97.2gp)
Weapons 67 gp, 2 cp
Armor 30
[b]Starting Gold: 110 gp
Weight:
Weapons: 32 lbs.
Armor: 25 lbs.

Capacity: 175 lbs; less than 58 lbs = light load. Carrying 57 lbs. Load: Medium