Inikai was born in the city of Magnimar to a low-level priest of Nethys and his Shoanti maid-servant, a woman of the Shriikirri-Quah (Hawk Clan); he shows signs of his mother's heritage in his slightly ruddy skin and his close-cropped hair. When Inikai was fifteen years old his father was sent to Sandpoint to collect texts that the church of Nethys considered heretical and carry them to Magnimar for suppression. Inikai intended to follow in his father's footsteps and lead a quiet life of religious study. The calm of Sandpoint seemed to present a perfect environment for his apprenticeship to the clergy of the All-Seeing Eye.
For the first few years that he resided in Sandpoint Inikai proved to be, at best, an indifferent student. Though he was fascinated by magic he displayed little inclination for learning the dogmatic tenets of Nethys's faith. That his father was a distant, taciturn man in his teaching even more than he was in his parenting did little to endear Inikai to the path of the church.
Everything changed for Inikai when he found the forbidden books that his father had gathered. The youngster was instantly consumed by the thought of wielding power that is denied to mortals. He hid his study of the banned tomes from his father and secretly made copies of them which he then concealed. Inikai neglected his religious studies in favor of this secret pursuit. His father did not hide the disappointment he felt in his son's failure to master the priestly rites and the two grew more estranged.
Inikai's father was killed by Chopper two years after arriving in Sandpoint. Inikai has supported himself by assisting Ilsoari at the Turandok Academy and as a scribe since then. His ambition is to amass a library of magic tomes so that he can command greater powers. It will require more gold than a scribe makes to fulfill this dream.
Normal AC 19 (chain shirt +1,+3DEX, +1 ring)
Flat Footed AC 16
Touch AC 13
Initiative +7 [ooc]Dex +3, Improved Initiative
Slippery Mind: If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Expel Vestige [4th level binder bonus feat]
Rapid Pact Making
Skilled Pact Making
~class~ [ranks + trained + ability modifier]
Sense Motive 3+3+1(Wis)=7
Binder class features:
BAB and saves as a cleric
2 skill points per level
Light and medium armor proficiency
Simple weapon proficiency
Class skills: Bluff, Craft, Decipher Script, Diplomacy, Gather Information, Knowledge (All),Linguistics, Profession, Sense Motive
Pact augmentation-at levels 2, 5, 10, 15 and 20 the binder can draw extra power from a vestige that he is bound to while the pact is in effect. The binder can choose from the following benefits:
Binders get a bonus feat that relates to their class at levels 4, 11 and 18.
Soul Guardian: The vestiges take a greater interest for the safety of the binder. At 6th level the binder is immune to fear. At 9th level the binder gains the slippery mind feature. At 13th level the binder is immune to energy draining attacks. At 19th level the binder is immune to mind-affecting effects. These benefits are lost if the binder is not bound to a vestige.
Gift from Romon Claus
Gift from Marak
Morning Star (1d8)6LB
MW Longsword 4LB
Book of vestiges
Bandages to draw signs of vestiges on so they can be kept on his person at all times
1 torch 1Lb
Disguise Kit 8Lbs
2 Candles -
4 pieces chalk -
2 Inkpen -
2 half pound bags of flour
vial of anti-toxin 50gp 0lb
Goblin dogslicer (left in house as a souvenir)
Souvenirs: Head of a sin-spawn preserved in brine, dead vargouille preserved,
Notes for me
Rotten apples and hellknights, a bet with Romon
Youthful run-in with the hellknight aspirants in Magnimar
Father's friendship with inquisitor of Nethys
- Buy an armored coat to store in the haversack. It will be useful when waking up and armor must be donned right away. Armored Coat 50 gp AC +4 Max Dex +3 Skill Penalty -2 Arcane Failure 20% Speed 20 ft. Weight 20 lbs. Can be donned as a move action. No "don hastily" option.
Mind Blast: This works exactly like the mind flayer ability of the same name, except it can only be used once every five rounds. The binder must show Cthulu's sign to use this power.
Knowledge of the Old Ones: The binder gains a +5 competence bonus on Knowledge (Arcana), Knowledge (Religion), Knowledge (Psionics), Knowledge (the Planes), Spellcraft, and Psicraft checks.
Terror of the Deep: The binder can use Evard's Black Tentacles. After the effect ends the binder must wait five rounds before using this power again. The binder can use this power once per day for every binder level he possesses.
Psychic Resonation: The binder has a constant Detect Psionics effect active and can use Ego Whip and Id Insinuation as a psi-like ability every five rounds. He can do this a number of times equal to his intelligence modifier (minimum of 1). The DC is 13+ the binder's intelligence modifier.
Scavenging Gullet: The binder gains the Scavenging Gullet feat from Lords of Madness. This allows him to eat almost any organic material and gain nutrition and find any such 'foodstuff' quite palatable. In addition, he is immune to nonmagical ingested poisons and diseases.
Great Constitution: While bound to Shub-Niggurath, the binder gains a +4 bonus to his constitution and gains bonus hit points accordingly. These hit points are treated as normal hit points, not bonus hit points.
Lesser Call Dark Young: The binder can call upon the powers of the dark young of Shub-Niggurath. He can create the effect of an Evard's Black Tentacles spell, with the following changes: only one tentacle is summoned at a time and lasts for one round per two effective binder levels, for every round someone remains grappled he takes five points of cold damage and there is a 50% chance the creature will take 1 point of wisdom damage. . The binder must wait five rounds after this power ends before using it again.
Foul Breath: As a standard action the binder can give off a breath of foul, green gas. This gas stinks of rotting meat and vegetation. The breath is a 30-foot cone of gas with two effects. All creatures caught in the area of the cone take 1d6 points of acid damage per two effective binder levels up to 5d6 at 10th level. Victims are allowed a Reflex save for half damage. All creatures with a constitution score that breathe must make a Fortitude save or be nauseated for 1d4+1 rounds. This power can be used once every five rounds. This does not count as a use of a natural breath weapon for creatures such as dragons that must wait after using their own breath weapons.