Chivane

Jasmine Almandine's page

258 posts. Alias of ginganinja.


Full Name

Jasmine Almandine

Race

Elf

Classes/Levels

Inquisitor Trickster 6(1) HP: 58/58 | AC:22 T: 15 FF: 18 | Fort: +8 | Ref: + 8| Will: +11 | Perception: +13 Initiative: +8 (Low Light Vision, Darkvision) | Lucky Number:

Gender

Female

Age

120

Alignment

Chaotic Neutral

Deity

Calistria

Strength 10
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 16
Charisma 14

About Jasmine Almandine

Appearance

Backstory:

Jasmine appears to be a tall, slim elf with long dark hair, spilling down halfway down her back. As she travels widely, spending the vast majority of her time outdoors, her skin tone is more dark than pale, veering towards an olive tone. Her dark blue eyes are always moving, observing, drinking in surroundings, and while she has a slender build, her muscles are usually taunt with tension, the by-product of always being on edge. In dress, Jasmine always seeks to emulate the styles as to what is around her (for instance greener items in a forest, duller colours in a city) to better blend in, but has a preference for black if in a relaxed atmosphere. Unlike many of the refugees around her, Jasmine always attempts to keep herself as clean as possible, removing accumulated dirt with liberal use of her Create Water cantrip. The quirk was born out of repeated slavery and routine, where Jasmine was expected to look presentable at all times, and Jasmine still adopts the practise, ignoring it only when it would hinder her (such as if she was trying to be camouflaged).

Jasmine had been at the centre of a difficult life. As a (relatively) young woman by elf standards, her family was broken apart by a raiding party of humans, who were quite delighted with the stock of slaves they were able to gather. Jasmine was perhaps slightly fortunate, in that her slight build and natural longevity made her appear less of a physical threat, and therefore more suited as a house slave that could endure for several years.

Loathing the status of her new position, Jasmine attempted to escape time and time again, but cruelly, the arcane magic binding her would make such attempts fruitless. Coming from a race with an innate talent for the arcane arts, Jasmine grew to hate the human mages, who would delight in occasionally giving her a delusion of freedom, before yanking her back – her distress being a source of great amusement.
Enslaved for years, Jasmine vowed permanent revenge against her captors, the idea keeping her sane no matter the abuse or indignities she suffered. She changed tactics, trying to appear me docile, even obedient, trying to build up magical resistance until she was finally once able to observe an illusion for what it really was, successfully ignoring an apparent escape opportunity and allowing her masters to believe that her will was finally broken. Working quickly as her owners were lulled into a false sense of security, Jasmine managed to build up a small list of items which she quickly used to finally achieve a permanent escape, timing her departure with a minor uprising and allowing her to successfully flee. Falling in with a refugee column, Jasmine quickly switched her thoughts to those of retaliation, aiming to eventually hunt down and slay everyone that had a hand in her slavery, specially reserving her ire for those special humans that practiced arcane magic.

Crunch:

Inquisitor
Female elf inquisitor (sanctified slayer, spellbreaker) of Calistria 6/Trickster 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 52)
CN Medium humanoid (elf)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +13
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Defense
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AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 58 (6d8+10)
Fort +8, Ref +8, Will +11; +1 vs. evocation spells, +2 racial bonus vs. transmutation spells and spell-like effects
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Ranged +2 Legendary composite longbow +8/+8 (1d8+8/×3 plus 2d6)
Special Attacks bane (6 rounds/day), inspired spell[MA], mythic power (5/day, surge +1d6), sneak attack +1d6, studied target +2 (2nd, move action)
Inquisitor Spell-Like Abilities (CL 6th; concentration +10)
At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sanctified Slayer, Spellbreaker) Spells Known (CL 6th; concentration +10)
2nd (4/day)—acute senses[UM] (DC 16), focused scrutiny[ACG], invisibility, perceive cues[APG]
1st (5/day)—bless, handy grapnel[UI] (DC 15), heightened awareness[ACG], lucky number
0 (at will)—create water, guidance, light, read magic, sift[APG], stabilize
Domain Conversion inquisition[UM]
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Statistics
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Str 10, Dex 19, Con 12, Int 16, Wis 18, Cha 14
Base Atk +4; CMB +4; CMD 19
Feats Deadly Aim, Dual Path[M], Precise Shot, Rapid Shot, Skill Focus (Stealth)
Traits charming
Skills Bluff +13 (+14 vs. humanoids, +14 vs. characters who could be attracted to you), Diplomacy +13 (+14 vs. humanoids, +14 vs. characters who could be attracted to you), Disguise +12, Intimidate +16, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +13, Profession (courtesan) +13, Sense Motive +18, Sleight of Hand +13, Stealth +16; Racial Modifiers silent hunter[APG]
Languages Celestial, Common, Elven, Sylvan
SQ defense against magic, foil casting, legendary item[MA], legendary power, legendary surge, mythic bond, perfect, stern gaze +3, strong-willed, surprise strike[MA], track +3
Other Gear +2 glamered mithral chain shirt, +2 Legendary composite longbow, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, hat of disguise, headband of mental prowess +2 (Int, Wis), ring of protection +1
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Special Abilities
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Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defense Against Magic +1 (Evocation) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inquisitor (Sanctified Slayer, Spellbreaker) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.

A myth
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +3 Add the listed bonus to Survival checks made to track.
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