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Sun Priestess

Shanoa's page

326 posts. Pathfinder Society character for Count Buggula.


Race

Human

Classes/Levels

Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Gender

F

Age

22

Alignment

CG

Deity

Milani

Languages

Common

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

About Shanoa

Shanoa is a young woman with fair skin and long, flowing black hair down her back. She wears a leather breastplate over a long dark dress with a low-cut back which reveals a large decoration of a rose covering her skin, but whether it is birthmark or tattoo is hard to tell.

Combat:

Hit Points: 32/32
Speed: Walk 30 ft.

Total / Touch / Flat Footed
AC: 16 / 12 / 14
Initiative: +7
BAB: +3
Melee tohit: +5
Ranged tohit: +5

Fortitude: +5
Reflex: +4
Will: +8

CMB: +5
CMD: 17

Unarmed attack:
to hit: +5
damage: 1d3+2
critical: 20/x2

Masterwork Nexavaran Steel Morningstar +1:
to hit: +8
damage: 1d8+3
critical: 20/x2

Shortbow:
to hit: +5
damage: 1d6
critical: 20/x3
range: 60 ft.


Skills:

Skill Total Rnk Stat Msc
Acrobatics 1 0.0 2 -1
Acrobatics (Jump/Underground) 2 0.0 2 0
Appraise 0 0.0 0 0
Bluff 6 1.0 2 3
Climb 1 0.0 2 -1
Craft (Untrained) 0 0.0 0 0
Diplomacy 11 4.0 2 5
Disguise 2 0.0 2 0
Escape Artist 1 0.0 2 -1
Fly 1 0.0 2 -1
Heal 7 1.0 3 3
Intimidate 13 4.0 2 7
Knowledge (Dungeoneering) 4 1.0 0 3
Knowledge (Dungeoneering/ID monster) 7 1.0 0 6
Knowledge (Nature) 4 1.0 0 3
Knowledge (Nature/ID monster) 7 1.0 0 6
Knowledge (Religion) 7 4.0 0 3
Knowledge (Religion/ID monster) 10 4.0 0 6
Perception 10 4.0 3 3
Perform (Untrained) 2 0.0 2 0
Ride 1 0.0 2 -1
Sense Motive 12 4.0 3 5
Stealth 5 1.0 2 2
Survival 10 4.0 3 3
Survival (Follow or identify tracks) 12 4.0 3 5
Swim 1 0.0 2 -1

Special Abilities:

Solo Tactics (Ex)
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.
Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Judgment (Sacred) (Su)
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. An inquisitor can use this ability 2 times 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.

Judgment / Destruction
The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.

Judgment / Healing
The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice
This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Judgment / Piercing
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection
The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Judgment / Purity
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Judgment / Resiliency
This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance
The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / 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.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks.

Resistant Touch
As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 6 times per day.

Favored Class: Inquisitor
Favored Class Bonus
Bonus Skill Point: Knowledge (Nature)
Bonus Inquisitor Spell (2x level 0, 1x level 1)


Traits:

Birthmark
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Subject of Study (Undead)
Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.


Feats:

Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Toughness
You gain +3 hit points.

Weapon Focus (Morningstar)

Precise Strike
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.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Simple Weapon Proficiency
You make attack rolls with simple weapons normally (without the non-proficient penalty).

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.


Equipment:

Traveler's Outfit, Masterwork Chain Shirt, Waterskin, Arrows x20
Backpack
Bedroll, Silk Rope (50'), Empty Flask (x6), Blanket, Candle, Flint and Steal, Ink, Inkpen, Common Lamp (bright 15', shadowy 30'), Oil (1 Pint), Parchement, Sun Rod, Chain Shirt
Belt Pouch
117 gp
9 sp
9 cp
Spell Component Pouch
Powdered Silver
Wool fluff

Light Source | Bright | Shadowy | Duration
Candle | - | - | 1 hr.
Lamp (Common) | 15 ft. | 30 ft. | 6 hr./pint
Sunrod | 30 ft. | 60 ft. | 6 hr.

Total weight carried: 45.24 lbs
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175


Spells:

Level: 0, 1, 2
Known: 8, 6, 3
Per Day: at will, 4, 2
Concentration: +7

Level 0
Acid Splash (Conjuration, EarthSchool)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (35 ft.) Components: V, S
SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid
DESC: You fire a small orb of acid at the target dealing 1d3 points of acid damage.

Create Water (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (35 ft.) Components: V, S
SR: No Effect: This spell generates wholesome, drinkable water, just like clean rain water. Target: Up to 8 gallons of water
DESC: This spell generates wholesome, drinkable water, just like clean rain water.

Daze (Enchantment)
Saves: Will negates DC: 13 Casting: 1 standard action
Duration: 1 round Range: Close (35 ft.) Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less
DESC: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.

Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 4 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.

Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (35 ft.) Components: V, S
SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray
DESC: You direct a ray of positive energy dealing 1d6 points of damage to Undead.

Guidance (Divination)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: This spell imbues the subject with a touch of divine guidance. Target: Creature touched
DESC: This spell imbues the subject with a touch of divine guidance.

Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 40 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.

Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 40 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Level 1
Bless (Enchantment)
Saves: None DC: Casting: 1 standard action
Duration: 4 minutes Range: 50 ft. Components: V, S, DF
SR: Yes (harmless) Effect: Bless fills your allies with courage. Target: The caster and all allies within a 50-ft. burst, centered on the caster
DESC: Bless fills your allies with courage.

Bless Water (Transmutation)
Saves: Will negates (object) DC: 14 Casting: 1 minute
Duration: Instantaneous Range: Touch Components: V, S, M
SR: Yes (object) Effect: This transmutation imbues a flask of water with positive energy, turning it into holy water. Target: Flask of water touched
DESC: This transmutation imbues a flask of water with positive energy, turning it into holy water.

Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+4 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.

Divine Favor (Evocation)
Saves: DC: Casting: 1 standard action
Duration: 1 minute Range: Personal Components: V, S, DF
SR: Effect: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls. Target: You
DESC: Calling upon the strength and wisdom of a deity, you gain a +(max(1,min(3,floor(CASTERLEVEL/3)))) luck bonus on attack and weapon damage rolls.

Know the Enemy (Divination)
Saves: None DC: Casting: 1 minute
Duration: Instantaneous Range: Personal Components: V, S, DF
SR: No Effect: Gain +10 on a monster Knowledge check. Target: You
DESC: Gain +10 on a monster Knowledge check.

Weapons Against Evil (Transmutation)
Saves: Fortitude negates (object) DC: 14 Casting: 1 standard action
Duration: 4 rounds Range: Close (35 ft.) Components: V, DF
SR: Yes (object) Effect: Target: 4 weapons, no two of which can be more than 20 ft. apart
DESC:

Level 2
Cure Moderate Wounds (Conjuration)
Saves: Will half (harmless) or Will half; see text DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless) or yes; see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+4 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 2d8+(min(10,CASTERLEVEL)) points of damage.

See Invisibility (Divination)
Saves: DC: Casting: 1 standard action
Duration: 40 minutes [D] Range: Personal Components: V, S, M
SR: Effect: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Target: You
DESC: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.

Weapon of Awe (Transmutation)
Saves: Will negates (harmless, object) DC: 15 Casting: 1 standard action
Duration: 4 minutes Range: Touch Components: V, S, DF
SR: Yes (harmless, object) Effect: Weapon gets +2 on damage rolls. Target: weapon touched
DESC: Weapon gets +2 on damage rolls.


Background:

Shanoa was born with an unusual birthmark – a single upright rose in the small of her back. In the superstitious region of Ustalov it was simultaneously heralded as a blessing and a curse, but everyone agreed it was an omen. She was the center of attention throughout her early years as everyone expected some great event or miracle, but the doting came with ridicule and ostracism to a girl who wanted nothing but to be just like everyone else. Eventually the novelty faded as Shanoa kept her mark covered and hidden, and after several years of isolation she finally began to make friends with the other local youths in her teenage years.

Desperate as she was to gain acceptance, she often fell victim to the other children’s jokes and pranks, as she did on a moonless night in early autumn. The old abandoned house on the edge of town that every child claimed to have visited was the object of the myriad dares directed at Shanoa, who eventually gave in and started walking alone towards the crumbling building as the other children watched on from the distance. Though her heart raced, and she imagined all manner of horrors in the darkness before her, she kept pacing forward mechanically. After all, hadn’t the other kids all done this and turned out fine?

It seemed to take an eternity to reach the house, but she forced herself to look straight ahead and keep walking even as her entire body shook with anticipation. Finally she placed her hand on the brick wall, turned to look one last time at where her friends were waiting, and stepped inside. All was darkness. She felt along a hallway for a few steps and then tripped on rubble, sending her somersaulting down a stairway into the cellar. She came to a halt as she smacked her head against a hard surface, but even as she was seeing stars she was determined not to cry.

Fumbling around in the darkness for a way back up, she put her hand in something moist and her heart started to beat faster. Panicking, she spun around and found herself face to face with a horrifying, glowing apparition mere inches from her face, floating off the ground and letting out a low, soft chuckle. Letting out a blood-curling scream as it reached out at her, she turned again, fell on the floor, and curled up on her knees, hiding her face in her arms.

The phantom closed in on her, and as it reached a single finger to touch her back, Shanoa’s birthmark started to glow brightly, burning the cloth off her dress as it bathed the malice in holy light. Moments passed in silence, and when the girl finally opened her eyes again and tentatively looked behind her, she was once again alone in the darkness. Finally stumbling out into the night, she was greeted by the horrified looks of the rest of the children who had started running to her aid when they heard the scream.

She could not hide her birthmark from their lanterns, and rumor spread quickly around town once again. Fearing ridicule, Shanoa shut herself in her room until her Mother informed her of a visitor by the name of Professor Lorrimor. He examined the girl’s back, and was shocked to find a pattern of scale-like marks around the spot she had been touched. Fetching a mirror, he showed her what her birthmark had become – it now looked like a rose growing out of a blood-soaked street, which he told her was the symbol of the goddess Milani.

There was no church of Milani that she had heard of, but the Professor promised to learn what he could about them and through frequent correspondence she learned about the hope The Everbloom brings to regions such as Galt and the River Kingdoms, and the role she once played in rebellions within the old Chelaxian Empire. She learned of hope and devotion, but she had also learned another lesson: the superstitions were true. Undead walked the land, and were to be feared – but could also be defeated.


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