Aleris Somciel's page

1,071 posts. Alias of Lady Ladile.



About Aleris Somciel

Aleris Somciel
Sylph Inquisitor of Shelyn 4
NG Medium Outsider (Native)
Init +7; Senses Darkvision 60 ft.; Perception +10
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex)
HP 22
Fort +5, Ref +5, Will +7
Resist Electricity 5
Speed 30 ft.
Dagger +4 (1d4+1/19-20)
Glaive +4 (1d10+1/×3)
Morningstar +4 (1d8+1)
MW Longbow +8 (1d8/x3)
Sylph Spell-Like Abilities (CL 4th; concentration +7)
1/day - Feather Fall
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
At Will - Detect Alignment
Inquisitor Spells Known (CL 4th; concentration +7)
2nd (2/day) - Communal Protection vs. Evil, Holy Ice Weapon
1st (4/day) - Cure Light Wounds, Divine Favor, Heightened Awareness, Lend Judgement
0 (at will) - Create Water, Daze (DC 13), Detect Magic, Guidance, Light, Stabilize
Inquisition - Fervor
Fire of Belief (6/day) (Sp) - You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). If you are good, the flames only harm nongood targets. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Str 12, Dex 18, Con 12, Int 14, Wis 16, Cha 14
Base Atk +3; CMB +4; CMD 19
Point Blank Shot
Precise Shot
Teamwork Feats
Holy Tattoo
Intense Artist (Dance & Sing)
Sphinx Riddler
Acrobatics +5 - (1 rank, 4 Dex)
Bluff +6 - (1 rank, 3 class, 2 Cha)
Diplomacy +9; +10 vs. sphinxes - (4 rank, 3 class, 2 Cha; 1 trait)
Heal +10 - (4 rank, 3 class, 3 Wis)
Knowledge: Arcana +9 - (4 rank, 3 class, 2 Int)
Knowledge: Planes +7 - (2 rank, 3 class, 2 Int)
Knowledge: Religion +9 - (4 rank, 3 class, 2 Int)
Linguistics +3 - (1 rank, 2 Int)
Perception +10 - (3 rank, 3 class, 3 Wis)
Perform: Dance +9 - (3 rank, 3 class, 2 Cha, 1 trait)
Sense Motive +11 - (3 rank, 3 class, 3 Wis, 2 Stern Gaze)
Spellcraft +7 - (2 rank, 3 class, 2 Int)
Languages Auran, Common, Elven, Osiriani, Sphinx
Other Gear Leather Armor, Arrows (37), Backpack, Bedroll, Belt Pouch, Blanket, Canteen, Compass, Flint and Steel, Gear Maintenance Kit, Grooming Kit, Hemp Rope (50 ft.), Hot Weather Outfit, Ink (black), Inkpen, Journal, Mess Kit, Torch (5), Trail Rations (5), Wrist Sheath, 1370 gp, 5 sp
Magical & Alchemical Gear
Efficient Quiver
Ring of Protection +1
Cold Iron Arrow x8
Special Abilities
Breeze-Kissed (1/day) - Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

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

Darkvision (60 feet) - Sylphs can see perfectly in the dark up to 60 feet.

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 (1/day) (Su) - 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.

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.

Justice - This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

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.

Purity - The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency - This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

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).

Monster Lore +3 (Ex) - 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.

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.

Stern Gaze (Ex) - Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

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.

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


Born as the youngest child and only daughter to a large family living in the settlement of Sevenarches in the River Kingdoms, Aleris was often left to her own devices. Her unusual appearance, combined with her parents' energy having been largely sapped by raising her four older brothers, resulted in her family having little time or patience for her. As she grew older, she soon realized that her time in Sevenarches was limited; the Oakstewards who presided over the settlement would surely force her to leave once she came of age and was no longer considered a child. Rather than be forcibly removed, she chose to leave on her own terms, vanishing one night without a word of goodbye to anyone.

For a time, Aleris simply wandered from settlement to settlement, slowly making her way across the River Kingdoms, through Ustalav and Lastwall, and into Varisia. It was there that she chanced upon a traveling caravan of Shelynites who called themselves The Glory of the Risen Rose. The caravan traveled from town to town, spreading the teachings of Shelyn in their displays of art - songs, decorative murals, and the like. Initially planning to travel with them only a short time, Aleris instead stayed with the group for nearly a year. During that time, she came to learn more of Shelyn and her teachings, which captured the (formerly lonely) sylph's heart. At the end of her year with the group, Aleris bid them goodbye in the city of Magnimar. There, she went to Shelyn's temple and pledged her life and what talents she possessed to the Eternal Rose.

Over a period of several years, Aleris grew stronger in her faith and as a warrior. As she was not possessed of the necessary strength or stamina to wield weapons in hand-to-hand combat, she instead took up the bow and trained in archery, which she was better suited to.

Travel to Osirion:

Though she has often been tasked with what could be called community outreach and public relations work on behalf of Shelyn, Aleris hadn't traveled beyond the Magnimar area since she settled there. However, when word began trickling into the city of a lottery to be held in far-off Osirion, she jumped at the prospect of going. It had been so long since she'd traveled and she reasoned that it might be a good opportunity to spread the teachings of Shelyn. Of course it didn't hurt that she'd also read that sphinxes were sometimes known to visit the city where the lottery would be taking place...


Aleris kinda looks like this. She has a colorful tattoo on her right outer wrist that depicts the holy symbol of Shelyn.


Rather than reclusive and shy as most of her sylph brethren are, Aleris is instead outgoing and friendly towards others, a result of time spent under the tutelage of Shelyn's faithful. However, the flightiness that is often associated with sylph behavior can still be seen when she finds herself interacting with new peoples and visiting new locales, her attention bouncing rapidly from one thing to the next. Unfortunately, the young sylph is also rather naive and inexperienced, often believing the best of people who don't deserve it.

Despite following Shelyn, who respects all aspects of love and encourages deep, loving relationships, Aleris has little experience with love herself beyond the familial love she holds for fellow Shelynites.

Shelyn's Paladin Code:

Though not a paladin, Aleris still attempts to do her best to adhere to these standards.

*I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
*I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
*I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
*I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
*I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.
*I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

Character Mechanics & OOC Stuff:

Aleris will be built to be primarily an archery combatant and to use her inquisitor spells and abilities to aid her companions. With her skills and personality, she could also serve as a party face or backup as necessary. Depending on what the party composition is, she can also pick up skills that the group might be lacking in.

Regarding sexual orientation and building relationships (whether with the NPCs or other PCs), I envision her to be largely straight. She could be convinced to give a relationship with a woman a try, but the woman in question would have to be extremely special to her (aka a woman will have to give it more effort than a man). As of the start of the adventure, she's most definitely a virgin. And as far as my own personal comfort level goes, I'd prefer to keep to roughly a PG-13 rating with more intimate acts being implied or getting the 'fade to black' treatment.

Since I've noticed most of the other submitted PCs are varying shades of neutral and a few evil, I'm aware that there could be some in-party conflicts with Aleris. Provided there's not any out and out evil acts committed in front of her (murder, etc.) she'll be willing to give PCs the benefit of the doubt (there's that naive drawback...) and possibly try to convert them by way of dialogue (but she's not going to be super pushy about it).