Iggwilv

Alisand Alvanti's page

24 posts. Alias of Faol Mhor.


Full Name

Alisanndra Alvanti

Race

Changeling

Classes/Levels

Inquisitor 1, HP 9/9, NL-HP 0/9, AC 15, Touch 11, Flat 14, F +6, R +1, W +6 Init +1, Perc +6

Gender

Female

Size

Medium

Age

18

Special Abilities

Liberties Blessing (Sp), Judgment (Su) 1/day,

Alignment

NG

Deity

Desna

Languages

Common, Chelish

Occupation

Monster hunter

Strength 13
Dexterity 13
Constitution 10
Intelligence 10
Wisdom 18
Charisma 14

About Alisand Alvanti

Inquisitor 1, HP 9/9, NL-HP 0/9, AC 15, Touch 11, Flat 14, F +6, R +1, W +6 Init +1, Perc +4

Female (Chelaxian) Inquisitor 1 (Freedom Domain)
NG Medium Humanoid (changeling)
Init +1; Senses Perception +6; Darkvision 60 ft.
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Defence
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Studded Leather AC 15, touch 11, flat-footed 14 [+3 armour, +1 natural, +1 Dex]
Without Armour AC 12, touch 11, flat-footed 11 [+0 armour, +1 natural, +1 Dex]

hp 9 [1d8+1 favoured class]

Fort +2, Ref +1, Will +6
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Offense
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Speed 30 ft.

Melee
morningstar +1 (1d8+1/x2),
2 claws +1 (1d4+1/x2), off-hand claw attack -4 (1d4+0/x2),
dagger +1 (1d4+1/19-20/x2),
unarmed +1 (1d3+1/x2)

Ranged
light crossbow +1 (1d8/19-20/x2/80ft.),
dagger +1 (1d4+1/19-20/x2/10ft.)

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Statistics
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Str 13, Dex 13, Con 10, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Alertness +2 Perception and sense motive
Languages Common, Chelish

Carrying Capacity

Light Load 50 lbs.
Medium Load 100 lbs. [Max Dex +3, Check Penalty –3, speed 20 ft., Run ×4]
Heavy Load 150 lbs. [Max Dex +1, Check Penalty –6, speed 20 ft., Run ×3]
Lift overhead 150 lbs.
Lift off the Ground 300 lbs.
Drag or Push 750 lbs.
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Traits
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Monster hunter +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Courageous +2 on saving throws against fear.
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Skills [Armour Check Penalty -1]
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Bluff (0) +2 [+2 racial vs those attracted to her]
Diplomacy (1) +6
Heal (1) +8
Intimidate (0) +3 [+1 class feature]
Knowledge (nature) (1) +4
Knowledge (religion) (1) +4
Perception (0) +6 [+2 feat]
Sense Motive (1) +11 [+2 feat, +1 class feature]
Survival (1)+4

Combat Gear (47 gp, 14 lbs.)

Melee; morningstar (8 gp, 6 lbs.)(2) dagger (2 gp, 2 lbs.);

Ranged; Light crossbow (35 gp, 4 lbs), (20) Bolts (2 gp, 2 lbs.)

Other Gear (62.5 gp, 36 lbs.)

Studded leather (25 gp, 20 lbs.) Perfume (5 gp), (2) tindertwigs (2 gp) Cleric's Vestments of Desna (5 gp, 6 lbs.), Explorer's Outfit (10 gp, 8 lbs.), Poncho (5 sp, 2 lbs.), Earrings (Jewlry worth 10 gp)

Kits (31 gp, 36 lbs.)

Inquisitor's Kit (30 gp. 34 lbs.)
-Backpack
-bedroll
-belt pouch
-Candles (10)
-Cheap holy text
-flint and steel
-iron pot
-manacles
-mess kit
-rope
-soap
-spell component pouch
-torches (10)
-trail rations (5 days)
-waterskin
-wooden holy symbol (Desna's butterfly on a starknife)

grooming kit (1 gp, 2 lbs)
-comb
-scissors
-nail file
-sponge
-hairbrush
-miniature mirror
-soap
-chewing stick
-tooth powder

Total Gear Value: 140 gp 5 sp
Total Gear Weight: 86 lbs.

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Special Abilities
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Natural Armor: Changelings have a +1 natural armor bonus.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Monster Lore (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.
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).

Judgment (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).

Domain Abilities (Sp):

Freedom Domain

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.


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Spells:

Spells Known (Spell failure 15%, CL 1, +1 melee touch, +1 ranged touch):

1st Level (2/day): Cure light wounds (1d8+1 hp), Doom (DC 15)

Orison (at will): Stabilize, Guidance, Light, Sift

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Tracked Resources:

HP [ooc]9[ooc]/9
Non-lethal [ooc]0[ooc]/9

CP 0
SP 5
GP 9
PP 0

Spells per day
-1st level, (2/day) 2/2 remaining
Judgment (1/day) (Ex) - 1/1 remaining
Dagger - 1/1 remaining
Crossbow bolts - 20/20 remaining

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Character Background Information
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Appearance:

Bio:

Alisand is a young woman who has grown up in Korvosa after her father was killed by her mother who returned on her seventh birthday, revealing she was a green hag, murdering Alisand's father and promising Alisand that one day great power would be hers if she was to follow in her mothers foot steps.

Alisand was horrified and terrified for many years, but soon found a purpose in revenge.

She took on the worship of Desna because Desna gave her hope that she wasn't forced to become like her mother but rather that she could choose a different destiny.

Alisand's interests in faith mixed with her desire for revenge and she struck out from the church to hunt evils that prey upon the weak or innocent.

She is an oddity in the Church of Desna, as there are few inquisitors, but she knows that she serves and important part in Desna's plan.

In an act of pilgrimage to Desna, as a way to gain information about monsters that plague the hinterlands, and in search of information about her mother, Alisand is heading to the Swallowtail festival in Sandpoint.

Background:

In Korvosa when she slept it was a faint whisper in her dreams, but now, now it’s so much worse.

The call is stronger now in the hinterlands.

The whisper in her mind and the grating of the long haggard nails on the rocks. The sound hurts her ears it’s so loud sometimes but yet she doesn’t wake up, she’s forced to listen to it. The babbling the screeching, the mumbling, the ranting the raging, all of it.

She needed to find her, she needed to seek her and hunt her and kill her, her own mother.

In the dream, at the end of it, every time she sees her mother’s face, in one moment it is beautiful beyond description, it’s no wonder a man would fall in love with her, the face is filled with motherly love and adoration for her, the next it turns into the face of the hag, long teeth, crocked nose, scars and wrinkles. The face laughs in derision and mockery. ”Find me if you dare dear daughter, fine me if you dare...”

Alisand wakes up in a sweat and with a headache.

It’s morning, the sun is rising and casting beautiful patterns on the water and highlighting the autumn colours all around her. Alisanndra Alvanti takes a deep breath of crisp fall air and packs her things, rolls up her blanket and bedroll and heads off towards Sandpoint once again.

I think I’m late, I’m certain the festival must have started without me, I hope some people will still be around who are willing to talk.

She is a hunter, not just any hunter, a hunter of nightmares, a hunter of the damned and a hunter of evil. It’s been two years since she set off on her journey to hunt her mother the green hag who birthed her and abandoned her and then returned on her seventh birthday to butcher her father in front of her

In the last two year Alisand has come across so many more stories of people’s lives being torn apart by the things in the dark, the monsters in the shadows and men of pure evil.

Now she hunts those things as well, she seeks to save people from their nightmares and hopefully one day she will do the same for herself, but until that happens she goes where she is needed.

Festivals are times of joy, times of celebration but they are also times when stories are told late into the night, these stories are most often fictions, tales from long ago, but every now and then she finds some truth in one or another which leads her down a trail to a nightmare.

”I wonder what nightmares plague the people of Sandpoint.