Sarita Senbi

Anabella Sitotu Clement's page

49 posts. Alias of The Norv.


Full Name

Anabella Sitotu Clement

Race

Human (Taldan/Garundi)

Classes/Levels

Inquisitor of Sarenrae 2 HP 15/15 | AC 17 | T 13 | FF 14 | CMD 15 | Fort +3 | Ref +3 | Will +5 | Init +5 | Perc +6 | Judgment 1/1 | Disappear 5/5

Gender

Female

Size

Medium

Age

21

Alignment

CG

Deity

Sarenrae

Location

Oppara, Taldor

Languages

Common, Osiriani

Occupation

Young Noblewoman

Strength 12
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 14
Charisma 14

About Anabella Sitotu Clement

Anabella Sitotu Clement
Human (Taldan/Garundi) Inquisitor of Sarenrae 2
Favored class: Inquisitor | FCB: 2 hp
CG Medium Humanoid (Human)
Height: 5'7" Weight: 135 lbs.
Init +5; Senses Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+3 DEX, +3 armor, +1 shield)
HP 15 (2d8+2)
Fort +3, Ref +3, Will +5
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Offense
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Speed 30'
Melee Estoc +4 (2d4+1 P/18-20)
Dagger +4 (1d4+1 P or S/19-20)
Ranged Dagger +4 (1d4+1 P or S/19-20/10')
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Statistics
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Str 12 Dex 16 Con 10 Int 13 Wis 14 Cha 14
Base Attack +1; CMB +2 CMD 15
Feats Weapon Finesse
Traits Young Reformer, Under Siege, Free Spirit, Naive
Adventuring Skills Bluff [2] +8, Diplomacy [2] +7, Knowledge (Local) [2] +7, Knowledge (Religion) [1] +5, Perception [1] +6, Sense Motive [2] +9, Sleight of Hand [2] +8, Stealth [2] +8 | ACP: 0
Background Skills: Perform (Dance) [2] +4, Knowledge (Nobility) [2] +3, Knowledge (Geography) [2] +3
Languages Common, Osiriani
Gear Estoc, masterwork studded leather armor, buckler, courtier's outfit, belt pouch, wooden holy symbol of Sarenrae, disguised copy of The Birth of Light and Truth (disguised as Melodies of Inner Beauty), scimitar [at home], 2 daggers
Cash 4 gp
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Special Abilities
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RACE

Military Tradition: Gain proficiency with the rapier and estoc.
Skilled: Gain +1 skill rank/level.
TRAIT
Young Reformer (Campaign): Gain a +1 trait bonus on Disable Device and Knowledge (Local) checks, and Knowledge (Local) becomes a class skill. Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces.
Under Siege (Religion): You gain a +1 trait bonus on Bluff checks and Sense Motive checks.
Free Spirit (Social): You gain a +1 trait bonus on saving throws against language-dependent effects and effects with the sonic descriptor. The DC to Intimidate you increases by 1.
Naïve (Drawback): You take a -2 penalty to AC against attacks with improvised weapons, and a -2 penalty to CMD against dirty trick combat maneuvers.
CLASS
Judgment 1/day:
Gain one of a variety of bonuses as a swift action.
Inquisition: Clandestine (makes Sleight of Hand a class skill)
Disappear (Sp) 5/day: You can become invisible (as the spell) as a standard action. This lasts 1 round per inquisitor level or until you attack.
Monster Lore (Ex): Add WIS to Knowledge checks made to identify the abilities and weaknesses of creatures in addition to INT.
Stern Gaze (Ex): Gain a bonus on all Sense Motive and Intimidate checks equal to 1/2 inquisitor level (min. +1).
Cunning Initiative (Ex): Gain a bonus on all Initiative rolls equal to WIS.
Detect Alignment (Sp): Can use detect X spells at will (only one at a given time).
Track (Ex): Add 1/2 level to Survival checks to track.
FEAT
Weaopn Finesse:
Make attacks with light weapons and particular other weapons using DEX instead of STR mod.
SPELLS
Orisons (5/day, DC 12): Daze, Detect Poison, Disrupt Undead, Light, Sift
1st-level (3/day, DC 13): Disguise Self, Magic Weapon, Shield of Faith