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About Attai KahQuick View Stats for Combat:
Initiative: +7 (+2 Dex, +3 Wis, +2 trait bonus)
SPELLS
(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Attai's Background:
Attai has always been a mystery to his human parents, ex-adventurers though they be. Obviously of Sylph ancestry, his upbringing was dotted with equal parts strange occurence and wilful disobedience. A pensive child, given to thoughtful meanderings and inspired realisations, Attai has grown into a sombre and introspective individual. While his internal reality is full, and intense, his outward demeanor is still polite and toward, and he realises that others do not always require the relation of his mental meanderings.
It didn't help matters when his late great-uncle Galburia left him a remarkably ancient ancestral Keleshite Deck, said to have been created by a powerful outsider some ages past. Attai's mother was for burning the troublesome oracular deck, but his father calmed her down and let the boy be. Attai has spent many nights making readings and channeling the vicissitudinal spirits and agents of random chance and causality, gleaning small messages and keening the odd bit of intuitive aid. There is a thread he feels on the tip of his tongue, on the edge of his awareness - he just needs more time with the deck and in less prosaic situations. Some grand adventure might be just the ticket... STATS:
Ability Scores Score (bonus) (point buy) (racial creation bonus) (level up) Str : 14 (+2) (5) Dex: 14 (+2) (2) (+2 Sylph) Con: 11 (+0) (3) (-2 Sylph) Int: 10 (+0) (-2) (+2 Sylph) Wis: 16 (+3) (10) Cha: 12 (+1) (2) DEFENSE:
AC: 16, touch 12, flat-footed 14 (+3 armor, + 2 Dex, +1 shield, +0 size) HP: 17 (Full first level = 8, avg x2 = 8, +0 Con, +3 Favored Class, +4 Toughness)
OFFENSE:
Initiative: +7 (+2 Dex, +3 Wis, +2 trait) Speed 35 ft. Melee: Morningstar +4 1d8+3, x2 [BAB +2, Str +2] [+3 Strength, two handed] Spear +4 1d8+3, x2 [BAB +2, Str +2] [+3 Strength, two handed] Longspear +4 1d8+3, x3 [BAB +2, Str +2] [+3 Strength, two handed] Ranged
Base Atk: +2 CMB: +4 (+2 BAB, +2 str) CMD: 16 (10, +2 BAB, +2 str, +2 dex)
Favored Class Bonus Inquisitor: Hit points Feats:
[1 1st level, 1 3rd level, 1 Teamwork Feat]
Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Precise Strike
Point Blank Shot
SKILLS:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), , Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). Skills: (18 ranks= 6 x Inquisitor 3, +0 Int)
TRAITS :
Reactionary Benefit: You gain a +2 trait bonus on initiative checks. Harrow Chosen Benefit:You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. Sylph Racial Traits:
Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Medium Native Outsider Normal Speed: 30 ft movement Darkvision: 60 ft Spell-like ability Feather fall 1/day (caster level equal to total character level) Breeze-kissed Swirling winds circle the sylph, conferring a +2 racial bonus to AC against nonmagical ranged attacks. Can be calmed or renewed as a swift action. Once per day you can channel this wind into a single gust, making a bullrush or trip combat maneuver attempt against one creature within 30 feet. Whether successful or not this negates the AC bonus for another 24 hours. Like the Wind: +5 foot bonus to speed Languages: Common CLASS ABILITIES:
Weapon and Armor Proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Domain: Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spellcasting:
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.) Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Improvised Array
At 1st level, as long as the suit seeker has at least one card in her improvised array that matches her current judgment, she increases her effective inquisitor level by a number of levels equal to the number of matching cards for the purpose of determining that judgment's effects. Suits and related Judgments
Spoiler:
Suit--Judgment--Ability Books--Piercing--Intelligence Crowns--Smiting--Charisma Hammers--Destruction--Strength Keys--Protection--Dexterity Shields--Resiliency--Constitution Stars--Healing--Wisdom Judgment 1/day
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. Monster Lore: 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 : Add ½ level to Intimidate and Sense Motive Cunning Initiative (Ex)
Eye of the Harrow (Su)
If a card matches the alignment of an enemy within 60 feet on both alignment axes, the card glows brightly and the inquisitor gains a +1 sacred bonus on attack rolls and damage rolls against enemies of the matching alignment. This ability replaces detect alignment. Track
Solo Tactics (Ex)
Teamwork 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. Judgments:
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. 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. 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). GEAR:
Weapons: Melee: Morningstar 1d8 x2 (B,P), 8 gp, 6 lbs Longspear 1d8 x3 (P), 5 gp 9 lbs Spear 1d8 x2 ℗, 2 gp 6 lbs. Dagger 1d4 19-20, 2cp 1 lb. Ranged:
Armor:
Skill Equipment: Miscellaneous:
Total equipment cost: (97.2gp)
Capacity: 175 lbs; less than 58 lbs = light load. Carrying 57 lbs. Load: Medium
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