
Axithmal |

Seelah, The Corrupter
Technically Shamira doesn't grant access to the Sin Inquisition, but it seemed way to thematic to pass up
Shortly after Seelah joined the knighthood her faith would be tested, and she would fail. Shamira, disguised as one of Iomedae’s clerics, tricked Seelah into breaking her vows. Seelah, had not realized what she had done, nor the implications of her actions. It wasn’t until weeks later when she was defending a nearby village from a goblin threat, that Seelah realized that Iomedae shunned her. She was gravely wounded while clearing the goblin’s den and when she went to heal herself, Iomedae did not answer her prayers. Shocked, she wondered why Iomedae had forsaken her. She had done all that Iomedae had asked of her! Why were her pleas going unanswered? That is when Shamira came to her and offered her a deal. If she would be the succubus’s agent among the paladins of Iomedae, Shamira would grant her what Iomedae would not. Her acceptance was at first reluctant, but as time went on, with Shamira’s help she began seeing the corruption within the knighthood. She saw the other paladin’s vices, that they too were just as fallible, and she began to exploit it. Slowly corrupting the organization to its core.
Mirror Universe Seelah CR 3
XP 800
Human (Garundi) ex-paladin (divine hunter) 1/inquisitor (infiltrator, preacher) of Shamira 3 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 62, Pathfinder RPG Ultimate Magic 45, 46)
CE Medium humanoid (human)
Init +5; Senses Perception +9
---- Defense ----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 29 (4 HD; 3d8+1d10+4)
Fort +6, Ref +3, Will +8; +3 vs. abilities that detect lies or force the truth, +1 trait bonus against illusions.
---- Offense ----
Speed 30 ft. (20 ft. in armor)
Melee longsword +3 (1d8/19-20)
Ranged +1 sniping unholy reliquary composite longbow +6 (Flight Arrows: 1d6+1/x3 or Normal Arrows: 1d8+1/×3)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect chaos, detect evil, detect good, detect law
Inquisitor (Infiltrator) Spells Known (CL 3rd; concentration +6)
1st (4/day)—disguise self, keep watch, longshot[UC], vocal alteration[UM] (DC 14)
0th (at will)—brand[APG] (DC 13), daze (DC 13), detect magic, detect poison, light, sift[APG]
Domain Sin inquisition
---- Tactics ----
Before Combat Seelah will only willingly initiate combat if she is far away from the PCs (~650 ft) and events have forced her to do so. In this case she will find a good hiding spot, cast longshot, and proceed to snipe whichever looks the least armored using her flight arrows. Otherwise, if the PCs confront her, she will attempt to dissuade the PCs from combat, lying if necessary. If it does not appear to be working she will attempt to enlist others of her former order (Paladins of Iomedae) or Guards to defend her, smearing the PCs’ reputation in the process.
During Combat If Seelah initiated combat she will continue to snipe the PCs continuing to focus on whichever characters appear to be the least armored. She will switch targets the moment her current one falls down (she can’t tell the difference from unconscious, dying, and faking it from that distance). When the PCs get about halfway to her (~300 ft), she will switch to normal arrows. She will continue to fire at them until they get closer (~100 ft away) at which point she will attempt to slink off into the shadows and try again at a later date.
If the PCs initiate combat, Seelah will attempt to keep any allies she enlisted between herself and her enemies. She will still go for whichever PC appears to be the least armored, and slowly back away between shots. She will use her Determination (Warning) ability on the first two criticals the PCs attempt to inflict on her allies. If Seelah herself is being attacked she will instead use Determination (Defense) on herself to try to negate the first two hits on herself.
Morale Seelah will never fight alone if she can help it. If she initiated combat herself, sniping the PCs, she will stop if they get closer approximately 100 ft away. She will drink her potion of pass without trace, then attempt to sneak away. If she did not initiate combat and is alone (or being attacked directly) she will attempt to break line of sight with the PCs (or using her potion of vanish if she is having a hard time escaping them) and cast disguise self (and vocal alteration time permitting) to pretend to be an innocent observer. She will look towards the nearest building or alley pretending to be surprised and confused. If they ask where she went, she will misdirect the PCs towards it saying that she just ran past. If she is unable to escape she will surrender to the PCs.
---- Statistics ----
Str 11, Dex 14, Con 12, Int 12, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Expert Sniper, Far Shot, Point-Blank Shot, Precise Shot
Traits chosen of iomedae crisis of faith, ex-iomedaean
Skills Acrobatics +1 (-3 to jump), Bluff +13, Climb +3, Diplomacy +13, Disguise +8, Heal +7, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +9, Sense Motive +10, Spellcraft +5, Stealth +7 (+12 to remain hidden after sniping with weapon), Survival +7, Swim +3
Languages Common, Kelish, Osiriani
SQ determination, forbidden lore, misdirection, necessary lies, silver tongued, sin sense
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of pass without trace, potion of vanish, caltrops (3); Other Gear mwk armored coat[APG], heavy wooden shield, +1 sniping unholy reliquary composite longbow, arrows (40), flight arrows[APG] (20), longsword, muleback cords[APG], backpack, bedroll, belt pouch, flint and steel, grappling arrow[UE], hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 24 gp
---- Special Abilities ----
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Far Shot Halve the range increment penalty for extended range.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Sin Inquisition) Deities: Asmodeus, Calistria, Norgorber, Rovagug, Urgathoa, Zon-Kuthon.
Granted Powers: You know how to stoke the seven sins in others (envy, gluttony, greed, lust, pride, sloth, and wrath), and twist their dark desires to suit your
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +3 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sin Sense (6/day) (Su) Gain +4 on CHA-based skill check by adding temptation