About Ayika Shar Ayika Shar
Enhancement - CL 1; DC 12; Duration Concentration, or 1 min/level; Range Close; Talents ; - Enhance Equipment You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item. War - CL 1; DC 12; Duration Concentration, or 1 rnd/level; Range Long; Talents ; -
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Feats:
Weapon Focus Heavy Blade: +1 bonus on attack rolls with one weapon. Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Improved Initiative: You get a +4 bonus on initiative checks. Traits:
Acolyte of Razmir: You are an adherent of the Razmiri faith, or once were and have since renounced it. You gain a +1 trait bonus on Knowledge (local) and Knowledge (religion) checks, and one of these skills is always a class skill for you. This bonus increases to +2 when dealing with specifics of the Razmiri faith. Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. Skills:
Adventuring Skills: (6+Int mod(0)+1 human bonus/level = 7 Ranks (+1 Fav Class bonus) Acrobatics -5 (+0 Rank, +1 Dex, -6 ACP, +0 Trained, +0 Misc) Bluff +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) Climb -3 (+0 Rank, +3 Str, -6 ACP, +0 Trained, +0 Misc) Diplomacy +4 (+1 Rank, +0 Cha, +3 Trained, +0 Misc) Disable Device -5 (+0 Rank, +1 Dex, -6 ACP, +0 Trained, +0 Misc) Disguise +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) Escape Artist -5 (+0 Rank, +1 Dex, -6 ACP, +0 Trained, +0 Misc) Fly -5 (+0 Rank, +1 Dex, -6 ACP, +0 Trained, +0 Misc) Heal +2 (+0 Rank, +2 Wis, +0 Trained, +0 Misc) Intimidate +5 (+1 Rank, +0 Cha, +3 Trained, +1 Misc) Knowledge Arcane +4 (+1 Rank, +0 Int, +3 Trained, +0 Misc) Knowledge Dungeon +0 (+0 Rank, +0 Int, +0 Trained, +0 Misc) Knowledge Local +2 (+1 Rank, +0 Int, +0 Trained, +1 Misc) Knowledge Nature +4 (+1 Rank, +0 Int, +3 Trained, +0 Misc) Knowledge Planes +0 (+0 Rank, +0 Int, +0 Trained, +0 Misc) Knowledge Religion +5 (+1 Rank, +0 Int, +3 Trained, +1 Misc) Perception +6 (+1 Rank, +2 Wis, +3 Trained, +0 Misc) Ride -5 (+0 Rank, +1 Dex, -6 ACP, +0 Trained, +0 Misc) Sense Motive +7 (+1 Rank, +2 Wis, +3 Trained, +1 Misc) Spellcraft +4 (+1 Rank, +0 Int, +3 Trained, +0 Misc) Stealth -5 (+0 Rank, +1 Dex, -6 ACP, +0 Trained, +4 Misc) Survival +2 (+0 Rank, +2 Wis, +0 Trained, +0 Misc) Swim -3 (+0 Rank, +3 Str, -6 ACP, +0 Trained, +0 Misc) Use Magic Device +0 (+0 Rank, +0 Cha, +0 Trained, +0 Misc) More Skills: (0 ranks/level = 0 ranks)
Languages: Common
Good Domain:
Touch of Good Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Judgement 1/day:
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 +2:
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. Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. Stern Gaze:
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). Sphere Casting:
Casting: The sphere Inquisitor may combine spheres and talents to create magical effects. The sphere Inquisitor is considered a Mid-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature. Spell Pool: The sphere inquisitor gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere inquisitor gains 1 magic talent every time he gains a caster level. This does not stack with caster levels gained from other sources. Favored Class Bonus: +1 Skill point
Background:
Hometown: Xer, Razmiran Father: Merin Shar
Ayika was born in the Razmiran town of Xer. Like the vast majority of the population there, she was poor and often went hungry. She learned very quickly that in this town, the ones wearing the mask were the rich and powerfull. They could do whatever they likedand no one was in a position to tell them no. They demanded obeisance in all thing, and anyone that would talk against the faith would more often than not vanish. That was the case of her father. A brutish man, he often got into drunken tirade about the order. At home, he would often beat his wife for not giving him a son. More than once, Ayika whished that he would just disappeared… And eventually, that’s exactly what happened. When she was ten, her father left for work one morning, and never showed up again. Her mother when from one tavern to another, hoping to find him. But when she asked questions, only silence answered her. In someplace where he was known, they even pretended that the man never existed. At first, Ayika was glad he was gone. But then she realised that without him to bring in the money, they would both go even hungrier. For the first two years, her mother managed to find some small job here and there. She also begged in the street, telling Ayika to do the same. But whatever money they make, it was never enough to pay the rent, so one day, the owner of the place where they lived just kicked them out. A few months later, her mother got sick. With barely any money to buy food, they couldn’t afford to pay for treatment. In less than a year, Ayika, at the age of thirteen, found herself all alone on the street. For the next few years, Ayika continued to beg for money. When time got even harder, she had to do things that no kid should have to do. But nothing she did ever helped her to get out of that situation. Weak from hunger and exhausted from never really sleeping, one day she just collapsed. Luckily for her, or maybe it was destiny, she collapsed in the port district not far from where the foreign ships would moored. While everyone were ignoring Ayika, one man saw her and, lifting her in his arms, carried her to the closest inn. The man was Enyan Reere, a crusader from last wall on a diplomatic mission to Brevoy. After a few days rest in Xer, and hearing Ayika’s story, Enyan offered her to join him on his travel. He explained about his religion and that the world wasn’t always as dark has she had it here. With nothing to lose, Ayika accepted. During her travel to Brevoy, Enyan started to train her in the art of swordplay, and of magic. While swordplay came easy for her, magic was another story. --------------------------------------------------------------------------- ---------- ”Ok now, Ayika, concentrated on your blade. Feel the flow of magic going from you to the blade.” Ayika looked at the blade, wanted so much for the magic to happen, but like last time, she failed to enchant it. ”This isn’t working, I’ll never get it.” She sat down in frustration. ”You can’t force it, you have to guide the magic into the blade.” Standing up, he looked at her blade for a moment. ”Wait, I think I have an idea. Pass me your sword.” She cast him a puzzled look, but still handed over her sword. ”Great, I’ll be right, wait here.” He left in a hurry, heading back to the small village they had stopped in for a few days. A few hours later, he came back. Unsheathing her blade he handed it back to her. She looked at her sword. On the side of the blade, she could read small incantation engraved in it. Flipping it over, she saw that a different incantation was written on the other side. While she was studying it, Enyan sat down next to her. ” Sometimes, some casters need a bit of help. By reciting those incantations and focusing on your blade, you might be able to unlock your magical ability. “ He smiled to her, urgein her to try. She stood up and walked a short distance from him. ”Ok, let’s try this again.” Raising her blade in front of her, she recited one of the incantation. She felt something flowing through her, but the magic never really materialised. Enyan looked at her. ”Try again, this time louder.”
Enyan smiled and walked closer. ”You can work to remove those effect with time and practice.” She looked at the blade again. ”No, I think I will keep them. They will remind me of all the time we spend training.” --------------------------------------------------------------------------- --- Over time they reached Brevoy, and Enyan was able to start his real mission. Setting up diplomatic relations between Lastwall and Brevoy. He was also hoping to recruit young man and woman to help defend the wall. As for Ayika, she hoped that she could one day head back to Razmiran to free the country to the false cult. But for that, she will need lots of resources. One day, she hear of a declaration that there was a recruitement for people to start a new country in the stolen land. She realised that this could be the first step toward her fight against Razmir.
Appearance&Personality:
Eyes: Dark grey Hair: Light Brown Height: 5'10" Weight: 143 lbs Appearance
Personality
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