Full Name |
Zera Starwalker |
Race |
Aasimar- Garuda |
Classes/Levels |
Inquisitor 1 |
Gender |
F |
Size |
M |
Age |
17 |
Alignment |
CG |
Deity |
Desna |
Strength |
13 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
10 |
About T'Kenzi
Zera- Inquisitor
Female Garuda-Blooded Aasimar (Plumekith) Inquisitor 1
CG Medium outsider (native)
Hero Points 1
Init +6; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +5
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee starknife +1 (1d4+1/×3)
Special Attacks agile feet, Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
. . 1/day—see invisibility
Inquisitor Spells Known (CL 1st; concentration +4):
1st (2/day)—bless, cure light wounds
0 (at will)—disrupt undead, acid splash, stabilize, guidance
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Statistics
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Str 13, Dex 18, Con 12, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Point-Blank Shot
Traits harrow chosen (varisian), reactionary
Skills Acrobatics +6 (+10 jump), Climb +5, Fly +6, Intimidate +5, Knowledge (nature) +4 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +4 (+7 to identify the abilities and weaknesses of creatures), Perception +7, Sense Motive +8, Stealth +8; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common
SQ domains (travel), hero points, judgement 1/day), monster lore +3
Other Gear Silken ceremonial armor, Starknife, 96 GP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Harrow Chosen (Varisian) (2/week) +2 caster level for divination when using heirloom deck as focus.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
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Public:
Zera, an odd waif-like human teenager, will have been a slave on the ship with Chik-Chak. (does it matter to you if it was a Chelish pirate ship?) S/he claims to be Varisian, which is odd since s/he has silver hair, deep blue eyes, and pale skin with odd blue swirls tattooed all over (they're actually his/her natural skin pigment). S/he has beads and shells and feathers woven into his/her hair and tattered silk garments. Zera loves to spend every waking moment in the rigging and the crows nest, seeming to speak to clouds and winds and birds.
With a dramatic flair Zera will read Harrow cards for a few silver. It remains to be seen if his/her predictions for you will be come true, although his/her predictions of the weather are infallible. If asked about his/her past Zera's eyes will darken and will say only, "I am owed blood by the devil." If a Cheliaxian ever asks for a reading, Zera gives a brittle smile, and predicts a painful death no matter how sunny the cards appear to be. An unusual number of Chellish slaver crewmates will find a strange sudden wind attempting to push them overboard.
Rigger- Lookout. As a spellcaster, Zera focuses on battlefield control and summoning. She will usually try to gain altitude in the rigging and then summon wind or air borne creatures to help. She'll sling bullets or wield a sickle only as a last resort. Please note-- Zera is NOT a healbot. Plan your gear accordingly. She will heal if able AFTER combat is over. There will be a charge of 25 gp per CLW (because she will most likely be healing from scrolls. She'll bring the price down to cost -12.5 gp- for people she likes. If the party gets her a wand, she'll use it, no prob.)
~~~
Backstory:
Zera was born into a human Varisian family, a proud tribe of wandering merchants and traders and entertainers.
With silver feathers for hair and electric blue eyes, it was clear from the start that Zera was different from her darkly beautiful brothers and sisters. There were many legends that her mother's clan had celestial blood in their lineage, and Zera was taken to be proof of that. Zera's grandmother liked to boast that her own charming grandfather had caught the eye of Desna herself.
Family legend or not, Zera seemed to exhibit Desna-like qualities-- She could never be still, and always climbed to high places to watch the night sky. She also was blessed with an occasional glimpse of the future.
Zera's grandmother, feared matriarch of the clan, made good use of her strange traits telling fortunes for rubes.
Of all Zera's siblings, Zaric was her favorite, and the most handsome. He was the one who could most easily charm her down from trees or out of a stormy mood.
After years of leaving a trail of broken hearts in every city he travelled (the matriarch often joked that they had to choose a new route every year to avoid last years' conquests), finally Zaric had his own heart stolen-- by a beautiful Chellish maiden. It turns out the maiden was from a wealthy Chelish (pirate) family and had been promised to an older man of another noble family for both houses profit. When the maiden turned up pregnant, she attempted to flee with Zaric and the clan.
Unfortunately, her noble father caught up to the clan with his private guard and most of the clan was slaughtered. Zera's grandmother, the Matriarch, was butchered before her eyes. Zaric was knocked unconscious and was bleeding badly in the final moments before Zera herself was knocked out.
She woke up chained in hold of a slavers' ship. Fortunately,before being sold, they were rescued by Andorans and dumped at Port Peril. Now Zera hates the Chellish with a burning rage. And she longs to find out what happened to the remainder of her clan, especially Zaric.
Claustrophobia: You are easily shaken by confinement or imprisonment. Whenever you fail a skill or ability check or miss an attack while in enclosed space (5-foot corridor or smaller), tied up against your will, or grappled, you take a —4 penalty on that type of skill or ability check or specific attack for the next hour. You may, however, try another method of escape/skill roll/attack form/ability check without penalty, though failing that roll will incur further penalties.
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