Vishkanya

Daishata Kahira's page

443 posts. Alias of Oceanshieldwolf.


Full Name

Daishata Kahira

Race

Human (Gulg)

Classes/Levels

Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Gender

Female

Size

Medium

Special Abilities

Judgment 2/day, Stern Gaze, Orisons, Spells, Spell Sage, Knowledgeable Defence, Bane

Alignment

Neutral

Deity

Lalali-Puy

Location

Urik...

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

About Daishata Kahira

Quick View Stats for Combat:
Status: Branded, wounded
HP: 51/43
AC:22, 12 touch, 20 flat-footed
Saves: Fort: +7, Reflex: +3 , Will +7
BAB +4
CMB +5 CMD 17

Initiative: +7 (+2 Dex, +3 Wis, +2 trait bonus)
Conditions:
Spells in Effect: bless, Judgment: Justice
Currently wearing: Masterwork Braxat-shell Breastplate
Items in Hand: broken Masterwork Gouge, Masterwork Buckler

SPELLS
DC 13 [10 + 3 (Wis Mod)] + spell-level
Spontaneous Spells/day: 5 1st, 3 2nd
1st level spell slots: (x)(x)(x)(x)(x)
2nd level spell slots: (x)(x)(x)
(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Spells Known:
Orisons : 6 – bleed, brand, daze, detect magic, light, read magic
First Level: 4 bless, cure light wounds, magic weapon, true strike
Second Level: 2 blistering invective, cure moderate wounds, spiritual weapon

Daishata's Background:
Daishata was a favored human nganga of Gulg, trained in the ritual art of the gouge, a specialized combat dance-style that developed in Gulg to awe and mesmerize the Gulgites.

Captured by Balican slavers, Daishata has spent the past few years as a Gladiator - her evocative gouge style was seen as a crowd-puller, and she has won a few bouts, slowly making a name for herself..

Daishata longs to return to Gulg, but has realized more and more that Lalali-Puy has not tried to rescue her, nor does her own power appear to derive from her goddess.

STATS:

Ability Scores Score (bonus) (point buy) (racial creation bonus) (level up)
Str : 13 (+1) (1)(+2 Human)
Dex: 14 (+2) (3) (4th)
Con: 13 (+1) (3)
Int: 14 (+2) (5)
Wis: 16 (+3) (10)
Cha: 13 (+1) (3)

DEFENSE:

AC: 22, touch 12, flat-footed 20 (+8 armor, + 2 Dex, +1 shield, +0 size, +1 class feature)

HP: 51 Full first level = 8, Half d8 +1 (5) x 4 = 20, Half d10 +1 (6) = 6, + 6 Con, +5 Favored Class, +6 Toughness)
Fort +7, Ref +3, Will +7

OFFENSE:

Initiative: +7
Speed 30 ft. (Currently 20 ft)
Melee:
Masterwork Gouge +7, 1d10+1, x3 [BAB +4, Str +1, Weapon Focus +1, Masterwork] [+1 Strength]

Masterwork Gouge +5, 1d10+6, x3 [BAB +4, Str +1, Weapon Focus +1, Masterwork, -2 Power Attack] [+1 Strength, +5 two handed Power Attack]

Ranged
Composite Longbow +5, 1d8, x3 [BAB +3, Dex +2]

Base Atk: +4

CMB: +5 (+4 BAB, +1 str) CMD: 17 (10, +4 BAB, +1 str, +2 dex)

Favored Class Bonus Inquisitor: Hit points
Wild Psionic Talent Sense Poison

Feats:
[7: 1 human, 1 1st level, 1 Fighter, 1 Inquisitor (teamwork), 1 3rd level, 1 5th level, +1 Gladiator]

Weapon Focus: Gouge
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Dazzling Display
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Performance Weapon Mastery
Benefit: You treat all weapons you are proficient in as if they had the performance weapon quality.

Precise Strike
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Skill Focus: Spellcraft
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

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).

Power Attack: Benefit: 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.

SKILLS:

Skills: (44 ranks - 2 Fighter, 30 Inquistor, +12 Int)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/0/+2 = +2
Appraise/No/0/+2 = +2
Bluff/Yes, +3/3/+3* = +9 *Wis mod instead of Cha
Climb/Yes, +3/0/+1 = +1
Craft (tattoo)/Yes, +3/1/+2 = +6
Diplomacy/Yes, +3/4/+1 = +8
Disable Device/No/0/+2 = +2
Disguise/Yes, +3/1/+1 = +5
Escape Artist/No/0/+2 = +2
Fly/No/0/+1 = +0
Handle Animal/Yes, +3/1/+1 = +5
Heal/Yes, +3/1/+3 = +7
Intimidate/Yes, +3/5/+3* = +13 (+2 from Stern Gaze) *Wis mod instead of Cha
Knowledge (arcana)/Yes, +3/3/+2 = +8
Knowledge (dungeoneering)/Yes, +3/0/+2 = +2
Knowledge (engineering)/Yes, +3/1/+2 = +6
Knowledge (local)/Yes, +3/5/+2 = +10
Knowledge (nature)/Yes, +3/2/+2 = +7
Knowledge (planes)/Yes, +3/0/+2 = +2
Knowledge (religion)/Yes, +3/1/+2 = +6
Linguistics/No/0/+2 = +2
Perception/Yes, +3/4/+3 = +10
Perform: Dance/Yes, +3/3/+1 = +7
Profession (gladiator)/Yes, +3/0/+2 = +2
Ride/Yes, +3/1/+2 = +6
Sense Motive/Yes, +3/3/+3 = +11(+2 from Stern Gaze)
Sleight of Hand/No/0/+2 = +2
Spellcraft/Yes, +3/3/+2 = +14 (+3 Skill Focus, +3 Spell sage)
Stealth/Yes, +3/1/+2 = +6
Survival/Yes, +3/2/+3 = +8
Use Magic Device/No/0/+1 = +1

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common, Halfling, Thri-Kreen

CLASS ABILITIES:

Gladiator Armor Proficiency A gladiator using piecemeal armor is considered to be wearing a suit of armor as long as he wearing two or three armor pieces, gaining the +1 to armor bonus but still taking the +5% chance of arcane spell failure if the pieces are mixed.

Inquisition: Heresy (see Righteous Infiltration, below)

Judgment 2/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.

Stern Gaze : Add ½ level to Intimidate and Sense Motive

Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Inquisition ability:
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Witch-Hunter/Nganga Templar ability:
Spell Sage : At 1st level, a nganga adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.

Knowledgeable Defence: At 2nd level, a nganga who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the nganga identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the nganga's next Spellcraft check as a swift action while under the effect of this ability.

Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Bane: A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

Judgment:

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).

GEAR:

Weapons:
Masterwork Gouge 1d10, x3, brace, special 12 lbs., 320 cp
Comes with a special harness. When worn, the harness grants the wearer a +4 bonus to your CMD against being disarmed. Full round action to put on the harness. Move action to remove it.

Dagger 2cp 1d4 19-20, 1lb.
Composite Longbow, 1d8 x3, 110 ft, 100 cp, 3 lbs.
40 arrows, 2 cp, 6 lbs.

Armor:
Masterwork Braxat-shell Breastplate ACB +6; Max Dex +3; ACP -3; ASF 25%; Spd 20 ft.; 30 lbs.
Masterwork Buckler ACB +1; Max Dex 0; ACP 0; ASF 5%; 5lbs.
Arms: Lamellar, horn 25 gp ACB +1 Max Dex +5 ACP -2 ASF 25% Spd 30 ft. Wt. 5 lbs.
Legs: Lamellar, horn 25 gp ACB +1 Max Dex +3 ACP -2 ASF 10% Spd 20 ft. Wt. 5 lbs.

Skill Equipment:

Miscellaneous:
Potionfruit (lime) of CLW x2

Total equipment cost:
Weight:
Armor 45 lbs.

Capacity: 150 lbs; less than 50 lbs = light load. Carrying 67 lbs. Load: Medium