About Farasha Aeval
Female Dhampir Inquisitor (Ravener Hunter, Sanctified Slayer, Urban Infiltrator) 4
hp 24 (8 + (3*4) class + 4 Fave class)
Feats (bonus)Demon Hunter, (1) Point Blank Shot, (3) Precise Shot
Traits Faithful (+1 knowledge (religion), +1 to heal/harm from channels and cure/inflict spells cast), Awakened from Stasis (Only require 2 hours rest)
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Weapon and Armor Proficiency: An 'Into The West' inquisitor is proficient with all simple weapons, plus firearms, longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Gifted Detective (Ex): An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour.
Stern Gaze (Ex): 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).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Studied Target (Ex): A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Sneak Attack (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
This ability replaces domain.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
Demon Hunter: At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity.
This ability replaces the teamwork feat gained at 3rd level
Her first and only childhood memories were of the stark Eastern European orphanage she was raised in. Sponsored by the church of the cross, it provided a roof and a meal, and demanded everything else in return.
Farasha was always told her 'condition' made her less than the other around her, those who could bask in the warmth of healing energies when injured, whilst she had to wait to heal by herself. Alone.
She was eventually recruited and trained to seek out those who were deemed too dangerous for normal hunters to seek; vampires. She proved competent enough that when a hue and cry was raised in the new world, the church sent her in response.
New York was an ordeal for several reasons, not the least of which being her complete unpreparedness for the sheer number of people, the intermingled cultures. They assigned a local to guide her, wise in the ways of the new land. Though he had not been seen before or since, he spoke to her like she was all that mattered. This follower of Coyote showed her that faith did not need to be blind, nor filled with misery and suffering. Curiosity and open-mindedness were to be treasured, not locked in a box. She learned more about both herself and the world in those few days she spent in his company than she had in the years preceeeding.
Finally ordered to assault an enclave of undead, she barely succeeded in her mission, her team were killed to a man. Upon her return to the church she learned the job was supposed to be a suicide mission. As they ordered her back to Europe with not even a thanks uttered from their lips, she snapped, instead walking away to find her own path.
In the wild and untamed tumult of the seething city landscape around her, Farasha had glimpsed another path, one she could freely choose. Coyote smiled on her, and she put one foot in front of the other until she arrived in New Orleans, the spicy Creole cooking bringing warmth and blush to her cheeks, the music soothing and joyous.
Looking to the untamed frontier, she knew where she had to go next, and signed on to explore.
Despite a hardened exterior from spending so much time on her own, Farasha is starting to soften a little and enjoy herself. In the thick of battle she becomes a machine, efficiently destroying her enemies using every trick in her arsenal, no quarter asked or given. She likes to challenge herself by trying new things,
Her eyes show her as way older than her years. Long dark hair is tied back in a ponytail and covered with a Fedora to keep the sun and dust out of her eyes. She wears a long duster over a white shirt and leather pants, a revolver on her hip and a pepperbox rifle sheathed on her back or in her hands.