Kardinnyr Azrinrae

Genyielt Tessariel's page

8 posts. Alias of michaelane.


About Genyielt Tessariel

Stat Block:

Genyielt Tessariel
Male Garuda-Blooded Aasimar (Plumekith) Inquisitor (Infiltrator) 4
CG Medium Outsider (human, native)
Init +10; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 21, touch 15, flat-footed 17 (+5 armor, +1 shield, +4 Dex, +1 deflection)
hp 23 (4d8); judgement of sacred healing 2
Fort +4, Ref +5, Will +8; +4 vs. abilities that detect lies or force the truth
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 40 ft.
Ranged +1 Composite shortbow (Str +2) +8 (1d6+3/x3)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will), See Invisibility (1/day)
Inquisitor Spells Known (CL 4):
2 (2/day) Align Weapon, Silence (DC 16)
1 (4/day) Divine Favor, True Strike, Disguise Self, Wrath
0 (at will) Stabilize, Read Magic, Detect Magic, Guidance, Light, Sift
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Statistics
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Str 15, Dex 18, Con 10, Int 7, Wis 18, Cha 10
Base Atk +3; CMB +5; CMD 20
Feats Point Blank Shot, Precise Shot, Shake It Off
Traits Adopted, Scouting for Fiends, Warrior of Old
Skills Acrobatics +3 (+7 jump), Bluff +11, Climb +1, Diplomacy +11, Disguise +5, Escape Artist +3, Fly +3, Knowledge (planes) +2 (+4 to identify evil outsiders or items or effects created by evil outsiders), Linguistics -1, Perception +11, Ride +3, Sense Motive +8, Spellcraft +2 (+4 to identify evil outsiders or items or effects created by evil outsiders), Stealth +8, Survival +4 (+6 to track), Swim +1 Modifiers silver-tongued haggler (+2) (7/day)
Languages Common, Elven
SQ celestial crusader, domains (trade), forbidden lore, judgement (2/day), misdirection (true neutral), necessary lies +4, scion of elvenkind, solo tactics, teamwork feat (change 4/day)
Other Gear +1 Chain shirt, Masterwork Buckler, +1 Composite shortbow (Str +2), Arrows (50), Cold Iron Arrows (50), Ring of protection +1, 202 GP, 5 SP
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Special Abilities
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Celestial Crusader +1 att/AC vs evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor Domain (Trade) Associated Domain: Travel
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +4 (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.
Scion of Elvenkind Count as an elf for any effect related to race. Pass as elven without using disguise.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Shake It Off Gain +1 to all saving throws per adjacent ally
Silver-Tongued Haggler (+2) (7/day) (Su) +2 Bluff, Diplomacy, or Sense Motive
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another

Background:

Genyielt Tessariel was born in the elven capital of Iadara. Genyielt's father was one of the top instructors at the leading fighting academy in the city. His mother was a renowned sculptor. From an early age, Genyielt was groomed to be an expert swordsman and archer in the service of Queen Telandia Edasseril. It was not to be.

A chance encounter in Genyielt's second year at the academy set him on a path that would change him forever. One of the Fierani Rangers that ward Kyonin from the horrors of Tanglebriar visited Genyielt's archery instructor. Genyielt happened by while they were discussing archery strategy and equipment and its effectiveness against Treerazer's troops in Tanglebriar.

Genyielt pretended not to hear, but tracked down the ranger later that evening. He had found his calling.

A month later found himself learning from a different sort of instructor. In the southern reaches of the Fierani Forest, he learned that mistakes wouldn't result in a bruise or instructor's curse. They meant death or the loss of your soul. Genyielt learned quickly. He found the more practical training of the Fierani Rangers to be much better suited to his needs than the dry academic approach of the academy.

Once trained, Genyielt joined the Company of the Leaf - a storied ranger company renowned for their daring and devastating skirmishing style against Treerazer's demons. For several successful years, the Company of the Leaf continued to build their legend and Genyielt was thrilled to be part of it. But a terrible doom awaited.

On a stormy summer evening, the Company of the Leaf found themselves trapped deep in Tanglebriar. Later investigation would find that two captains had been corrupted and turned by Treerazer's demons. Genyielt was one of a handful of survivors. In the hands of the demons, Genyielt was subject to not only demonic tortures, but the corrupting influence of Treerazer's realm.

After three weeks in captivity, Genyielt was one of a handful of survivors plucked in a raid by the Company of the Willow. But, something had changed. Something about Treerazer's realm or magic had twisted him and changed him forever.

He returned to Kyonin, but no longer felt at home. Before long, he left, beginning travels that would take him to all corners of the Inner Sea. But, he found that he wandered without purpose. He didn't feel at home anywhere, but needed something to provide direction.

Enter the Dawn Walkers. In Mendev, Genyielt met another elf far from home, an Ekujae from the Mwangi Expanse, come to the Worldwound to hunt demons. A brother in the Dawn Walkers, the Ekujae brought Genyielt back from despair and set him on a new path. A path that has now brought him to Riddleport and the Gold Goblin to see about a contest to cheat the devil of his gold.


Appearance:

Genyielt is an tall, emaciated, elf with pure white hair (6'5", 135 lbs). His skin is a strange deep brown and has a disturbing, inconsistent texture - some areas look like they are about to slough off, while other areas look to be as tough as leather or even shell. His eyes are a pale gold with flecks of brown visible for those that look close, in low-light, they flash a bright yellow when caught by the light. Genyielt wears a chain shirt under a maize tunic with blue stitching. He wears a scabbard with a rapier at his side and has a longbow and quiver slung over his back.

Goal:

After leaving Kyonin, Genyielt had given up hope of ever finding a calling as strong as that he had felt in his early days as a Fierani Ranger. But, the Dawn Walkers gave him new purpose. He realized that he should not have lost heart and has renewed his once idealistic assault on demonkind. But now, the elf is wiser to the world, and recognizes that sometimes great patience is needed to bring down Sinashakti's enemies of old.

Sinashakti:

Sinashakti, the Walker of Worlds, is beloved of traveling bards and merchants whose primary motive is the journey rather than profit. His alignment is chaotic good, and his domains are Chaos, Good, Luck, and Travel. When you follow Sinashakti, you forswear permanent residence and carry a shortbow painted the colors of the dawn, and the arrows you fire are painted like sunrays. You are a storyteller, eager to unite people through their common wonder and joy in the world, and strive to learn new languages. Your greeting to the faithful is, “May the light carry you far today.”

The Dawn Walkers:

Alone or in small groups throughout the Inner sea, the Dawn Walkers, an organization of Sinashakti worshippers, hunt demons, devils, and other evil outsiders across the Inner Sea. Not only do the Dawn Walkers forswear permanent residence, they swear to bring the light of Sinashakti to destroy the dark.