Angel Mask

Harakhty Suntooth's page

963 posts. Alias of Stratos.


Full Name

Harakhty Suntooth

Race

Vanara: AC 19 /15/14 / HP 30 / F +8* R +7* W +11* / Init. +7 / Perc. +13/ Sense Motive +16

Classes/Levels

Inquisitor (Spellbreaker) / 6

Gender

M

Size

5'8

Age

22

Special Abilities

Prehensile Tail

Alignment

N

Deity

Nethys

Location

Zhavroma

Languages

Common, Vanara

Occupation

Investigator

Strength 11
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 19
Charisma 8

About Harakhty Suntooth

Vanara Inquisitor (Spellbreaker) 6
NG Medium Humanoid (Vanara)
Initiative +7, Perception +13
--------------------
DEFENSE
--------------------
AC 19 (20 with buckler), touch 14, flat-footed 15 (3 DEX, +1 Chain Shirt, Dodge)
HP 42 (1d8+1/level = 9, 8, 7, 6, 6, 6)
Fort +8, Ref +7, Will +11
--------------------
OFFENSE
--------------------
Speed 30', Climb 30'
MW Repeating Crossbow (1d10 + 1 @ 19-20x2)
Hand Crossbow (1d4 @ 19-20x2)

Spellbreaker:
Only one end of this iron-shod +3 quarterstaff has an enhancement bonus. The enhanced end acts as a bane weapon against any creature with the ability to cast spells or use spell-like abilities. As a standard action, the wielder can strike the unenhanced end against the ground while expending one use of mythic power to produce an antimagic field centered on the staff. This effect has a duration of 2 hours. Anyone striking the staff against the ground a second time dismisses the effect.

The antimagic field remains in effect if the staff is dropped or disarmed. The staff retains its enhancement bonus and extra damage against spellcasters inside any antimagic field.

(1d6 + 3@ x2)
--------------------
SPELLCASTING
--------------------
0th: Create Water, Detect Magic, Mage Hand, Read Magic, Sift, Acid Orb
1st (5/5): Cure Light Wounds, Lock Gaze, Shield of Faith, Wrath
2nd (4/4): Confess, Hold Person, Howling Agony, Qualm

--------------------
STATISTICS
--------------------
Str 11, Dex 16, Con 12, Int 12, Wis 19, Cha 8
BAB +4; CMB 4; CMD 18
Feats: Dodge, Spell Focus(Enchantment), Greater Spell Focus(Enchantment)
Traits: Wisdom in the Flesh:Select any Strength, Constitution, or Dexterity-based skill. (Acrobatics) You make checks with that skill using your Wisdom modifier instead of its normal ability score. That skill is always a class skill for you.
Two World Magic: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). (Mage Hand).
Trained Skills: Acrobatics +15, Bluff +10, Climb +15, Diplomacy +8, Escape Artist +7, Spellcraft +7, Intimidate +12, Know(Arcana) +5, Know(Dungeoneering) +5, Know(Nature) +5, Know(Planes) +5, Know(Religion)+5, Perception +13, Stealth +10, Sense Motive +16, Survival +13 (16 to track)
Untrained Skills: Appraise 1, Swim 0, Ride +3, Fly +3, Heal +4, Disguise -1
Languages: Common, Vanara
--------------------
SPECIAL ABILITIES
--------------------

Judgment (Su):
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).

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).

Strong-willed (Ex):
At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Conversion Inquisition (Ex):
You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

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.

Defense Against Magic (Ex):
At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1.

Level 3 school: Evocation; +2
Level 6 school: Necromancy; +2

Foil Casting (Su):
At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.

Bane (Su):
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.

Discern Lies (Sp):
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

--------------------
RACIAL TRAITS
--------------------

•Base Speed: Vanaras have a base speed of 30 feet and a Climb speed of 30 feet.
•Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
•Low-Light Vision: A vanara can see twice as far as a human in dim light.
•Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Inventory:
  • Mithril Shirt
  • Cloak of Resistance +2
  • Component pouch, quiver w/ 60 bolts, waterskin, 7 days' worth of rations, 12 gold, 15 silver, 5 copper, hand crossbow, quarterstaff, buckler, pack, belt w/ 2 satchels, symbol of Nethys, lion's tooth pendant, shorts.
  • Background:
    Fate can be fickle.

    Around the onset of the wet season one year was a potent storm. These storms happen every so often around this time, and this particular one occurred in the savannas outside of Cabernaum. Sporadic clusters of trees dotting the landscape there were home to tribes of Vanaras. Regarded by the more civilized races of the cities proper as primitive – and rightly so – they were treated with disdain and left alone mostly due to their skill as hunters; pelts fetched a fair price at the market, and those which curried favor with the tribes found their stalls stocked. One tribe – the Suntooths – had manes of golden hue and tales of luster to match. Tribal elders passed down legends, prophecies, and traditions from generation to generation. One notable tradition of the Suntooth tribe was that of Two Spirit (as per the native culture). The society's day-to-day business was mostly run by the matriarchs, but wise individuals thought to embody both the spirit of man and woman were often chosen to be the high shaman which made decisions of import – such as war and migration. Generally bearing no children of their own, the role of leadership was not hereditary, but instead chosen by the council of matriarchs once the current leader moved into the next world.

    In the Suntooth tribe, one pair of mates – Umi and Sharifa – gave birth to a son named Harakhty during the aforementioned storm. Severe it was, and a bolt of lightning lashed out, striking the tree where the couple made their home. Umi was slain by the burst from the heavens, his mother shocked but alive. The child lived as well, but in that lash of lightning could something queer be seen; instead of the usual tan skin, a pallor shade covered Harakhty. Sharifa warded-off grieving over Umi until she was certain the child was safe the next morning. Then, as was custom, the tree-village welcomed the child with all their blessings. As the tribe raised children collectively, aside from feeding, Sharifa wept over her slain husband. Not long after Umi's pyre, Harakhty's fur began to grow, but, as his skin, something was amiss; black and white stripes of varying angles and widths enveloped his coat. Not a trace of gold could be seen.

    With this development, many of the lorekeepers of the tribe regarded the child as an abomination. Superstition did not allow for coincidences easily, and the birth of a son at the death of the father was thought to be no act of chance. The council aligned a dark omen with the child's birth, a prophecy stating the years of plenty would come to an end with strife in dawn and dusk in its place. One rather learned crone – Hasina – dissented, insisting instead this act was the work of Nethys. The fur coloring matched the magical god as did the two-faced nature: destruction of the father for protection of the newborn. She believed he perhaps could be a blessing in disguise.

    Sharifa began to subconsciously blame Harakhty for Umi's death, hardening her heart towards him. During his younger years, Hasina took special interest in Harakhty where his mother did not. The hag had spent some time among the cities of humans and knew more about sums and the outside world than the rest of her tribe. Harakhty absorbed the information like a sponge, though she never let on about the elders' thoughts of him. The boy was seen as a message from the gods, and though most held him in contempt, they dare not provoke the gods' wrath by slaying him – or giving him knowledge of the believed divine intervention to let Harakhty act on it. The Vanara made few friends, the fondest of which was easily a companion by the name of Naeem, nephew to the high shaman, Tumaini. While Harakhty was studious, Naeem was strong, a promising master of the hunt once he reached adulthood. The two made odd friends, each mocking the strengths and weaknesses of the other. This playful bickering allowed them to look past many of their differences.

    That acceptance would be crucial as the pair reached adolescence. By this point, Harakhty had been shunned by most of his tribe and knew he was an outcast – but not why. As he'd been acclimated to this, he thought perhaps that's just the way some people were. Most of the time, his eyes held a deep sadness, and the aging Hasina took pity on him. She made him her star pupil, learning to speak common with the occasional humans which came to trade in pelts, preparing spiced meats with the techniques only she knew, and rebuffing snipes or insults from the tribe at him in Harakhty's stead when she could. The student's eyes changed to orbs of happiness around Naeem though – he was the only peer harboring no grudges against him; Naeem didn't place much stock in omens or prophecies, and he admired the uniqueness of Harakhty's stripes. As time passed, Harakhty realized his feelings for Naeem weren't just platonic. The usually timid Vanara confessed to him one day after a particularly good hunt (where his spear actually hit its mark for once). Though a little surprised, Harakhty's dispositions towards him over the years made sense with his statement to Naeem after a few moments, and being kindhearted in temperance to his powerful frame, he could not see himself rejecting his friend, leaving him to sorrow. Naeem embraced him. In the tribe's Two Spirit tradition, it was considered a great honor to be chosen by one of the dual nature, as not one soul desired you, but two. After that day, the two were nigh inseparable – and it showed. Harakhty told Hasina the next day, and she smiled knowingly. However, the admission by him meant it would be time to announce a new young shaman was among them when they moved to their own tree. It was years before the move, but it happened.

    The announcement was received with outrage by the council. It was one thing to have an abomination among them by divine signal, but quite another to have such a monster advising them or, perish the thought, leading them one day. No longer were they content to sit by – they acted. While they had been caught at times between skirmishes in the wars of the land, the Suntooths took part in no side. The council's prophecy did seem to come true regarding Harakhty's birth in that regard, as the roaming armies stymied the animals the land provided for food. They knew Tumaini did not want his son as an abomination's mate, so they hatched a plot with him. A tribal meeting was called, and Tumaini stood on a small hill outside their grove as he addressed his people:

    “Times are dark, and night only draws closer. Our land is ransacked by war of men, the herds growing smaller with each year. While the weather allows, we must migrate.” Soft chatter could be heard among the crowd as this had not happened in many years, but it seemed to be murmured agreement, albeit with regret. “I know this will not be easy, but years ago, that creature was born,” indicted Tumaini, his finger thrust towards the black-and-white menace. “As prophecy held, the coming of such a monster foretold the hard times which are upon us now. Bringing him with us would only curse our new home as well.” Embers burned in the crowd's voices. “Harakhty, you are exiled.” Silence took the crowd. “We leave with the dawn!”

    Most of them anyway. Naeem began to shout in protest, but was blunted with the hilt of one of the sentry's spears; he'd joined the tribesguard last year, and their desertion or dissent with the high shaman was punishable by death. Only the high shaman could relieve them of duty, and Tumaini sought to use this leverage over his nephew to keep him away from dark gods' workings. Hasina saw this shallow fraud of justification for what it was and fumed. Though her body was frail, her mind was as swift as a lion. She rose her voice above the not-yet-raucous crowd.

    “What of the rest of the prophecy, or have you forgotten?” She screamed. The rest of the council looked at her in surprise. “It does not end there. The stormchild will lead us to a land of peace and plenty. Are you so quick to disown your son?”

    Mixed emotions took the crowed as the high shaman stared back at the old woman with daggers in his eyes. It took him a moment, but he found his response. “You know I am not a cruel man, Hasina, but I will not endanger our people. Of course I did not forget the prophecy's end.” Tumaini painstakingly turned towards a tearful Harakhty. “You … son … may return to us if you find such a land for the Suntooths. If not, you must live in trees apart, for your blight will taint us no longer.”

    With that, the shaman stepped down, and tribesguards grabbed Harakhty to escort him away from the grove. Before they did so, Hasina convinced them to let her pack some things for the young man. Handing him a pack, she gave him a few words of advice. “I've taught you all I can child, though I tried to keep this quiet for as long as I could to keep the two of you safe. The tribesguards will surely hold Naeem at spearpoint until you are far gone from use.” She put her hand on Harakhty's face and brushed away some of his tears. “But there is hope. The land of Zahvroma is said to be an opportunity – it must be your opportunity. Find a way for us to live there safely and return. I'll miss you!” She gave him a long embrace. “Start your journey by heading to the great city. There, seek out a priest of Nethys and tell him of your birth and story. A quick study like you should be welcome there.” With that, the tribesguard whisked him away.

    She was right. Though a bit of culture shock took him at first, Harakhty was in his element in the library at the temple. Though priests regarded his story with skepticism at first, the colors of his fur were impossible to deny and the Vanara did offer them knowledge of happenings out in the savannah – and knowledge given freely begged for knowledge given freely in return.

    Harakhty nearly gave into despair in the first few nights, thinking he would never see Naeem again. The more he read though – the more it seemed a mere person could do. Magic was not a common factor in his tribe, but through study and prayer, he became able to wield some of it himself. Before too long, the church recognized him as a member, and he began to run errands in the town – errands of information discovery. Not only did he learn things for the church, but he accrued information about The Icathian Explorer's League for himself. It turned out despite his obviously alien appearance, accented common, and lack of experience with deep relationships with many people, the Vanara's native talents of the wilderness come in quite handy with finding people that didn't want to be found or staying hidden himself.

    Try as he may though, he wondered if there was some special purpose Nethys had for him. Why curse him with such strained relations with his tribe? Why have him embark on this quest? Did the god of magic have a reason for taking Naeem away from him? He fondled his lion's tooth necklace his companion had given to him on the day he reached adulthood when he came to mind; it was the only memento he had. The charm gave him hope though.

    It also gave him resolve. Over the next few months, the once-quiet Harakhty become more outspoken, though terse. He honed his skills in self-defense he'd lacked aptitude with in his younger days, supplementing his training with the spellcraft and technology found in the city. He began taking initiative for arrangements within the church, slowly accruing wealth he would need to strike out with the explorer's league. Before much longer, the time had come, affection and destiny calling him out into the world once more...

    Personality:
    Often with his lost lover on his mind, the laughter that marked their friendship is a memory. Rather pensive and focused most days now, his perceptive nature allows Harakhty to work much around him into his plans for the reunion. An excellent student, his inquisitive mind leaves few stones unturned when confronting problems, and his newly developed resilience leaves few feelings unscathed when getting information out of people he wants.

    Fish is his favorite food, and he loves storms - perhaps due to his birth.

    Appearance:
    Since moving to the city, the Vanara dresses in loose, modest clothing. His striking striped fur of black and white is immediately recognizable, and his shoulder length hair of the same mix is untangled from time to time, though not neatly kept.

    About average height for a human man (though tall for his people), he is neither strong nor fat. His eyes are a piercing silver, seeing more than they should.