Sabriyya Kalmeralm

Kalin Samaari's page

9 posts. Alias of Ariarh Kane.


Full Name

Kalin Samaari

Race

Human

Classes/Levels

Inquisitor of Sarenrae 5 [ HP: 55/55 | AC: 17 T: 12 FF: 15 | F: +6 R: +3 W: +7| Init: +5, Perc: +11]

Gender

F

Size

M

Age

19

Alignment

NG

Deity

Sarenrae

Languages

Common, Osiriani, Varisian

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 17
Charisma 14

About Kalin Samaari

Physical Description:

Kalin is 5'9" tall and weighs 130 lbs. Her frame is femininely curvaceous yet toned. She has dusky/bronzed skin, high cheekbones and full lips. Her eyes are golden-brown and her long hair is dark brown, with a natural curl at the ends. A long strand of hair on the left side is pure white (strangely grew in like that from babe).

She has a preference for wearing a hooded cape or a loose veil/head wrap over her hair. Her clothes are simple, but practical and durable.

She always wears her armor, shield and weapons on her person and carries her belongings upon her back as she travels. This ensures she is ready/prepared for any encounter.

Pic of Kalin's face

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Personality & Character:

Kalin's a chameleon -- able to adjust her personality to suit the environment and the mission. She has a hard/steely edge, keen intuition/senses and is able to see through lies and deception. Her voice is husky and she speaks with a slight exotic inflection. People are drawn to the breadth of her personality/charisma (and most are drawn to her physical beauty -- a striking blend of Andoren and Thuvian -- although she is not vain nor falls for the flattery like other females her age). Her passionate nature underlies everything that she does and her determination, dedication and loyalty are unquestionable. It is hard to sway her when she believes she is in the right.

She is in main self-reliant. Rooting out lies and enemies did not leave her with idle time on her hands. She may have had a comfortable life with her prominent family, but it did not mean she was over-indulged.

Kalin is distrustful of most people upon first encounter. Yet, her fine/smooth words and manners are a good disguise, granting her time to scrutinise people and determine if they are deserving of her trust.

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Backstory:

Kalin was born in the capital city of Thuvia, Merab. Her father, Arjan, was a Thuvian native and a cleric in the Temple of the Redeeming Sun. From the moment Kalin could understand, she followed Sarenrae's teachings. Her mother, Caralin, was a merchant's daughter from Almas, the capital of Andoran. Her father and mother met went he travelled across the Inner Sea to Andoran and whereupon some fortune ventured into the mercantile district. He returned to Merab with a new bride in tow and they created a life for themselves in Thuvia.

When Kalin was twelve years old, her mother was poisoned and died. The perpetrator was never discovered nor brought to justice, but some said it was in retaliation for her father's holy work in the name of Sarenrae. Grief-stricken her father raised his only child Kalin with strict morals and codes and immersed her wholly into his religious world. She was provided with fine tutors and every evening was tested by her father on what she had learned that day. She was also provided with weapon training, in the use of scimitar and dagger. Her natural grace on her feet saw her pick up the art very well. Her father was pleased with her progress and only pushed her forward. Arjan loved his only child but he had no time for coddling and he would met out reward and punishment in equal measure. Kalin was taught magic and how to use her divine powers for a righteous cause.

When Kalin turned eighteen she was ready to leave Thuvia and move about the world, aiding Sarenrae's faithful. So she too crossed the Inner Sea. Chasing down enemies of the faith and investigating emerging threats was a fact of life for Kalin -- that she was good at it and enjoyed it -- was a boon. For a year she moved around Golarion, as part of the retinue of Sarenrae's most ardent clergymen, and worked hard -- learning more on the road than in the temple with her tutors.

As destiny would have it, or the guiding hand of The Everlight, Kalin had found her way to Magnimar in southern Varisia. News of the recent stalking and killing of worshippers of Sarenrae had travelled to her caravan and Kalin approached the city watch and offered her services to aid their cause in discovering the meaning of the killings and the sinister motives of the perpetrators.

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Other significant details:

To be filled in.
List stuff here.

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Kalin Samaari
Female Human Inquisitor 5
NG Medium Humanoid
Init +5; Senses Perception +11, Sense Motive +11
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Defense
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AC 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex, +1 Shield)
hp 55 (5d8+10, +5 from Fast Learner)
Fort +6, Ref +3, Will +7
Special Ability Judgement 2/day, Rebuke Death 6/day, Bane 5 rounds/day, Discern Lies 5 rounds/day

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Offense
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Speed 30 ft.
Melee Masterwork Scimitar +6 (1d6+2/18-20x2) (if flanking, additional 1d6 precision damage, due to Precise Strike. Also add +2 fire damage on critical hits.)
Melee Masterwork Silver Dagger +6 (1d4+2/19-20x2) (if flanking, additional 1d6 precision damage, due to Precise Strike)
Melee Masterwork Cold-Iron Dagger +6 (1d4+2/19-20x2) (if flanking, additional 1d6 precision damage, due to Precise Strike)
Ranged Masterwork Silver Dagger +6 (1d4+2/19-20x2, 10ft range)
Ranged Masterwork Cold-Iron Dagger +6 (1d4+2/19-20x2, 10ft range)
Ranged Light Repeating Crossbow +5/+6* (1d8+2/+3*/19-20x2/80ft range, *+1 to hit & damage from Point-Blank shot up to 30 ft)

Spells Known (CL 5, Concentration check +12)
2nd (3/day)- cure moderate wounds, consecrate, restoration, lesser (Will DC 17)
1st (5/day)—cure light wounds (Will DC 16), divine favor, lend judgement (Will DC 16), protection from evil (Will DC 16), returning weapon (Will DC 16), weapons against evil (Fort DC 16)
0 (at will)— acid splash, create water, detect magic, disrupt undead, guidance (Will DC 15), light

D None; Domain Healing

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Statistics
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Str 14, Dex 14, Con 14, Int 13, Wis 17, Cha 14 (Ability Modifiers +2 WIS, +1 to WIS (ability bump at 4th)
Base Atk +3; CMB +5; CMD 17

Feats Combat Casting, Precise Shot, Point-Blank Shot, Precise Strike (teamwork feat), Fast Learner (bonus feat at 1st)
Traits Cosmopolitan (Regional), Flame of the Dawn (Religion)
Skills Bluff +7(2 ranks), Climb +6(1 rank), Diplomacy +10(5 ranks), Heal +9(3 ranks), Intimidate +10(3 ranks, +2 from Stern Gaze), Know. Arcana +5/+8(1 rank), Know. Dungeoneering +6/+9(2 ranks), Know. Nature +6/+9(2 ranks), Know. Planes +6/+9(2 ranks), Know. Religion +6/+9(2 ranks), Linguistics +6(1 rank, +1 trait), Perception +11(5 ranks), Ride +6(1 rank), Sense Motive +11(3 ranks, +2 from Stern Gaze), Spellcraft +6(2 ranks), Stealth +10(5 ranks), Survival +9/+11(3 ranks)

Languages Common, Osiriani, Varisian

SQ Domain, Monster Lore, Orisons, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Teamwork Feat, Judgement 2/day, Bane, Discern Lies

Gear
(Starting with Explorer's Outfit worth 10gp), Mithral Shirt (1100gp, 10 lbs, +4 AC bonus, No ACP), Masterwork Buckler (155gp, 5 lbs, +1 AC bonus, no ACP), Masterwork Scimitar (315gp, 1 lbs), Masterwork Silver Dagger (322gp, 1 lbs), Masterwork Cold-Iron Dagger (304gp, 1 lbs), Light Repeating Crossbow (250gp, 6 lbs), Ammunition for Light Repeating Crossbow (10, 2gp, 2 lbs), Masterwork Backpack (50gp, 4 lbs), Bedroll (1sp, 5 lbs), Winter Blanket (5sp, 3 lbs), a belt pouch (1gp, 0.5 lbs), a flint and steel (1gp, -), Masterwork Manacles (50gp, 2 lbs), Silk Rope (50ft, 10gp, 5 lbs), 1 Ioun Torch (75gp, -), Soap (5sp, 1 lbs), Silver Holy Symbol (Sarenrae) (25gp, 1 lbs), Waterskin (1gp, 4 lbs), Mess Kit (2sp, 1 lbs), Trail Rations (5 days, 25sp, 5 lbs), 2 Alchemist's Fire (40gp, 2 lbs), 1 Flask Holy Water (25gp, 1 lbs), 2 CMW potions (600gp), Healer's Kit (50gp, 1 lbs), Surgeon's Tools (20gp, 5 lbs. When used in conjunction with a healer's kit, surgeon's tools raise the kit's bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds).

Total gold and weight= 3396gp & 38sp out of 3450gp. Weight=66.5 lbs (considered light carrying encumbrance due to masterwork backpack)

SPECIAL ABILITIES
From Healing Domain: Rebuke Death (Sp) 6/day: You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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Judgement:

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).

Monster Lore (Ex) The inquisitor adds her Wisdom modifier (+3) on Knowledge skill checks in addition to her Intelligence modifier (+1), when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex) An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (+2).

Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier (+3) on initiative checks, in addition to her Dexterity modifier (+2).

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.

Solo Tactics (Ex) 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.

Teamwork Feat 3 times/day At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (+3).

Bane (Su) 5 rounds/day 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) 5 rounds/day 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.