Female Half Elf Inquisitor (Sanctified Slayer) 6 / Rogue (Unchained) 1
NG Medium Humanoid (Half Elf)
Init +8; Senses Perception +9
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DEFENSE
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AC 22 , touch 15, flat-footed 18 (+6 armor, +4 dex, +2 magic)
hp 65
Fort +8, Ref +9, Will +9 (+2 vs Enchantments)
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OFFENSE
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Speed 30 ft.
Melee +12 (Estoc)
Ranged +10
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STATISTICS
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Str 14, Dex 19, Con 14, Int 12, Wis 16, Cha 9
Base Atk +4; CMB +6; CMD 20
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Traits
Pathfinder Recruit (Campaign):
Explore, report, and cooperate. This is the credo you’ve lived by since you’ve joined the Pathfinder Society, and after hearing about the expedition to found Talmandor’s Bounty you applied, eager to see the remains of Azlant. However, you quickly learned that the Bountiful Venture Company wasn’t interested in involving the Pathfinder Society in the formation of the colony. This struck you as strange, because who else has as keen an understanding of some of the elements of ancient Azlant as the Pathfinder Society? Regardless, you went through the application process, making sure to highlight all of your applicable skills and experience while keeping your involvement in the Society to yourself. You were elated to receive notice that you were selected for the second wave of colonists bound for the broken continent of Azlant.
Benefit: You begin play with a standard wayfinder and you gain a +1 trait bonus on initiative checks.
Pragmatic Activator (Magic):
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Clockwork Engineer (Combat):
You have experience with the ancient clockwork constructs that roam certain wastelands, and this has granted you an understanding of these guardians. You gain a +2 trait bonus on damage rolls against creatures with the clockwork subtype.
Ancient Historian (Pathfinder Faction):
You are well acquainted with the lore of fallen empires. Choose either Knowledge History or Linguistics. That skill becomes a class skill for you, and you begin play able to speak and read one of the following languages: Ancient Osiriani, Azlanti, Cyclops, Jistkan, Tekritanin, or Thassilonian.
Feats
Toughness:
You have enhanced physical stamina.
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).
Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
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.
Ambuscading Spell:
Your spells are particularly effective against those caught unawares.
Benefit(s): During a surprise round, your opponents that have not yet acted take a –2 penalty on saving throws against spells you cast. Creatures that have already acted take a –1 penalty during the surprise round.
Additional Traits:
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Escape Route:
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Outflank:
You look for every edge when flanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Acrobatics* +9 = DEX 4+2+3
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Appraise +6 = INT 1+2+3 (+2 Background)
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Bluff +8 = WIS 3+2+3 (Conversion Inquisition)
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Climb* +6 = STR 2+1+3
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Craft (Music Boxes) +5 = INT 1+1+3 (+1 Background)
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Diplomacy +10 = WIS 3+4+3 (Conversion Inquisition)
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Disable Device*† +18 = DEX 4+7+3+1+2 (+1 Trapfinding) (+1 Magic) (+2 MWK Tools)
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Disguise -1 = CHA -1+0+0
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Escape Artist* +8 = DEX 4+1+3
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Fly* +4 = DEX 4+0+0
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Handle Animal† -1 = CHA -1+0+0
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Heal +7 = WIS 3+1+3
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Intimidate +10 = WIS 3+1+3+3 (Conversion Inquisition) (+3 Stern Gaze)
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K (Arcana +6 = INT 1+2+3
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K (Dungeoneering)† +6 = INT 1+2+3
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K (Engineering)† +5 = INT 1+4+0 (+4 Background)
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K (Geography)† +3 = INT 1+2+0 (+2 Background)
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K (History) +7 = INT 1+3+3 (+3 Background)
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K (Local) +6 = INT 1+2+3
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K (Nature)† +6 = INT 1+2+3
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +6 = INT 1+2+3
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K (Religion)† +7 = INT 1+3+3
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Linguistics +6 = INT 1+2+3
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Perception +12 = WIS 3+4+3 +2 (Half Elf)
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Perform -1 = CHA -1+0+0
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Profession+4 = WIS 0+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +12 = WIS 3+3+3+3 (+3 Stern Gaze)
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Sleight of Hand*† +9 = DEX 4+2+3 (+2 Background)
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Spellcraft +6 = INT 1+2+3
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Stealth +11 = DEX 4+4+3
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Survival +7 = WIS 3+1+3
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Swim* +7 = STR 2+2+3
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Use Magic Device +6 = INT 1+2+3 (Pragmatic Activator)
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*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Taldane, Elven, Halfling, Aquan, Azlanti, Jistka
Special Abilities:
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SPECIAL ABILITIES
Half Elf
Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.
Ancestral Arms (Estoc):
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Inquisitor (Sanctified Slayer):
Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Conversion Inquisition:
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
Studied Target (Ex):
A 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).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
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.
Talented Slayer (Ex):
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent. This ability replaces second judgment, third judgment, slayer, and true judgment.
Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
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.
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:
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.
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.
Rogue (Unchained):
Weapon and Armor Proficiencies:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue 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—not even with the usual –4 penalty.
The rogue 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 rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
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Spells:
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Spells
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0th (At Will) DC 13
Acid Splash
Detect Magic
Guidance
Light
Oath of Anonymity
Stabilize
1st (5/day) DC 14
Bless
Divine Favor
Hedging Weapons
Heightened Awareness
Protection from Evil
2nd (4/day)DC 15
Anticipate Thoughts
Inflict Pain
See Invisibility
Silence
Consumables
+++++++++++++++++++++++
Potion CLW (2)
Potion CMW (3)
Potion CSW
Oil of Darkness
Dust of Tracelessness
Scroll of Delay Poison
Scroll of Restoration
+1 locathah bane bolts (3)
+1 merfolk bane bolts (3)
+1 strix bane bolts (3)
++++++++++++++++++++++++
+1 Estoc
Light Hammer (Alchemical Silver)
Dagger
Dagger (Cold Iron)
Light Crossbow
20 Bolts
+1 Breastplate (Mithril)
Buckler
MWK Thieves Tools
Wayfinder
Ioun Stone, Deep Red Cracked Sphere
Explorer's Outfit
Necklace (50)
Holy Symbol
Logic of Design
Scrivener's Kit
Ink
Parchment x3
Scroll Case
Journal
Novel (Comedy)
Belt Pouches x2
Spell Component Pouch
Bandolier
Small Metal Mirror
Smoke Stick
Tinder Twig x2
Grooming Kit
Soap
Carrying Capacity Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.
Money 23 GP 5 SP 0 CP
Background:
Background
Kassiani has never met her family in person, but she knows some things about them and can guess others. She knows they occupy some position within Taldor’s aristocracy. She knows they have at least a goodly amount of wealth. She also knows they never want to see her.
From these things Kassiani has drawn some conclusions. First, it is probably her mother who is a member of this family, and therefore human. If things were the other way around, she would have been an elf’s problem and wouldn’t have grown up where she did. She also figures her family is a staunchly traditionalist one, if this were not so, her exclusion from it would probably have been less complete. As for the elven side of her parentage, she has no information, and therefore no basis for any guesses.
During her first years, she was in the care of a private nurse, but she has almost no memory of it due to her young age. The nurse is little more than a face and a voice to her now. From four onward Kassiani lived at a boarding school, which was really a fancy orphanage. She, and the other children there didn’t receive family visits, nor did they go home for holidays. They were all castoff children like her.
The school was comfortable enough, and she and the other children were well educated and cared for. Given these facts, Kassiani can be sure her family is wealthy because the expense to place her there must have been substantial, but also insignificant enough for them to pay even without any love for her. She was a good student academically, especially in mathematics. While there were some behavioral problems on her part, she developed penchants for sneaking away and pilfering, it was not far out of the ordinary at the school given the unusual situation the girls there grew up in.
Upon completion of school, Kassiani was shown the door with nowhere to go. The school wouldn’t reveal any information about her family, which merely provided an anonymous small lump sum payment to her as a final gesture. Kassiani had become aware of the Pathfinder Society through books available in the school library. Impressed with the adventures told in those books, and the implied tights bonds among the Pathfinder agents experiencing them, the young half-elf traveled to Cassomir, and from there took a ship to Almas in Andoran because it was sailing sooner than a ship to Oppara.
Immediately upon arrival in Almas, Kassiani presented herself as an applicant at the Almas Lodge. She continued to do this daily for some time while supporting herself with minor thievery. The Lodge’s Venture-Captain Brackett eventually relented. While Kassiani was undeniably green, she impressed him with her determination. She did well on her initial odd-job temporary assignments around the city, and after another while, Brackett took her on as a full Pathfinder Agent.
Kassiani’s first major assignment abroad took her to Varisia. She was teamed with three other, more experienced agents, all of them on loan from the Almas Lodge to the newer and smaller Lodge in Magnimar. The work was exploration of a small Azlanti site in the Mushfens. The project went well, and from that time on Kassiani became the fourth member of a permanent team. She was influenced by Eneko, an alchemist and team member, as well as her own growing appreciation of the technological achievements of ancient Azlant, and joined Brigh’s faithful. Within a couple of years Kassiani and Eneko married.
Kassiani’s team specialized in Azlanti and Jistkan technology. Although their home lodge remained in Almas, they worked mostly in western Cheliax and, when possible, Rahadoum. The team’s last assignment, involving the covert removal of an important find from the ancient Jistkan city of Rachikan in southwestern Cheliax, went horribly awry. Kassiani was the only survivor.
It has been a little more than a year since Kassiani’s husband and other teammates died. Her physical recovery from the incident took some time, and her mental recovery remains incomplete. She hasn’t worked since Rachikan, and some at the Lodge in Almas privately wonder if she ever will again. Kassiani still suffers from depression, and has been adverse to working with any agents who weren’t members of her old team, which means all of them.
Kassiani has come to a dead end and feels she needs to work again to make further progress. At the same time, the old routines and ways of working aren’t appealing. She has seized on the new Andoran colony on Ancorato as a solution. Kassiani approached Venture-Captain Brackett with a proposal. She would get herself selected as a colonist, and from it’s location carry out surveys of potentially significant Azlanti finds and ruins in the area. She would work alone and limit herself to scouting sites rather than careful exploration. There is potentially enough exploration and research within the colony’s region to keep other Pathfinder Agents busy for years. While it is true that the Bountiful Venture Company hasn’t been receptive to the presence of Pathfinder Agents to this point, she might also find a way to change minds, or run a small lodge secretly, like the ones in Westcrown and Galt. Besides, she thinks a change of scenery would do her good.
Brackett agreed to release Kassiani to go to Talmandor’s Bounty, but her mission would be her own, completely off the books. Kassiani agreed readily. Now she is ship bound to the colony along with a new wave of immigrants.
Appearance and Personality:
Height: 5'10" | Weight: 135 | Hair: Butter Blonde | Eyes: Medium Brown
Appearance
Kassiani is tall and slender as is typical for half-elves, but in a more athletic than willowy way. Although she hails from Taldor, Kassiani’s coloration is lighter than usual for that nation’s population. Her complexion shows only a hint of the dusky or bronze skin tone of most Taldans and her hair is blonde. This could be due to her elven father’s appearance.
No attention was paid to enhancing personal appearance at Kassiani’s boarding school. All students and staff were female, and plain, uniform dresses were worn by all the girls. Habits from that time have carried on for Kassiani to the present, although modified somewhat by her affiliation to Brigh. She normally wears practical clothing made of durable materials, the sorts of outfits a tradesperson would wear for work or a person would wear for travel.
Kassiani doesn’t bother with enhancements to her attractiveness. She keeps her hair cut simply to shoulder length and wears no cosmetics. Her favorite color is green, and her one indulgence is a necklace with a jade pendent, which was a gift from her husband. She still wears her gold wedding band.
Personality
After a couple of false starts writing about Kassiani’s views and personality, I’ve decided to bullet point her main ideas. I’m either going way too long or not getting at the things I want to well. I know where I’m going, but I haven’t yet decided how the main ideas come together well enough to write it out in paragraph form.
1. Kassiani grew up without a real family, and has suffered from loneliness, of fear of it, most of her life.
2. She has some mathematical talent and became interested in machines as a young girl. She could look at illustrations of gear systems and find them as beautiful as most girls find illustrations of scrolling ivy vines and flowers.
3. At the boarding school Kassiani read a lot. Particular favorite books included a collection of Pathfinder Society Chronicles in the school’s library, volumes #2, #4, #6, #13, and #36. She reread them many times and a couple of lessons from them. First, it is possible to be noticed, even famous and remembered by daring to do extraordinary things. Second, the Pathfinder Society is like a family in which the members share special and tight bonds with one another.
4. Kassiani’s impression of the Pathfinder Society led her to seek membership. As a Pathfinder Agent, she found what she was looking for. Especially when she joined with three other agents to form a team, which always worked together. They were her nuclear family within the extended family of the Pathfinder Society. Her marriage to the alchemist Eneko was the capstone.
5. She was an excellent fit for the team she joined because they were specialists in uncovering information and artifacts from the Azlanti and Jistkan empires, both technologically advanced civilizations. It scratched Kassiani’s itch to know more about the workings of machinery. But it also began to make her more aware of how dangerous some of it could be in the wrong, or ignorant hands.
6. Kassiani was introduced to the worship of Brigh by her husband. It was the first appealing exposure to a religion she had. The boarding school was affiliated with Abadar’s church, but the god of ledgers offered nothing that appealed to young girls. It took a while, but as her awareness of the potential dangers of some technologies and inventions grew, Kassiani became an active servitor of Brigh. She sees her role as two sided. On one hand she discovers and disseminates lost knowledge. On the other she acts as a filter, keeping things that are too dangerous from being loosed into the world.
7. She sees her dual role as a Pathfinder Agent and Inquisitor of Brigh as complementary. The Pathfinder Society has the resources to make her new discoveries publicly known, and also to store away those things that should remain unknown without resorting to destroying them. While it’s certainly true Kassiani puts too much faith in the Pathfinder Society’s altruism, they’ve always done right by her.
8. Kassiani’s team of Pathfinder Agents was an extremely professional and well-oiled group. They knew each other’s capabilities and could predict each other’s actions. Each person knew their roles and executed them with precision and expertise. Personal conflicts and competing egos were minimal in the extreme. Kassiani sees her old team as a perfect model for success. As a team member she is determined, cooperative, and selfless. She values expertise and goal-focused planning. She holds to the Pathfinder Society’s motto “Explore, Report, Cooperate”, and Brigh’s triangle of interdependent concepts: “Questioning, Proposals, Testing” .
9. Kassiani harbors great bitterness toward Cheliax. The assignment that killed the other members of her team went wrong because they were informed on by someone. She doesn’t know who, but it’s clear the beneficiary was The Grand Athenaeum and therefore House Thrune. She isn’t exactly an Andoran patriot, but her feelings toward Cheliax align perfectly with Andoran’s position.
10. While the worst of Kassiani’s grief is behind her now, her recovery is not complete. She continues to experience a degree of chronic depression as well as guilt over being the only survivor. She has resisted forming any new adventuring partnerships with other Pathfinder Agents for fear of a future repeat of the losses she suffered in the past. She does believe she needs to get back to work, both because the work is important and because it will help her recover. She believes her planned solo survey work in the region around Tamandor’s Bounty will help her get her mojo back. (Kassiani's lower than average charisma score is a mechanical reflection of her general melancholy and hesitation about forming new relationships. She can seem gloomy and standoffish to others.)