Quinn

Kisasi's page

364 posts. Alias of PJP.


Full Name

Kisasi

Classes/Levels

CN Dhampir Kinslayer (Inquisitor) 4 | HP: 23/23 | Sanity: 44/44 (3/22) | AC 17 Tch 13 FF 14 | F:+3 R:+4 W:+6 | Init: +5 Per:+11 SM: +9 | Active: none

Gender

M

Deity

Shimye-Magalla

Strength 10
Dexterity 16
Constitution 8
Intelligence 14
Wisdom 15
Charisma 16

About Kisasi

Kisasi
CN Dhampir Kinslayer (Inquisitor) 4
Languages: Common, Abyssal, Celestial,
Deity: Desna Domain: Liberation

Init +5 (+3 Dex +2 Wis)
HP 23 (8 -1 Con +1 FC/5 -1 Con +1 FC/5 -1 Con +1 FC/5 -1 Con +1 FC)
Sanity: 44 Threshold: 3 Edge: 22
Hero Points: 4

DEFENSE
AC 17 (+4 armor +3 Dex), touch 13, flat-footed 12
CMD 13 (10 +0 Str +3 Dex)
Fort +3 (+4 class -1 Con)
Ref +4 (+1 class +3 Dex)
Will +6 (+4 class +2 Wis)

Defensive sAbilities
+2 racial bonus on saving throws against disease and mind-affecting effects

OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +3; Ranged Touch +6
CMB +3 (+3 BAB +0 Str)

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Melee Attacks
Dagger +3 att / 1d4 P or S dmg 19–20/×2 10 ft. (+3 BAB +0 Str)
Starknife +4 att / 1d4 P ×3 20 ft. (+3 BAB +0 Str +1 MW)
Wooden stake +3 att / 1d4 P ×2 10 ft. (+3 BAB +0 Str)
Masterwork punching dagger +4 att / 1d4 P x3 (+3 BAB +1 MW +0 Str)
Masterwork heavy mace +4 att / 1d8 B x2 (+3 BAB +1 MW +0 Str)

Ranged Attacks
Branding Ray +6 rng touch / 1d6+3 pos energy vs undead(+incorporeal) and branded
Light crossbow +6 att / 1d8 P dmg 19–20/×2 80 ft. (+3 BAB +3 Dex)
Heavy crossbow, MW +6 att / 1d10 P dmg 19–20/×2 120 ft. (+3 BAB +3 Dex +1 MW)
-- +1 bolts adds +1 att/dmg
Dagger +6 att / 1d4 P or S dmg 19–20/×2 10 ft. (+3 BAB +3 Dex)
Starknife +7 att / 1d4 P ×3 20 ft. (+3 BAB +3 Dex +1 MW)
Wooden stake +6 att / 1d4 P ×2 10 ft. (+3 BAB +3 Dex)

Additional Bonuses:
+1 Att/+1 Dmg for Point Blank Range
+1 damage to the undead (trait)
+1 to any luck bonus (like Divine Favor)

Spells Known
Orisons (at will): DC 12 Acid splash, Disrupt Undead, Detect Magic, Guidance, Read Magic, Detect Undead*, Detect poison
1st (4 of 4): DC 13 Protection from Evil, Divine Favor, Hide from Undead, Inflict Light Wounds
2nd (2 of 2): DC 14 Restoration, lesser, Force Anchor

* If she detects the presence of undead, she can use her monster lore ability to attempt to determine the type of undead detected as well as to reveal any strengths or weaknesses the undead might have. If any of the detected undead are vampires, she gains a bonus on the check equal to her inquisitor level to immediately identify them as such.

STATISTICS

20 pt build :

S 0 10 (+0)
D 5 +2 16 (+3)
C -2 8 (-1)
I 5 14 (+2)
W 5 15 (+2) +1 4th
Ch 5 +2 16 (+3)

Abilities Str 10 (+0), Dex 16 (+3), Con 8 (-1), Int 14 (+2), Wis 15 (+2), Cha 16 (+3)

SKILLS 32 (6 +2 Int/6+2/6+2/6+2)
Acrobatics +3 (+3 Dex)
Bluff* +10 (2 rank +3 Chr +2 racial +3 class)
Climb* +4 (1 rank +0 Str +3 class)
Diplomacy* +7 (1 rank +3 Chr +3 class)
Disguise* +7 (1 rank +3 Chr +3 class)
Escape Artist +3 (+3 Dex)
Fly +3 (+3 Dex)
Heal* +6 (1 rank +2 Wis +3 class)
Intimidate* +11 (4 rank +3 Chr +3 class +1 stern gaze)
Knowledge(arcana)* +6/+8 (1 rank +2 Int +3 class / +2 Wis monster lore)
Knowledge(dungeoneering)* +6/+8 (1 rank +2 Int +3 class / +2 Wis monster lore)
Knowledge(local)
Knowledge(nature)* +6/+8 (1 rank +2 Int +3 class / +2 Wis monster lore)
Knowledge(planes)* +6/+8 (1 rank +2 Int +3 class / +2 Wis monster lore)
Knowledge(religion)* +9/+11 (4 rank +2 Int +3 class / +2 Wis monster lore)
Perception* +11 (4 rank +2 Wis +3 class +2 racial)
Ride* +3 (1 rank +3 Dex +3 class)
Sense Motive* +10 (4 rank +2 Wis +3 class +1 stern gaze)
Spellcraft* +7 (2 rank +2 Int +3 class)
Stealth* +7 (1 rank +3 Dex +3 class)
Survival* +6 (1 rank +2 Wis +3 class)
-- Tracking +7 (+1/2 Inquisitor level)
Swim* +4 (1 rank +0 Str +3 class)

Background Skills 6 (2/2/2/2)
Linguistics +3 (1 rank +2 Int)
Lore (undead) +9 (4 rank +2 Int +3 class)
Sleight of Hand +5 (2 rank +3 Dex)
Knowledge(history) +3 (1 rank +2 Int)

The inquisitor's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

# 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.

EQUIPMENT
Traveller's outfit
Chainmail armor, masterwork
Starknife, masterwork x2
2 Daggers
+1 Heavy Mace
Light Crossbow
Heavy Crossbow, masterwork
20 bolts
10 +1 bolts
10 cold iron bolts
10 silver bolts
Masterwork punching dagger

Backpack
bedroll
Waterskin
3 wooden stakes
Hammer
2 alchemist fire's
Holy symbol - silver
2 vials holy water

Moldy Spellbook: Dispel Magic & Summon Monster IV
Potion of Lesser Restoration (2)
Scroll of Hide from Undead

On cart:
Heavy mace, masterwork
Chest with Stone of Alarm and books
8 blankets
Tent, medium

a potion of fox’s cunning, a magnifying glass with a gold handle, a small wooden box containing a set of brass weights, a walnut traveling case with a pair of superior locks and their keys sealed in wax, and a jar of pickled garlic cloves

COINS
PP – 0
GP – 47
SP – 3
CP – 7

FEATS
Point blank range (1st level)
Precise shot(3rd Level)
Branding Ray (3rd lvl teamwork - replaced by Greater Brand)

TRAITS
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Subject of Study: Professor Lorrimor witnessed your birth, after approaching your mother as part of his studies, as he had heard that she had survived a recent encounter with a vampire. Interested in the conditions of the runin and the means by which you avoided death during childbirth, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face undead in the future. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.
Years of study have improved your combat effectiveness against undead. You gain a +1 bonus on damage rolls against creatures of this type.

SPECIAL ABILITIES

Dhampir Racial Traits:

+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.

Dhampir: Dhampirs are humanoids with the dhampir subtype.

Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Dhampirs have a base speed of 30 feet.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

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.

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

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.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Class Features:

Kinslayer (Inquisitor)
Appalled and guilt-ridden by the horrific circumstances of her birth, a kinslayer dedicates herself to eradicating the very creatures whose blood flows within her veins. She spends her life hunting and slaying those vampiric monsters for whom humans have become prey. A kinslayer has the following class features.

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. swift action to change judgment.

Slayer's Brand (Su): When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy. To do so, she must make a successful melee touch attack against the undead creature. This attack deals an amount of positive energy damage equal to 1d6 + the kinslayer's Charisma modifier, and burns her personal symbol into the undead creature's flesh, bone, or even its incorporeal form. From that point onward, the kinslayer can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the kinslayer's inquisitor level). A slayer's brand lasts until the undead creature is destroyed or until the kinslayer uses this ability on another creature. This ability replaces the destruction judgment.

Greater Brand (Su): A 1st level, a kinslayer learns to modify her slayer's brand judgment as she gains levels. Whenever she gains the ability to learn a teamwork feat, she can instead opt to learn one of the following modifications to her slayer's brand judgment.

Branding Ray: The slayer's brand judgment can be used as a ranged touch attack with a range of 20 feet. A kinslayer can take this modification more than once. Whenever she does, she increases the range of her brand by 20 feet.

Debilitating Brand: A creature currently affected by the slayer's brand judgment takes a –2 penalty on attack rolls against the kinslayer who placed the brand.

Devastating Brand: When the kinslayer attacks a creature that she has branded with her slayer's brand, she threatens a critical hit on a roll of 19–20. If the kinslayer is good, she also gains a +2 sacred bonus on all rolls to confirm critical hits on a branded creature.

Dual Brand: The kinslayer can have up to two creatures branded at a time.

Holy Brand: The kinslayer can use her brand on creatures with the evil subtype as well as undead.

Searing Brand: The kinslayer's slayer's brand deals an additional 1d6 points of damage for every five inquisitor levels she has. If the creature hit with the slayer's brand is particularly vulnerable to bright light, the damage dice of her slayer's brand increases to d8s. A kinslayer must be at least 6th level to take this modification.

Silver Brand: The kinslayer can use her brand on lycanthropes and creatures with vulnerability to silver as well as undead.

Each time the kinslayer opts to take a greater brand, it replaces her ability to gain a teamwork feat at that level.

Undead Sense (Sp): At 2nd level, a kinslayer gains the ability to use detect undead as a spell-like ability (caster level equal to the kinslayer's inquisitor level) at will. If she detects the presence of undead, she can use her monster lore ability to attempt to determine the type of undead detected as well as to reveal any strengths or weaknesses the undead might have. If any of the detected undead are vampires, she gains a bonus on the check equal to her inquisitor level to immediately identify them as such.

This ability replaces detect alignment.

The following are class features of the inquisitor.

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.

Domain: Liberation Domain
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

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).

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.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

BACKGROUND
Years ago, in a small, hidden temple dedicated to Shimye-Magalla, a woman screamed in pain. She was giving birth, and she was dying do to bloodloss. The blood poured from her neck, where she had recently been bitten, and the strain of childbirth had caused the wounds to reopen. The shaman tried to heal her and calm her as the visiting scholar behind him shouted instructions and advice, but it was to little avail. The woman succombed to her wounds and her pain, only moments before her son was born.

The child was alive, but ashen in color and clearly unusual. The shaman wanted to destroy this abomination, but the professor urged him to resist that urge. Speaking quickly in Mwangi, he instructed a local boy to go fetch his pack from his hut, as he sat with the babe and examined it head to toe. "Dhampir," he muttered, shaking his head. The shaman, not knowing the meaning of the word, looked on in horror, but remained calm. The two had been friends for many years, and he knew the professor was very knowledgable of many things, and even owed him his life.

The boy returned with the pack. Quickly, the man behind the shaman urged him to perform specific riituals and blessings, and the pigment of the child changed slightly - from ashen to a dark, blue-black color of a bruise. "Thank you," the professor said in Mwangi. "He will survive, and I ask that you care for him. I will return, year after year, to look in on him, but he will not fit in to the local tribe, nor would he be safe in nearby Bloodcove. You will need to protect him, and teach him, and together we will make him a force for good."

The shaman reluctantly agreed, and did care for the child. He was stern, but loving, and eventually came to look at the boy as his own son. The professor did come back, again and again over the years, to visit his friend and examine and interview the boy. The pain of being different, and without a mother, often made him angry.

Eventually, the child, who was now known as Kisasi, began to ask questions - about the world around him, and eventually about his own birth. When he discovered his true nature, the questions became more demanding and more specific. Eventually, feelings of vengeance for his mother consumed him. He continued to revere Shimye-Magalla, and one day, with the professor's help, began to travel the world in search of the answers that plagued him. These undead abominations are two frequently discovered, and wholely unnatural, and he vowed to hunt them down one by one if need be, and destroy them all. It mattered not, if he was a part of them - that was a part he would foreve detest, and feel the guilt of the death of his mother forever.

Religion:

Shimye-Magalla is a janiform amalgam of Desna and Gozreh worshiped by the Bonuwat tribe of western Garund.
Domains Chaos, Good, Liberation, Luck, Travel
Subdomains Azata, Curse, Exploration, Fate, Freedom, (Imagination), (Revelry), Revolution
Favored Weapon Starknife
Starknife 24 gp 1d3 1d4 ×3 20 ft. 3 lbs. P —

Bonuwat
The Bonuwat are seafarers, and as such are often the group most encountered by the outside world. The Mwangi found in ports such as Bloodcove or the Shackles tend to be Bonuwat. They are excellent fishermen and sailors. They worship a janiform version of Gozreh and Desna which they call Shimye-Magalla. Bonuwat are of average height, with wide mouths and swarthy or dusky skin, and are thought to have intermarried with an unknown trading culture in the distant past. Their hair is often straight, and they favor colorful, exotic clothing such as vests and baggy pantaloons. Bonuwat names include many that they have adopted from other cultures through trade. Their extensive trade routes along the western coast of Garund were developed long before peoples from other parts of the Inner Sea region began arriving. Bonuwat tribes include the Ijo and the Ombo. Bonuwat names are often taken from other cultures with whom they frequently trade, and include Marisan or Shimshem for women and Banipani and Teruawa for men.