Nixinox

Netoa Sebahra's page

3 posts. Alias of Oceanshieldwolf.


Full Name

Netoa Sebahra

Race

Human

Classes/Levels

Inquisitor (Nganga-Templar) 1; HP 14/14; AC 18/ T 10/ FF 16; Fort +4, Ref +2, Will +5; Init +4; Per +7; CMB +2, CMD 14; Spd 20 ft

Gender

Female

Size

Medium

Age

20

Alignment

LN

Deity

Lalali-Puy

Occupation

Slave/Gladiator

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

About Netoa Sebahra

Quick View Stats for Combat:
Status: Branded;
HP: 14/14
AC:18, 10 touch, 16 flat-footed
Saves: Fort: +4, Reflex: +2 , Will +5
BAB +0
CMB +2 CMD 14

Initiative: +4 (+2 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Judgment:
Currently wearing:
Items in Hand:

SPELLS
DC 13 [10 + 3 (Wis Mod)] + spell-level
Spells prepared: bless, true strike
Spells Known:
Orisons : 4 – brand, daze, detect magic, light
First Level: 2 bless, true strike

Netoa's Background:
Netoa was a favored human nganga of Gulg, trained in the ritual art of the gouge, a specialized combat dance-style that developed in Gulg to awe and mesmerize the Gulgites.

Captured by Balican slavers, Netoa has spent the past year or so as a Gladiator - her evocative gouge style was seen as a crowd-puller, and she has won a few bouts, slowly making a name for herself..

Netoa longs to return to Gulg, but has realized more and more that Lalali-Puy has not tried to rescue her, nor does her own power appear to derive from her goddess.

STATS:

Ability Scores Score (modifier) (point buy) (racial creation bonus) (level up)
Str : 14 (+2) (2)(+2 Human)
Dex: 14 (+2) (5)
Con: 14 (+1) (5)
Int: 14 (+2) (5)
Wis: 16 (+3) (5) (+2 Human)
Cha: 13 (+1) (3)

DEFENSE:

AC: 18, touch 10, flat-footed 16 (+5 armor, + 2 Dex, +1 shield, +0 size)

HP: 14 Full first level = 8, +2 Con, +1 Favored Class, +3 Toughness)
Fort +4, Ref +2, Will +5

OFFENSE:

Initiative: +4
Speed 30 ft.
Melee:
Fragile Agafari Wood Gouge +3, 2d6 +2, x3 [BAB +0, Str +2, Weapon Focus +1] [+2 Strength]

Ranged
Fragile Composite Longbow +1, 1d8 +2, x3 [BAB +0, Dex +2] [+2 Strength]

Base Atk: +0

CMB: +2 (+0 BAB, +2 str) CMD: 14 (10, +0 BAB, +2 str, +2 dex)

Favored Class Bonus Inquisitor: Hit points
Wild Psionic Talent Float

Feats:
[2: 1 human, 1 1st level]

Weapon Focus: Gouge
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Toughness
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).

SKILLS:

inquisitor’s class skills are Bluff (Cha), Climb(Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (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).

Skills: (8 ranks - 6 x Inquisitor 1, +2 Int)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/Yes, +3/0/+2 = +2
Appraise/Yes, +3/0/+2 = +2
xxxxxBluff/Yes, +3/1/+3* = +7 *Wis mod instead of Cha
Climb/Yes, +3/0/+1 = +1
xxxxxCraft (tattoo)/Yes, +3/1/+2 = +6
xxxxxDiplomacy/Yes, +3/1/+1 = +5
Disable Device/No/0/+2 = +2
Disguise/Yes, +3/0/+1 = +1
Escape Artist/No/0/+2 = +2
Fly/No/0/+1 = +0
Handle Animal/Yes, +3/0/+1 = +1
Heal/Yes, +3/0/+3 = +4
xxxxxIntimidate/Yes, +3/1/+3* = +9 (+2 from Stern Gaze) *Wis mod instead of Cha
Knowledge (arcana)/Yes, +3/3/+2 = +8
Knowledge (dungeoneering)/No/0/+2 = +2
Knowledge (engineering)/Yes, +3/0/+2 = +2
Knowledge (local)/Yes, +3/0/+2 = +2
Knowledge (nature)/Yes, +3/0/+2 = +2
Knowledge (planes)/Yes, +3/0/+2 = +2
xxxxxKnowledge (religion)/Yes, +3/1/+2 = +7(+1 trait bonus)
Linguistics/No/0/+2 = +2
xxxxxPerception/Yes, +3/1/+3 = +7[b]
xxxxx[b]Perform: Dance
/No/1/+2= +3
Profession (gladiator)/No/0/+2 = +4[b]
[b]Ride
/Yes, +3/0/+2 = +2
xxxxxSense Motive/Yes, +3/1/+3 = +9(+2 from Stern Gaze)
Sleight of Hand/No/0/+2 = +2
Spellcraft/Yes, +3/0/+2 = +2
Stealth/Yes, +3/0/+2 = +2
Survival/Yes, +3/0/+4 = +4
Use Magic Device/No/0/+1 = +1

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Undead Crusader (reflavored from MM PG): Your goddess reveres life and living things, and the threat of an undead army pouring out of Nibenay is a constant rumor in Gulg. Having studied captured undead creatures, you have assessed their strengths, weaknesses and forms. You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Languages: Common, Halfling, Thri-Kreen

CLASS ABILITIES:

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 shield

Inquisition: Heresy (see Righteous Infiltration, below)

Judgment 2/day
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.

Stern Gaze : Add ½ level to Intimidate and Sense Motive

Inquisition ability:
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Witch-Hunter/Nganga Templar ability:
Spell Sage : At 1st level, a nganga adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.

Judgment:

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).

Human Racial Abilities:

Racial Modifiers: +2 to any two separate Ability scores.
Breadth of Experience: Athasian humans choose two skills at first level. These skills are always considered class skills for them.
Chosen skills: Acrobatics, Appraise

Emissary: Once per day, humans can roll twice when making a Bluff or Diplomacy check and take the better roll.

Eternal Hope: Athasian humans gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, humans may reroll and use the second result.

Urbanite: Humans gain a +2 bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Wild Talent: Humans begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45).

GEAR:

Weapons:
Fragile Agafari Wood Gouge 2d6, x3, P; brace, 6 lbs*., 20 cp
Comes with a special harness. When worn, the harness grants the wearer a +4 bonus to your CMD against being disarmed. Full round action to put on the harness. Move action to remove it.
* Made from the boughs of the great agafari trees of the Crescent Forest, weapons made from this wood are incredibly hard, but lightweight. They weigh half as much, have hardness 7, and reduce the armour check penalty by 2, just as if they were made from pauliel.
Chitin Spiked Gauntlet 1d4 x2, .5 lbs. P 2.5 cp.

Fragile Dagger 1cp 1d4 19-20, .5 lb.
Fragile Chitin Composite Longbow +1, 1d8 x3, 110 ft, 100 cp, 1.5 lbs.
40 arrows, 1 cp, 3 lbs.

124.5 cp, 11.5 lbs.

Armor:
Chitin Scale Armor +5 AC, +3 MDB, -3 ACP*, ASF 15%, 15 lbs, 20ft. 20 cp
Agafari Wood Buckler +1 AC, 0 MDB, -0 ACP, ASF 5%, 2.5 lbs., 12.5 cp
* Chitin armour has a hardness of 5, has 15 hit points per inch of thickness, weighs half as much as the same item made from other materials, and the armour check penalty is reduced by 1. When pro- tecting against metal weapons, chitin armour is consid- ered to have the fragile armour quality. Masterwork chi- tin armour also has the fragile armour quality against metal weapons, but magic chitin armour does not.

32.5 cp, 17.5 lbs.

Skill Equipment:

Miscellaneous:

Total equipment cost: 157 of 240 cp cp
Weight: 29 lbs.
Armor 12.5 lbs.

Capacity: 150 lbs; less than 50 lbs = light load. Carrying 67 lbs. Load: Medium