Narava

Pranati's page

6 posts. Alias of Linnea the Diviner.


Full Name

Pranati

Race

Samsaran

Classes/Levels

Inquisitor of Shizuru 3 | HP 24/24 | AC 19 (12 tch, 17 ff) | CMB +5, CMD +17 | F +4, R +3, W +6 | Init +5 | Perc. +9, SM +12 | Touch of Glory 6/6 | Judgment 1/1

Gender

F

Size

M

Age

86

Alignment

NG

Deity

Shizuru

Location

Brinewall Keep, Varisia

Languages

Samsaran, Tien, Taldane (Common), Minkaian, Senzar

Occupation

Investigator for the church of Shizuru

Homepage URL

https://www.myth-weavers.com/sheet.html#id=2511709

Strength 16
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Pranati

Pranati
Female samsaran inquisitor of Shizuru 3
NG Humanoid (samsaran)
Init +5; Senses low-light vision; Perception +9

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Defense
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AC 19, touch 12, flat-footed 17
HP 24 (3 HD; 3d8+9)
Fort +4, Ref +3, Will +6
Defensive Abilities: Lifebound- +2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Solo Tactics, Lookout- Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

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Offense
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Speed: 30 ft (20 ft armored)
Melee: +1 katana (+6, 1d8+4, crit 18-20/x2, slashing, deadly [+4 coup de grace]), morningstar (+5, 1d8+3, crit x2, bashing and piercing), or dagger (+5, 1d4+3, crit 19-20/x2, slashing or piercing)
Ranged: longbow (+4, 1d8, crit x3, piercing, range 100 ft, ammo arrows x40)
Space: 5 ft, Reach: 5 ft
Special Attacks: Blade of Mercy- no penalty to nonlethal attacks with slashing weapon, +1 nonlethal damage
Enforcer- Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Judgment 1x/day

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Statistics
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Str 16, Dex 15, Con 12, Int 10, Wis 16, Cha 10
Base Atk +2; CMB +5; CMD +17
Feats: Enforcer, Power Attack
Skills: Intimidate +9, Knowledge: Arcana +4, Knowledge: Dungeoneering +4, Knowledge: History +7, Knowledge: Nature +4, Knowledge: Planes +5, Knowledge: Religion +5, Linguistics +3, Perception +9, Sense Motive +12, Survival +9
Languages: Samsaran, Tien, Common (Taldane), Minkaian, Senzar
SQ: Lifebound, Mystic Past Life, Orisons, Spells, Domain: Heroism (Glory), Judgment 1x/day, Monster Lore, Stern Gaze, Detect Alignment at will, Solo Tactics, Teamwork Feat (Lookout)
Combat Gear: +1 katana, morningstar, dagger, longbow (arrows x40), mwk mountain pattern armor, buckler, holy water x2, potion of cure light wounds x4, oil of bless weapon, scroll box (scrolls of comprehend languages, disguise self, remove fear, shield of faith x2, endure elements x3)
Other Gear: Mwk backpack, bandolier, enameled brass holy symbol of Shizuru, spell component pouch, traveler's any-tool, traveler's outfit (worn), cold weather outfit, waterskin, bedroll, blanket, holy text of Shizuru (good quality), mess kit, rations x4, journal, ink, inkpen, scroll case (parchment x5), sealing wax, gold signet ring (holy symbol of Shizuru superimposed over mountains), silk rope (50 ft), grappling hook, pitons x6, samsaran life wheel, flint & steel, compass, grooming kit, whetstone, gear maintenance kit, chalk x8
Ashu, light warhorse: military saddle, bit & bridle, saddlebags [rations x8, waterskin, spare cold weather outfit], companion cold weather outfit
Nanda, pack mule: pack saddle, bit & bridle, companion cold weather outfit, medium tent, bucket x2, feed x24, skis, fishing kit
Coin: 26 gp, 2 sp

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Traits
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Blade of Mercy: No penalty to nonlethal damage with a slashing weapon, +1 nonlethal damage
Scholar of the Great Beyond: +1 Knowledge: History and Knowledge: Planes, one of these (History) is always a class skill

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Special Abilities
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Low-Light Vision
Lifebound: Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Mystic Past Life: Add 4 divine spells to your spell list- endure elements, barkskin, bull's strength, fly. These do not have to be spells you can currently cast.
Orisons: 6 known
Spells: 1st level- 4 known, 4x/day
Domain: Heroism (Glory).
-Touch of Glory: Touch a creature as a standard action and give it a bonus equal to your inquisitor level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
-Aura of Heroism: At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.
Judgment: 1x/day
Monster Lore: 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: An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At 2nd level, 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: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics: 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 Feats:
-Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

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Spells Known
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Orisons:
Light
Detect Magic
Stabilize
Create Water
Guidance
Read Magic

1st level:
Cure Light Wounds
Divine Favor
Protection From Evil
True Strike

Judgments:
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.

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).

Background:
Like most samsarans, Pranati grew up in the mountains of Zi Ha. In her case, the trade city of Babschu-Jong. Her adoptive parents, Amrita and Tenzin, gave her a loving and peaceful childhood, expecting that Pranati would follow in their footsteps and live a quiet life of contemplation and crafting. But as she grew, Pranati began to recall more of her past lives. Many of them were unusually active and even violent for a samsaran. But all of them fought for the sake of the samsaran people and/or their deity. When the hobgoblins of Kaoling attempted to invade Zi Ha, she had an epiphany. Someone had to sacrifice their own enlightenment in order to protect Zi Ha, or else all of them would fall before hostile forces and their peaceful way of life would come to an end. The mountains and their spellcasters' illusions wouldn't save the samsarans forever.

So it was that Pranati joined the church of Shizuru and asked to become one of the goddess' holy warriors. Several of her past incarnations had served the Empress of Heaven; a paladin, two clerics, and a magistrate. The priests welcomed her with open arms and tested the young woman to see which path would suit her best. Her insight, agility, and conviction marked her for the smallest and most difficult sect, that of the inquisitor. Although the inquisitors warned Pranati in detail about the physical, emotional, and spiritual rigors of their work, she decided to accept. This was what the church needed from her, so she would do it. Her parents were appalled at first. But after an elder inquisitor explained the necessity of covert operations, especially for a nation outnumbered by their enemies, they gradually came to accept their daughter's calling.

Pranati has been an active inquisitor for five years now, undertaking missions not just in Zi Ha but in surrounding countries as well. She has cultivated the skill of intimidation in order to make enemies surrender and give up information without unnecessary violence. Given Shizuru's domain over honor and justice, she prefers to take her enemies alive so that a court can judge and sentence them according to the law. For the past few years, unsettling rumors have been coming out of Minkai about the Jade Regent and the unknown fate of the young Emperor. So far, though, the Minkaian church of Shizuru has been unable or unwilling to confirm them.

A few weeks ago the high priestess of Shizuru in Babschu-Jong had an unusually clear vision; a ruined keep in the Avistani style, overlooking the ocean, with a strong feeling of urgency. She chose to send Pranati over the Crown of the World to investigate. An inquisitor's skill at investigation and tracking would be better for this task than a cleric's mystic power or a paladin's sword arm. The samsaran has been working her way down the coast since she reached Kalsgard, searching for the ruined keep described by High Priestess Sabita. A merchant in Jol suggested that she investigate Brinewall Keep when she asked about ruins on the coast. Now Pranati is headed for Brinewall, hoping that this is where she's supposed to be.

Appearance:
Pranati is a tall, slender samsaran woman with black hair pinned up in a high bun. Despite her naturally thin build, her muscles are strong and defined. Most of the time she wears a fine set of mountain pattern armor over a sturdy wool tunic and trousers, with a bandolier over the armor. Her dark brown riding boots reach to her knees and match her sword belt. An enameled brass holy symbol of Shizuru is proudly displayed on her chest, and a matching device is painted on her steel buckler. She carries a katana and morningstar on her belt, with a longbow and quiver on her back.

When not expecting combat, Pranati prefers simple, comfortable clothing in shades of red, orange, and yellow to honor her patron goddess.

Personality:
An inquisitor of Shizuru must undertake less than honorable tasks for the greater good of their church and country, despite the Empress of Heaven's emphasis on honor and chivalry. They stain their hands so that others' may remain clean. Pranati takes her duty seriously. She knows that she won't reach enlightenment in this life with her often violent lifestyle, and accepts that fact. It's more important to protect her people so that they can focus on achieving harmony and peace. The inquisitor has developed a forbidding, eerily calm mien in order to terrify enemies into surrendering and giving her the information she needs with minimal violence. It's particularly effective on non-samsarans, given most races' reaction to her blank white eyes. Pranati prefers to subdue rather than kill so that she can drag her quarry before a magistrate to face justice for their deeds. She does not shy away from killing if the situation demands it, though.

Only trusted friends get to see beyond Pranati's serene mask. The samsaran has a dry, often morbid sense of humor. She loves animals and children, seeing to her mount and pack mule's needs before her own. The grim necessities of her work take their toll at times. Has she truly done all she can to avoid unnecessary death? Was a particular shady deed really necessary, or is she falling to corruption? Pranati takes solace in meditation and reading Shizuru's holy book, but sometimes it isn't quite enough to allay her fears of not being good enough for her goddess.

It would be nice to have more friends, but very few samsarans wish to associate with such a worldly person. Pranati's only friends are other members of the church, holy warriors who must also fight and kill to keep their people safe. And even then, many of these disdain the inquisitors' methods. Traveling so far outside of Zi Ha has been a breath of fresh air in that respect. The Tian-Las of Hongal, the Erutaki of the Crown of the World, and the Ulfen of the Land of the Linnorm Kings actually respect her fighting prowess and ability to intimidate her foes, rather than considering it something shameful.