Fetchling

Saiya Atarangi's page

362 posts. Alias of Ever_Anon.


Full Name

Saiya Atarangi

Race

F Fetchling Investigator (Questioner) 5 | HP 31/33 | AC: 20 (T: 15, FF: 16) (+1 vs Traps) | Saves: F:+3, R:+9 (+1 vs Traps), W:+5 | BAB: +3, CMB: +3, CMD: 17 | Perception +8 + 1d6 (+2 to find traps) | Init +4

Classes/Levels

More Info:
Spells (1st) 4/5, (2nd) 1/3 | Inspiration Pool 6/6 | Resistances: Cold/Electricity 5, Poison 4 | Shadow Blending (50% miss chance in dim light)

Size

Medium

Age

29

Alignment

True Neutral

Languages

Aklo, Common, Draconic, Necril, Shadowtongue, Sign Language. Undercommon

Strength 10
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Saiya Atarangi

Statistics:

Saiya
Female Fetchling Investigator (Questioner) 5
N Medium Outsider (Native)
Init +4; Senses: Darkvision 60ft, Low-Light Vision; Perception +8/+10
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Defense
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AC 20, touch 15, flat-footed 16 (+4 DEX, +5 armor, +1 deflection) (+1 vs Traps)
HP 33 (5d8)
Fort +3, Ref +9, (+1 vs Traps) Will +5
Resistances: Cold/Electricity 5, Poison 4
Shadow Blending: Attacks have a 50% miss chance in dim light
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Offense
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Melee Red Destiny +8 (1d6 + 4 + 1 bleed damage, 19-20/x2)
Melee Rapier +7 (1d6, 18-20/x2)
Melee Masterwork Silver Dagger +8 (1d4, 19-20/x2)
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Other Statistics
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Str 10, Dex 18, Con 12, Int 18, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 17

Special Abilities:

Feats:
Weapon Finesse (Level 1): Use Dex instead of Str on attack rolls with light weapons.
Weapon Focus - Shortsword (Level 3): +1 bonus on attack rolls with one weapon
Slashing Grace (Shortsword) (Level 5): Treat a slashing weapon as a piercing melee weapon.

Traits
Methodical Mind (Campaign): Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). (Chosen Skills: Arcana, Planes, Religion. Skill Focus: Planes.)
Pragmatic Activator (Magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Uskwood Hunter (Regional - Nidal): You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Skills:
12 skill ranks per level (6 class, +4 INT, +2 background) +5 FCBs
Background skills are in italics.
ACP applies to skills in bold.
* Skill gets a free 1d6 from Inspiration
Current ACP (Mithril Shirt): 0

Acrobatics [2]: +9 (+2 ranks, +3 class skill, +4 DEX)
Appraise [1]: +8 (+1 rank, +3 class skill, +4 INT)
Bluff [1]: +3 (+1 rank, +3 class skill, -1 CHA)
Climb [1]: +4 (+1 rank, +3 class skill, +0 STR)
Craft (Drawing) [2]: +9 (+2 ranks, +3 class skill, +4 INT)
*Diplomacy [5]: +7 (+5 ranks, +3 class skill, -1 CHA)
Disable Device [5]: +14 (+5 ranks, +3 class skill, +4 DEX, +2 class feature)
Disguise [1]: +0 (+1 rank, -1 CHA)
Escape Artist [1]: +8 (1 rank, +3 class skill, +4 DEX)
Handle Animal [1]: +0 (+1 rank, -1 CHA)
*Heal [2]: +5 (+2 ranks, +3 class skill)
*Knowledge Arcana [1]: +11 (+1 rank, +3 class skill, +4 INT, +1 trait bonus, +2 class bonus)
*Knowledge Dungeoneering [1]: +10 (+1 rank, +3 class skill, +4 INT, +2 class bonus)
*Knowledge Engineering [2]: +11 (+2 ranks, +3 class skill, +4 INT, +2 class bonus)
*Knowledge Geography [1]: +10 (+1 rank, +3 class skill, +4 INT, +2 class bonus)
*Knowledge History [1]: +10 (+1 rank, +3 class skill, +4 INT, +2 class bonus)
*Knowledge Local [2]: +11 (+2 ranks, +3 class skill, +4 INT, +2 class bonus)
*Knowledge Nature [1]: +10 (+1 rank, +3 class skill, +4 INT, +2 class bonus)
*Knowledge Nobility [1]: +10 (+1 rank, +3 class skill, +4 INT, +2 class bonus)
*Knowledge Planes [3]: +15 (+3 ranks, +3 class skill, +4 INT, +2 racial bonus, +1 trait bonus, +2 class bonus)
*Knowledge Religion [1]: +11 (+1 rank, +3 class skill, +4 INT, +1 trait bonus, +2 class bonus)
*Linguistics [2]: +9 (+2 ranks, +3 class skill, +4 INT)
*Perception [5]: +8/+10 (+5 ranks, +3 class skill, +2 class feature to locate traps)
*Sense Motive [5]: +8 (+5 ranks, +3 class skill, +0 WIS)
Sleight of Hand [2]: +9 (+2 ranks, +3 class skill, +4 DEX)
Spellcraft [5]: +12 (+5 ranks, +3 class skill, +4 INT)
*Stealth [5]: +15 (+5 ranks, +3 class skill, +4 DEX, +2 racial bonus, +1 trait bonus)
Swim [1]: +1 (+1 rank, +0 STR)
Use Magic Device [5]: +12 (+5 ranks, +3 class skill, +4 INT)

Languages
Aklo, Common, Draconic, Necril, Shadowtongue, Sign Language, Undercommon

Class and Racial Features:

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Investigator Class Features:
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Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Inspiration: An investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action an investigator can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For any trained Knowledge, Linguistics, or Stealth skill check, he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Resistance: At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat: An investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

Studied Strike: At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

Selected Investigator Talents:

Eidetic Recollection: An investigator can always choose to take 10 on any of his Knowledge checks, even if he’s in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he’s in immediate danger or distracted.

Expanded Inspiration: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

Quick Study: An investigator can use his studied combat ability as swift action instead of a move action.

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Questioner Archetype:
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Inspiration for Subterfuge: A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill. This ability alters inspiration.

Spells: A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. This ability replaces alchemy.

Know-It-All: At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive tracking investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollection investigator talent as a bonus talent, ignoring its prerequisites. This ability replaces poison lore.
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Fetchling Racial Traits:
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+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities: A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches character 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling’s caster level for these abilities is equal to his character level.
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.

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Favored Class Bonuses (Investigator):
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Level 1-5: +1 sp

Spells Known:

Spell-Like Abilities (1/day):
Disguise Self: Changes your appearance.

Cantrips:
Detect Magic: Detect spells and magic items within 60ft.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.

Level 1 (5/day) (DC15):
Charm Person: Makes one person your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Grease: Makes 10-ft. square or one object slippery.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Level 2 (3/day) (DC 16):
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Whip of Spiders: Create a whip made of poisonous spiders.

Equipment:

Combat Gear:

Red Destiny: 8310gp
Masterwork Silver Dagger: 322gp
Mithril Chain Shirt: 1100gp

Magic Items:
Potion of CLW: 50gp

Other Gear:
Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Chalk: 1cp
Explorer’s Outfit: Free
Flint and steel: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Mess kit: 2sp
Rope (Hemp): 1gp
Soap: 1cp
Spell Component Pouch: 5gp
Thieves Tools (Masterwork): 100gp
Trail Rations (5): 2.5gp
Waterproof Bag: 5sp
Waterskin: 1gp

Total cost: 104gp, 4sp, 2cp
Remaining gold: 5sp, 8cp

Appearance, Memories, and Personality:

Image Link

Saiya Remembers...
1: Cowering in fear while a dark dragon swooped overhead.
2: Researching in an old library, the smell of dusty tomes overwhelming her senses.
3: Standing in front of a strange portal, an odd thrill running through her.
4: Bowing before a shadowy throne, a picture of a stranger in her hand. A voice saying ”Find him. Do not disappoint us.”
5: Walking down a crowded street . People scurrying by while avoiding her gaze.

Slightly More Detailed Backstory
Saiya was born on the Shadow Plane. Like many kayal, her family served as vassals to a great umbral dragon. Saiya’s quick mind chafed at being wasted in endless servitude, and she often found herself slipping away to do research on the Material Plane. She hounded those kayal who made trips there for details, and shortly before reaching full adulthood she ran away from a home that had never felt homelike.

The portal she took led to the country of Nidal, which felt strange yet also comfortingly familiar to the young kayal. To support herself, she began working as a freelance bounty hunter. She was good at it. Good enough to eventually catch the attention of the Black Triune itself. She began working for them to help pinpoint the location of ‘heretics’ who strayed from the worship of Zon-Kuthon. It’s during this period of time that the five-year total gap in memory begins.

Personality:
Saiya starts out as a nearly blank slate, focused more on survival than any concerns of “good” or “evil.” She’s intelligent, pragmatic, and will evaluate every situation from the perspective of “how will this benefit me.” What keeps her neutral rather than evil is that she is capable of caring for and forming bonds with others. Thrust into a situation she doesn’t understand, she’ll cling to the other party members as long as they are not overtly hostile towards her.

In terms of character development, I expect her alignment to shift more towards good as the story progresses, especially since the rest of the party leans in that direction. When/if her memories return, she will likely be horrified by the callousness of the acts she committed working for the Umbral Court, (not to mention whatever she might have done in the past five years).

OOC Player Information:

Most of this was answered in the interest thread. I am usually able to check the forums multiple times a day. My history is relatively recent, so I don’t have a good way to show I’ll stick around other than my word.

As for Hard Nos, my big one (rape) has already been stated by other applicants. If other players want to have that in their backstories that’s fine, but I’m not comfortable with it happening to my character. I would be okay with creepy innuendo or even threats, so long as it was coming from someone clearly villainous and never progressed further than that.
I’m also not comfortable with explicit violence happening to children. Implied past and/or “off-screen” violence is okay, again so long as it was done by someone villainous.
Gory violence is fine, so long as it’s not happening to children.

Bot Me:

Feel free to bot Saiya at any time if I'm holding up the action. I've listed some rough guidelines below, but also feel free to deviate from them if the situation calls for it. I trust the GM and/or other players to use her appropriately.

In Combat:
Saiya is not going to be particularly effective in combat. At level 1 she only has two first-level spells per day, neither of which are attack spells. She's not strong enough (or proficient in enough weapons) to be a decent fighter. What she'll mostly focus on is setting up flanking opportunities for other, better fighters. If things start looking rough, she'll retreat if at all possible. Her mantra is "Live to fight another day."

Out of Combat:
This is where she shines. She'll scout ahead, look for/disable traps, and try to find ways to avoid ever getting into combat in the first place. She'll mostly save her spells for curing injuries, but will happily use charm person if it would help skip a fight.

Inspiration:
She gets a free d6 on all trained Knowledge, Linguistics, and Stealth checks. She'll save her not-free inspiration for important skill checks. (Most commonly trap-related skill checks; either perception to spot them or disable device to get rid of them.) She'll almost never use inspiration on attack rolls, and will try to save a couple uses for saving throws if possible.
Important thing to note about inspiration: It's added after rolling. So she's not going to waste inspiration points on a natural 20, or on a check where she rolled so low that the d6 wouldn't help.