HP 17/17 | AC 16 | T 11 | FF 14 | CMD 12 | Fort +5 | Ref +2 | Will +7 | Init +4 | Perc +12 | Sense Motive +10 | Darkvision 60'
About Saniel Jin Ka
Saniel Jin Ka
Aasimar Inquisitor (Sanctified Slayer, Urban Infiltrator) of Desna 2
CG Medium outsider (native)
Init +4; Senses Darkvision 60 ft.; Perception +12
AC 16, touch 11, flat-footed 14 (+4 armor, +1 Dex, +1 shield)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +7
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee masterwork starknife +6 (1d4+4/×3) or
. . cold iron starknife (x2) +5 (1d4+4/×3) or
. . dagger +1 (1d4/19-20)
Ranged masterwork starknife +6 (1d4+4/×3) or
. . cold iron starknife (x2) +5 (1d4+4/×3) or
. . dagger +2 (1d4/19-20)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—daylight Inquisitor (Sanctified Slayer, Urban Infiltrator) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, disguise self, cloak of secrets
. . 0 (at will)—daze (DC 13), detect magic, detect poison, guidance, stabilize
. . Domain Redemption inquisition
Str 10, Dex 12, Con 13, Int 10, Wis 16, Cha 18
Base Atk +1; CMB +1; CMD 12
Feats Divine Fighting Technique (Desna's Shooting Star)
Traits altruistic diplomat, innocent, natural born leader
Skills Bluff +12 (+17 to convince others of the truth), Diplomacy +15 (+18 when gathering information), Disable Device +5, Disguise +11, Heal +7, Intimidate +9, Perception +12, Sense Motive +10, Survival +7 (+8 to track);
Racial Modifiers +2 Diplomacy, +2 Perception
SQ gifted detective, mark of slavery, patient sensibility, scion of humanity[ARG], stern gaze +1, track +1
Equipment cloak of resistance +1
Other Gear buckler, chain shirt, dagger, masterwork starknife, starknife, bandolier, belt pouch, candle (3), canteen, chalk (2), charcoal (2), flint and steel, scroll case, signal whistle, thieves' tools, twine (50'), vial (2), wooden holy symbol of Desna, wrist sheath - spring loaded, 17pp, 6 gp, 4 sp, 5 cp
Cunning Initiative Add Wisdom bonus to initiative checks
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Saniel began his life in a small village within the nation of Hwanggot, near the southernmost region of Tian Xia. Given up at birth, Saniel was raised an orphan and was only six years old when he and a multitude of other orphans were sold to a visiting Chelish slaver by the name of Mored Desimire, cousin to the infamous devil-worshipper Tancred Desimire. The children were transported from their homeland to Ostergarde Manor, an infamous estate in the foothills of the Menador Mountains, is best known for the practice of diabolism before the Age of Lost Omens. There the children were forced into service as laborers, clearing the nearby lands and restoring areas of the manor back into service.
Several years passed and Saniel formed a strong bond with his fellow slaves, many of them coming to see him as their leader, mainly due to his charismatic nature and unnatural charm. Unknown to even Saniel himself, the blood of angels ran through his veins, and contributed to this innate talent for delivering the spoken word. In times of greatest trouble and oppression it was Saniel who always seemed to be able to soothe the frayed nerves of his friends, inspiring hope within their ranks and always believing that one day they would be freed.
As fate would have it that day would come not long after Saniel’s 19th birthday, on an evening filled with smoke and flame. Tales would later be told of the group of agents sent to the manor by a group calling themselves the Pathfinder Society. These agents destroyed the evil inhabitants of the manor, including Mored himself, and helped free the slaves held on the manor grounds. One of the adventures, a priest of Desna and member of the Bellflower Network named Dasvelas, hurried them away from the area as the group’s sorcerer sent balls of magical flame into the manor’s entrance, burning the entire structure to the ground. The group then led the slaves from Ostergarde and over the southern mountain range to a small harbor where a ship sat moored, waiting to carry them away to Absalom.
The journey from Ostergarde to Absalom was a long one, and during that time Saniel remained close to the priest’s side, learning about Desna and the teachings the young cleric would share with him. The lessons resonated within Saniel and he found himself longing for a chance to experience the freedom and travel described by the priest and vowed to begin his own journey of discovery once he had the means available to him.
After arriving in Absalom Saniel was given a few coins and his freedom. After spending a few months working odd jobs around the city he earned enough money to buy passage on a trading vessel headed to Kintargo. He pledged to himself and Desna that he would repay the blessings of freedom that his life was granted by working to spread her word in this vile land and do everything within his power to provide that same freedom for those who sought it.
Fresh off the boat and eager to make contacts within the city, Saniel stepped onto the docks and prepared to begin the next step in his life’s adventure.
All the starknives
Hat of Disguise
Circlet of Pursuasion