Hikal Balatum

Sapher Mornshire's page

817 posts. Alias of John Gs.


Full Name

Sapphire Mornshire

Race

Dwarf inquisitor 5/paladin 1 | HP 46/48 | AC 19 (21-s) | T 11 | FF 20 | CMD 18 | Fort +8 | Ref +2 | Will +11 (+2 vs poisons/spells/abilities) | Init +4 | Perc +12 SM +12 |

Classes/Levels

1st: 3/5 | 2nd: 3/3 spells | 2/2 judegments | 6/6 adorations

current status:

Gender

female

Size

short, for a dwarf (3'9")

Age

young, for a dwarf (43)

Special Abilities

lack of patience

Alignment

Lawful Good

Deity

Bolka (dwarven goddess of beauty, desire, and love)

Languages

common, dwarven, kelish, undercommon, goblin, terran, giant, celestial, orc

Occupation

pathfinder

Strength 17
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 16
Charisma 7

About Sapher Mornshire

Who? (Appearance and Personality):

The dwarf woman stands before you, standard fair for her race, broad-shouldered as well as thick of chest and hip. Her glossy blue-black hair is in thick braids, making you wonder if you've caught sight of true beauty...

That is until she turns around.

See, Sapher's face is about as plain as plain can be. Heck, the plainest Jane of all the Janes would even call the poor dwarf drab.
But just before you turn away, interest gone, you hesitate. Something... maybe the glint in her mahogany eyes, or roundness of her... um... cheeks, stirs something in you.
She'll notice and give a tired smile. "Yes, I am my goddess's faint hope (or sad joke), saying anyone, even a girl like me, will find love." the smile drops away and her hand rests on the heavy hammer on her side "But not today, so turn that gaze somewhere else or I'll smash your nethers into raspberry jam. Repeatedly!" the last part more of a growl.
Then she'll turn away muttering to herself, "And now I'm hungry for toast."

Sapher, short for Sapphire, since her mother had great hopes, and pushed her into the priesthood of Bolka (even though Mom's hopes were mostly dashed at that point).

Where?:

The Mornshire's are a wealthy family firmly entrenched in the Five Kings Mountains, specifically in the temple city of Larrad. Sapher's particular branch of the family has been blessed with an abundance of daughters, most of which are quite fetching, Sapher, of course, being the most noticeable exception. "At least I'm not poor Sapphire" she'd hear plenty whispered too loudly around her by a cousin or sister or aunt or...

Why? (Background and History):

"A Bolka Inquisitor?" you ask...

"Yes I know!" Sapher snapped, obviously aware of how odd that was, "It was just... I wasn't exactly a great priestess in training. Powders and shy glances, gentle encouragements and um... well other things. If you hadn't noticed, I'm not the yummy flower type."

She gives you a glance, "Well, you're not a dwarf so you might not think any of us are yummy flower types, but anyway... I'm short-tempered, prone to hitting things, not subtle in pointing out b#!@*~!%. And worse of all (to the Bolkians) I'm Not Pretty!" Sapher sighs heavily and takes a deep drink of the swill in her cup

"Normally, they'd just say, 'thank you for trying' and usher you quickly out the door. But there is something, always something that stops a person about me, and makes them look again." she pauses and then adds dramatically "My Goddess's Touch!"" raising her hands in an explosion of awe and glitter (imagined of course) "And clerics, even exasperating soft fluffs of ones, don't get far if they ignore that kind of thing. "

"So Mistress Waydel, the oldest crankiest cleric of Bolka that has ever existed, brought me under her wing. And POOF, here I am. The only Bolka inquisitor known to exist."

You, her drinking companion for the evening, asked the next obvious question "What does a inquisitor of Bolka actually do?!?"

"Well, I've been tasked with stopping those things that could impede Love and Marriage" her cheeks take a slightly embarrassed shade, since that odd task should be coming from someone in a pink frilly dress, not a dwarf encased in dull steel and bristling with weapons.
"Good thing is that could be anything! Goblins and orcs are personal my favorite potential romance destroyers. I mean rampaging hordes of anything can kill and/or eat suitors, right? There might be something hidden deep in a ruin that is just waiting to WAKE up and crush all the love and marriage right out of the world." she uses her hands to mimic some huge winged thing busting out of a crypt and swooping down to eat running finger people.

"So I left, joined up with the Pathfinders, and here I am..."

How? (Stats):

Sapher Mornshire
Female dwarf inquisitor of Bolka 5/paladin (chosen one) 1 (Pathfinder Player Companion: Familiar Folio 6, Pathfinder RPG Advanced Player's Guide 38, Ultimate Wilderness 210)
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +12 (+14 to notice unusual stonework)
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Defense
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AC 21, touch 12, flat-footed 20 (+6 armor, +1 Dex, +1 natural, +2 shield, +1 trait)
hp 48 (6 HD; 5d8+1d10+14)
Fort +8, Ref +2, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, share will
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Offense
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Speed 20 ft.
Melee cold iron warhammer +5 (1d8+9/×3) or
. . dagger +5 (1d4+9/19-20) or
. . mwk warhammer +6 (1d8+9/×3) or
. . silver earth breaker +5 (2d6+12/×3)
Special Attacks bane (5 rounds/day), hatred, judgment 2/day
Spell-Like Abilities (CL 6th; concentration +4)
. . 1/day—daze (DC 8)
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect alignment, discern lies (5 rounds/day)
Paladin Spell-Like Abilities (CL 1st; concentration -1)
. . At will—detect evil
Inquisitor Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cure moderate wounds, see invisibility, spiritual weapon
. . 1st (5/day)—cure light wounds, ear-piercing scream[UM] (DC 14), shield of faith, weapons against evil
. . 0 (at will)—acid splash, create water, detect magic, disrupt undead, guidance, stabilize
. . Domain Charm (Love[APG] subdomain)
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Statistics
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Str 17, Dex 12, Con 14, Int 12, Wis 16, Cha 7
Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Ferocious Loyalty, Iron Will, Ironhide[APG], Power Attack
Traits alluring, defender of the society, exchange agent
Skills Acrobatics -5 (-9 to jump), Climb +2, Craft (armor) +8 (+10 on checks related to metal or stone), Craft (traps) +3 (+5 on checks related to metal or stone), Craft (weapons) +3 (+5 on checks related to metal or stone), Diplomacy +6 (+8 vs. those who find you attractive), Heal +10, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +7, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +11, Perception +12 (+14 to notice unusual stonework), Sense Motive +14, Spellcraft +5, Stealth -1, Survival +10; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Celestial, Common, Daemonic, Dwarven, Giant, Goblin, Kelish, Orc, Terran, Undercommon
SQ adoration, monster lore +3, solo tactics, stern gaze +2, track +2
Combat Gear wand of cure light wounds, holy water; Other Gear breastplate, heavy steel shield, cold iron warhammer, dagger, mwk warhammer, silver earth breaker[UE], wayfinder[ISWG], armorsmithing tools, bedroll, belt pouch, crowbar, flint and steel, grappling hook, masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), silver holy symbol of Bolka, tent, hanging[ARG], trail rations (7), waterskin, 1,070 gp, 22 sp, 21 cp
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Special Abilities
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Adoration (6/day, DC 15) (Su) Target must save or lose one attack against you.
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 hit points You gain the Alertness feat while your familiar is within arm's reach.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Love)
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to Survival checks made to track.
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What? (Gear):

Weapons
. . battleaxe +7 (1d8+3/×3) or
. . cold iron warhammer +7 (1d8+3/×3) or
. . dagger +7 (1d4+3/19-20) or
. . mwk warhammer +8 (1d8+3/×3) or
. . silver earth breaker +7 (2d6+4/×3)

Armor
breastplate(crafted) -4acp
heavy steel shield(crafted) -2acp

Worn
silver holy symbol of Bolka

On Back(pack)
masterwork backpack
armor smithing tools
bedroll
crowbar
mess kit
trail rations (7)
waterskin
silk rope (50 ft.)
holy water (2)
tent hanging

On Belt(pouch)
belt pouch
flint and steel
10 bolts
9 gp 9sp

Notes (When? just didn't fit):

Adoration (6/day, DC 13)As an immediate action, you can attempt to thwart a melee or
ranged attack that targets you. This ability functions as sanctuary,
but only against one individual attack. You must use the ability after
the attack is declared but before the roll is made. The creature
attacking you receives a Will save to negate this effect. If a creature
has more than one attack, this ability only affects one of the
attacks. You can use the ability a number of times per day equal to
3 + your Wisdom modifier. This is a mind-affecting effect.

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell)
is equal to her paladin level.

Empathic Link with Familiar (Su)
The master has an empathic link with his familiar out to a distance
of up to 1 mile. The master cannot see through the familiar's eyes,
but they can communicate empathically. Because of the limited
nature of the link, only general emotional content can be
communicated.
Because of this empathic link, the master has the same connection
to an item or place that his familiar does.

Judgment of Sacred Destruction
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane
bonus on all weapon damage rolls. This bonus increases by +1 for
every three inquisitor levels she possesses.

Judgment of Sacred 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.

Judgment of Sacred Justice
This judgment spurs the inquisitor to seek justice, granting a +1
sacred/profane 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.

Judgment of Sacred Piercing
This judgment gives the inquisitor great focus and makes her spells
more potent. This benefit grants a +1 sacred/profane 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.

Judgment of Sacred Protection
The inquisitor is surrounded by a protective aura, granting a +1
sacred/profane 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

Judgment of Sacred Purity
The inquisitor is protected from the vile taint of her foes, gaining a
+1 sacred/profane 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.

Judgment of Sacred 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.

Judgment of Sacred 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.

Judgment of Sacred Smiting (Magic)
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)

Share Will (Su)
Whenever an emissary or its master fails a saving throw against a
mind-affecting effect that affects only one of them, the other can
attempt the saving throw as well. If this second saving throw is a
success, treat the original result as a success, and the emissary
and its master can’t use this ability again for 24 hours. On a failure,
both the emissary and its master suffer the effects of the failed
saving throw, even if one of them wouldn’t ordinarily be a valid
target.

SPELLS
Acid Splash Inquisitor 0
School: conjuration / earth elemental (creation) [acid]; Components:
V, S; Casting Time : 1 action; Range: close (25 + 5 ft./2 levels);
Effect: one missile of acid; Duration: instantaneous; Save: none;
Resistance: no
Orb deals 1d3 acid damage.

Create Water Inquisitor 0
School: conjuration (creation) [water]; Components: V, S; Casting
Time: 1 action; Range: close (25 + 5 ft./2 levels); Effect: up to 2
gallons of water/level; Duration: instantaneous; Save: none;
Resistance: no
Creates 2 gallons/level of pure water.

Detect Magic Inquisitor 0
School divination
Casting Time 1 action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.

Disrupt Undead Inquisitor 0
School: necromancy; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Effect: ray; Duration:
instantaneous; Save: none; Resistance: yes
Deals 1d6 damage to one undead.

Guidance Inquisitor 0
School: divination / void elemental; Components: V, S; Casting
Time: 1 action; Range: touch; Target: creature touched; Duration: 1
minute or until discharged; Save: Will negates (harmless); Resistance:
yes
+1 on one attack roll, saving throw, or skill check.

Cure Light Wounds Inquisitor 1
School: conjuration (healing); Components: V, S; Casting Time : 1
action; Range: touch; Target: creature touched; Duration:
instantaneous; Save: Will half (harmless); see text; Resistance: yes
(harmless); see text
Cures 1d8 damage + 1/level (max +5).

Ear-Piercing Scream Inquisitor 1
School: evocation [sonic]; Components: V, S; Casting Time : 1
action; Range: close (25 + 5 ft./2 levels); Target: one creature;
Duration: instantaneous; see text; Save: DC 14 Fortitude partial (see
text); Resistance: yes
Deal sonic damage and daze target.

Shield of Faith Inquisitor 1
School abjuration
Casting Time 1 action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes
(harmless)
This spell creates a shimmering, magical field around the target that
averts and deflects attacks. The spell grants the subject a +2
deflection bonus to AC, with an additional +1 to the bonus for every
six levels you have (maximum +5 deflection bonus at 18th level).