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About Saphera MoongladePlayer: Nightfiend
Saphera Moonglade
Special Attacks
Special Qualities
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Feats and Traits:
Feats: Dodge, Improved Initiative, Precise Strike (Teamwork), Toughness Traits: Defender of the society, Friend in every town Skills and Languages:
Skills Acrobatics (Untrained) -1 Appraise (Untrained) +1 Bluff (Untrained) +0 Climb +4 Diplomacy +10 Disguise (Untrained) +0 Escape Artist (Untrained) -1 Fly (Untrained) -1 Heal +8 Intimidate +7 Knowledge (Arcana) +7 Knowledge (Dungeon) +8 Knowledge (Local) +8 Knowledge (Nature) +6 Knowledge (Planes) +8 Knowledge (Religion) +7 Perception +10, Ride (Untrained) -1 Sense Motive +10 Stealth (Untrained) -1, Survival +7 Swim +4 Languages Celestial, Common, Hallit
Gear and Encumbrance:
Combat Gear Alchemist's fire (2), Alkali flask (2), oil (3), Scroll of lessor restoration (2), Tanglefoot bag (1), Vermin repellent (1); Other Gear Amulet of Natural Armor (+1), (MW) Repeating light crossbow, Cold iron bolts (W/ Silver blanch) (20), Cold iron bolts (30), (+1) breastplate, (+1) heavy steel shield, dagger, (+1) Cold-iron Bastard-sword, (MW) backpack, bedroll, belt pouch, blanket, cold weather outfit, grappling hook, iron holy symbol (Ragathiel), piton (6), silk rope (50 ft.), sack, scroll case, small hammer, spell component pouch, trail rations (8), Wand of cure light wounds (12 charges), waterskin (2), weapon cord, Hot weather outfit, 1,606 gp, 6 sp. Light Load Up to 86 Lbs. Medium Load Up to 173 Lbs. Heavy Load Up to 260 Lbs.
Tracked Resources:
Spells (CL 5th; Concentration +7) 1st Level (4/day) -0/5 2nd Level (2/day) -0/2 Abilities
Equipment
Spells and Abilities:
Spell-Like Abilities . . 1/day— Alter self . . At will- Detect alignment . . 5 rds/day Discern Lies Inquisitor (Sanctified Slayer) Spells Known
Domain Redemption Inquisition
Special Abilities:
Bane (SU) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a sub-type if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive. Darkvision (60 feet) You can see in the dark (black and white vision only). Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor. Detect Alignment (Sp) Detect chaos, evil, good, or law at will. Discern Lies (SP) At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. 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. Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures. Patient Sensibility (Su) (Domain Redemption Inquisition) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks. Precise Strike (Feat) Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. Redeemer's Mercy (Su) Any weapon you wield gains the merciful magic weapon power. (Merciful) The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). Sneak Attack Attacks deal an additional (1d6) precision damage if foe is flat-footed or flanked. Studied Target +2 (Ex) Study foe as a Move action, gain +2 to att/dam, Bluff, Knowledge, Perception, Sense Motive, and Survival when used on the target. Solo Tactics (Ex) Count teamwork feats as if your allies had the same ones. Stern Gaze (Ex) You gain a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 your inquisitor level (minimum +1). Teamwork Feat Swap your most recent Teamwork feat for another 2/day. Track +2 Add the listed bonus to survival checks made to track. Weapon cord Attached weapon can be recovered as a swift action. Background:
It was a normal dry day in the small town of Gundrun. The sound of children running through the merchant streets brought forgotten smiles to many of the local shop keepers. In most settlements the unruly antics of children running around would be frowned upon, but in Gundrun, it was a beautiful reminder of the way things were before the Worldwound. The sound of the child's laughter stands out like a beacon of hope during a time when such things are scarcely found anymore. Almost every child in the area had joined in a game of hid and go seek, which sent children scattering in every direction. All the children but one, who sat solemnly off to the side and watched the activity with skepticism. One of the local meat merchants watched, as the other children took turns approaching the young girl with creative offers to gain her interest, but only found themselves facing an impossible task. Each time one of the children would approach, the merchant could see the young girl shake her head no with a seriousness that sent the other children fleeing hopelessly back to the game empty handed. Eventually the merchant asked one of his clients about the girl. The woman replied. “She is one of the many Worldwound orphans who have endured tremendous loss. She was orphaned about four weeks ago when her parents vanished while escorting a supply caravan to the front line. Rumor has it, that the girl has celestial blood running through her veins, but I don’t see any sign of it. She seems distant and unwilling to adjust to her new circumstances. Hopefully after the society relocates her, she will have a better chance of adapting to a new life away from this horrible place.” The merchant nodded as the woman went back to her shopping. After watching the girl for a while, the merchant eventual approached her and asked why she wouldn’t play with the other children. There was something different about her, but he couldn't quite put his finger on it. After a moment, the young girl looked up with a sad expression. “There is no time for fun anymore. Soon the world will come to an end, and all this will be forgotten.” The merchant asked the girl why she felt the world was coming to an end. The girl didn't reply, she simply stared quietly at the merchant with a look that pierced straight through him. After a long and uncomfortable silence, she finally spoke. “My name is Saphera Moonglade. Remember that name. It will be a name of importance someday.” Eventually a caravan, sponsored by the pathfinder society, collected up all the orphaned children and escorted them to the southern city of Absalom. Saphera spent the first half of her life learning about the society and their role in the war with the Worldwound. After coming of age, she ran into a rare group of devoted followers of the Imperial god Ragathiel. After embracing their teachings, she found herself devoted to a lifetime of servitude to a god whose path was perfectly aligned with her own. An undying commitment to rid the world of demons and their spawn. To someday, help close the Worldwound forever. With a newly embraced destiny, Saphera approached the pathfinder society and eventually joined the Silver Crusade. She decided to take advantage of the opportunity the society offered in order to strengthen her skill, with the hope of someday returning to the Worldwound. Scenarios Completed:
(1) The Veterans Vault #4-18 Date 08/21/2014 Code 46,723 (GM Credit) (2) Trial by Machine #6-01 Date 10/16/2014 Code 47589 (3) Before The Dawn, Part 1 (The Bloodcove Disguise) #2-01 Date 10/17/2014 Code 52637 (4) The Cyphermage Dilemma #4-15 Date 12/29/2014 Code 51231 (5) Tide of Morning #23 Date 02/01/2015 Code 51231-143 (6) The Ice Bound Outpost #2-19 Date 06/09/2015 Code 58931 (7) We Be Goblins (Module) Date 08/10/2015 Code 64332 (8) Siege of Serpents #6-97 Date 12/20/2015 Code 65492 (9) Before The Dawn Part 2, (Rescue At Azlant Ridge) Date 03/27/2016 Code 74432 (GM Credit) (10) Scions of the Sky Key, Part 1 (On Sharrowsmith's Trail) #6-12 Date 08/10/2016 Code 133462 (11) Scions of the Sky Key, Part 2 (Kaava Quarry) #6-14 Date 12/23/2016 Code 81754 (12) Scions of the Sky Key, Part 3: (The Golden Guardian) #6-16 Date: 02/15/2017 Code: 81754 (13) Among the Gods #3-08 Date: 05/27/2023 Code: 2701465 Boon from (2) Trial By Machine
Boon from (3) Before The Dawn, Part 1 (The Bloodcove Disguise)
Boon from (4) The Cyphermage Dilemma
Boon from (4) The Cyphermage Dilemma
Boon from (7) We Be Goblins
Boon from (8) Siege of Serpents
Boon from (11) Scions of the Sky Key, Part 2 (Kaava Quarry)
Boon from (12) Scions of the Sky Key, Part 3 (The Golden Guardian)
Boon from (12) Scions of the Sky Key, Part 3 (The Golden Guardian)
Boon from (13) Among the Gods
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