Young Master

Sasish's page

2 posts. Organized Play character for pauljathome.


Full Name

Sasish

Race

Human

Classes/Levels

L2 Inquisitor/L3 Zen Archer

Gender

Male

Alignment

LN

Deity

Irori

About Sasish

Background:

Originally having grown up on the streets he does NOT have the usual origin story of robbing the monk who saw something in him.

The opposite, acutally. He realized that he was in a very bad situation and likely to die young, the minion casually killed by an adventurer. And he wanted out of that life.

He found a martial artist who was accepting students, managed to steal enough to buy his way in as a student, and then very, very dilligently applied himself in order to graduate to the ranks of the adventurers who kill the minions.

He has seen first hand how bad it is to be on the wrong side of the law and has decided to stay on the correct side. He cares little about right and wrong, he cares about profitting and never being on the wrong side of the law. So, a law abiding criminal, basically :-).

He is smart enough to recognize that loyalty is likely to keep him alive. Loyal friends. Loyalty is repayed with loyalty. Cross him and he'll NEVER trust you again and not care if you live or die. But if you're loyal to him you have an ally for life.

He DOES have a little bit of a soft spot for slaves. He was close to being a slave in his childhood and in his service to his martial arts master. He has sympathy for them. When convenient, he'll even help them

Stats:

sasish
Male human (Varisian) inquisitor (sanctified slayer) of Irori 2/monk (zen archer) 3 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115)
LN Medium humanoid (human)
Init +6; Senses Perception +13
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Defense
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AC 16, touch 16, flat-footed 15 (+1 Dex, +5 Wis)
hp 36 (5d8+8)
Fort +7, Ref +4, Will +11
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Offense
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Speed 40 ft.
Melee kama +4 (1d6+1) or
. . spear +4 (1d8+1/×3) or
. . unarmed strike +4 (1d6+1)
Ranged or
. . +1 darkwood composite longbow flurry of blows +9/+9 (1d8+2/×3) or
. . +1 darkwood composite longbow +10 (1d8+2/×3)
Special Attacks flurry of blows, perfect strike 3/day, studied target +1 (1st, move action), zen archery
Inquisitor Spell-Like Abilities (CL 2nd; concentration +7)
. . At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—divine favor, doom (DC 16)
. . 0 (at will)—create water, detect magic, light, stabilize
. . Domain Conversion inquisition[UM]
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Statistics
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Str 12, Dex 12, Con 12, Int 14, Wis 20, Cha 7
Base Atk +3; CMB +4; CMD 20
Feats Deific Obedience, Fast Learner[ARG], Improved Improvisation[ARG], Improved Unarmed Strike, Improvisation[ARG], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits extremely fashionable, - custom trait -
Skills Acrobatics +9 (+13 to jump), Appraise +6, Bluff +14, Climb +5, Craft (alchemy) +8, Diplomacy +14, Disable Device +7, Disguise +2, Escape Artist +6, Fly +5, Handle Animal +2, Heal +9, Intimidate +15, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +12, Linguistics +6, Perception +13, Perform (oratory) +2, Profession (librarian) +11, Ride +5, Sense Motive +14, Sleight of Hand +5, Spellcraft +8, Stealth +5, Survival +9, Swim +5, Use Magic Device +2
Languages Ancient Osiriani, Common, Kelish, Shoanti, Sylvan, Tien, Varisian, Vudrani
SQ fast movement, monster lore +5, stern gaze +1, track +1
Combat Gear blunt arrows[APG] (30), cold iron durable arrow (20), potion of mage armor, scroll of divine favor, divine favor, obscuring mist, scroll of mage armor, mage armor, wand of cure light wounds (39 charges), acid (3), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), smelling salts[APG] (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt); Other Gear +1 darkwood composite longbow (+1 Str), kama, spear, sleeves of many garments[UE], traveler's any-tool[UE], masterwork thieves' tools, smoked goggles[APG], sunrod (5), very nice clothing, including jewels (worth 150 gp), wooden holy symbol of irori, 2,105 gp
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Special Abilities
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Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Sanctified Slayer) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Perfect Strike (2d20, 3/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.