Sebti the Crocodile

Selethe's page

200 posts. Organized Play character for heavydisking.


Race

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

Strength 18
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 16
Charisma 8

About Selethe

SELETHE
female oread inquisitor 3 of Iomedae (sanctified slayer, heroism subdomain Glory domain)
neutral good medium outsider (native)

Init +4; Senses darkvision; Perception +8

XP 7 Fame 12 Prestige 8
PFS # 161871-18 Faction Silver Crusade

DEFENSE
AC
18, touch 12, flat-footed 17 (+6 armor, +1 dex, +1 natural)
HP 27 (3d8 +6 Con +3 FC)
Fort +6, Ref +4, Will +7
Special Defenses treacherous earth 1/day

OFFENSE
Speed
15 ft
Melee mwk longspear +6 (1d8+9, x3, P, brace, reach) Power Attack already included or longsword +6 (1d8+4, 19-20/x2, S)
Ranged mwk longbow +4 (1d8, x3, range 100')
Special Attacks touch of glory 6/day, studied target, detect alignment at will, stony step, power attack, escape route

STATISTICS
Str
18 (+4), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 8 (-1)
BAB +2, CMB +6, CMD 17

Feats
Proficiencies:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity (longsword). She is also proficient with light armor, medium armor, and shields (except tower shields).
Stony Step:
Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Escape Route: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Traits
Deft Dodger:
You gain a +1 trait bonus on Reflex saves.
Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice: Knowledge (local)) is always a class skill for you.

Skills 6 skill points/level -1/level (Int)= 15
Diplomacy +5, Heal +7, Intimidate +4, Knowledge (arcana, dungeoneering, nature, planes, religion) +3 (+6 to identify monsters), Knowledge (local) +4 (+7 to identify monsters), Perception +8, Profession (soldier) +7, Sense Motive +4, Spellcraft +4, Survival +3 (+4 to track) AC Penalty -3

Languages
Common, Terran

Racial Abilities
Granite Skin:
Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Treacherous Earth:
Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.
Darkvision:
Oreads can see perfectly in the dark up to 60 feet.
Earth Insight:
Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype. This racial trait replaces earth affinity.

SQ
Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice.
Domain: Heroism (Glory subdomain)
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers.
Touch of Glory:
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Studied Target:
At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
Monster Lore:
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons:
Inquisitors learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze:
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Spells Known:
1 (4/day) – bless, comprehend languages, divine favor, expeditious retreat
0 (at will) - acid splash, create water, detect magic, guidance, light, stabilize
Caster Level: 3 Concentration: +6

GEAR
Combat Gear
masterwork breastplate, masterwork longspear, longsword, masterwork longbow, 40 arrows, wand of inflict light wounds (19 charges)

Other Gear wand of cure light wounds (36 charges), wand of shield (50 charges), scroll of lesser restoration, cloak of resistance +1, explorer's outfit, shaman's kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)

Money 1157 gp

FLUFF
Description
Selethe is a mostly human-looking oread but with a blue-ish gray tinge to her. She always wears a symbol of Iomedae prominently displayed on her chest, although she may cover up with a hooded cloak from time to time like anyone else. She tends to be serious but is more flexible than many followers of the Inheritor.

History Selethe was raised by her human parents in Mendev. They were both high-ranking clergy in the Church of Iomedae. She was raised to become a paladin in the Inheritor's divine army. While training, it became clear she was not cut out to follow the strict paladin code, so she joined a subsect of the Church as an inquisitor and began travelling with the Silver Crusade.

Age 74

Chronicles:

0-05 Mists of Mwangi:
XP 1
Prestige 2
Gold 509
Day Job None

Items Available for Purchase
cracked mulberry pentacle ioun stone (400 gp)
feather token, bird (300 gp)
Jambala Jaeg cloth (scroll of break enchantment) (1,125 gp)
scroll of cure moderate wounds (150 gp)
scroll of dispel magic (375 gp)
scroll of false life (150 gp)

1-35 Voice in the Void:
XP 1
Prestige 2
Gold 501
Day Job None

Items Available for Purchase
cloak of resistance +1 (1000 gp)
stone of alarm (2700 gp)
wand of color spray (750 gp)

0-03 Murder on the Silken Caravan:
XP 1
Prestige 2
Gold 454
Day Job None

Items Available for Purchase
Map of the Silken Way through the Zho Mountains (When in the Zho Mountains or traveling the Silken Way, this map grants a +2 circumstance bonus on Survival and Track checks. Using the map in this way takes 1 minute.) (100 gp)

3-23 The Goblinblood Dead:
XP 1
Prestige 2
Gold 504
Day Job None

Items Available for Purchase
hand of the mage (900 gp)
scroll of cure moderate wounds (150 gp)
scroll of lesser restoration (150 gp)
wand of inflict light wounds (19 charges; 285 gp)

The Emerald Spire level 2: The Cellars:
XP 3
Prestige 4
Gold 1536
Day Job None

Boons:
River Kingdom Notoriety:
Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.
Hex Selected: A Benefit: Starting location (no reward) Date: 10/09/2017
Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Items Available for Purchase
horn of fog (2,000 gp)
potion of cure moderate wounds (300 gp)
scroll of fireball (375 gp)
scroll of fly (375 gp)
belt of mighty constitution +2 (4,000 gp)
silversheen (250 gp)
spire transport token (600 gp, limit 1; allows a PC to use the Emerald Spire’s transport function to reach the surface).