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About ShanoaShanoa is a young woman with fair skin and long, flowing black hair down her back. She wears a leather breastplate over a long dark dress with a low-cut back which reveals a large decoration of a rose covering her skin, but whether it is birthmark or tattoo is hard to tell. Combat:
Hit Points: 32/32 Speed: Walk 30 ft. Total / Touch / Flat Footed
Fortitude: +5
CMB: +5
Unarmed attack:
Masterwork Nexavaran Steel Morningstar +1:
Shortbow:
Skills:
Skill Total Rnk Stat Msc Acrobatics 1 0.0 2 -1 Acrobatics (Jump/Underground) 2 0.0 2 0 Appraise 0 0.0 0 0 Bluff 6 1.0 2 3 Climb 1 0.0 2 -1 Craft (Untrained) 0 0.0 0 0 Diplomacy 11 4.0 2 5 Disguise 2 0.0 2 0 Escape Artist 1 0.0 2 -1 Fly 1 0.0 2 -1 Heal 7 1.0 3 3 Intimidate 13 4.0 2 7 Knowledge (Dungeoneering) 4 1.0 0 3 Knowledge (Dungeoneering/ID monster) 7 1.0 0 6 Knowledge (Nature) 4 1.0 0 3 Knowledge (Nature/ID monster) 7 1.0 0 6 Knowledge (Religion) 7 4.0 0 3 Knowledge (Religion/ID monster) 10 4.0 0 6 Perception 10 4.0 3 3 Perform (Untrained) 2 0.0 2 0 Ride 1 0.0 2 -1 Sense Motive 12 4.0 3 5 Stealth 5 1.0 2 2 Survival 10 4.0 3 3 Survival (Follow or identify tracks) 12 4.0 3 5 Swim 1 0.0 2 -1 Special Abilities:
Solo Tactics (Ex) 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. Detect Alignment (Sp) 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. Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 2 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Judgment / Destruction
Judgment / Healing
Judgment / Justice
Judgment / Piercing
Judgment / Protection
Judgment / Purity
Judgment / Resiliency
Judgment / Resistance
Judgment / Smiting
Stern Gaze (Ex)
Resistant Touch
Favored Class: Inquisitor
Traits:
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result. Reactionary
Subject of Study (Undead)
Feats:
Persuasive You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Toughness
Weapon Focus (Morningstar) Precise Strike
Armor Proficiency, Light
Armor Proficiency, Medium
Simple Weapon Proficiency
Shield Proficiency
Equipment:
Traveler's Outfit, Masterwork Chain Shirt, Waterskin, Arrows x20 Backpack Bedroll, Silk Rope (50'), Empty Flask (x6), Blanket, Candle, Flint and Steal, Ink, Inkpen, Common Lamp (bright 15', shadowy 30'), Oil (1 Pint), Parchement, Sun Rod, Chain Shirt Belt Pouch 117 gp 9 sp 9 cp Spell Component Pouch Powdered Silver Wool fluff Light Source | Bright | Shadowy | Duration
Total weight carried: 45.24 lbs
Spells:
Level: 0, 1, 2 Known: 8, 6, 3 Per Day: at will, 4, 2 Concentration: +7 Level 0
Create Water (Conjuration)
Daze (Enchantment)
Detect Magic (Divination)
Disrupt Undead (Necromancy)
Guidance (Divination)
Light (Evocation)
Read Magic (Divination)
Level 1
Bless Water (Transmutation)
Cure Light Wounds (Conjuration)
Divine Favor (Evocation)
Know the Enemy (Divination)
Weapons Against Evil (Transmutation)
Level 2
See Invisibility (Divination)
Weapon of Awe (Transmutation)
Background:
Shanoa was born with an unusual birthmark – a single upright rose in the small of her back. In the superstitious region of Ustalov it was simultaneously heralded as a blessing and a curse, but everyone agreed it was an omen. She was the center of attention throughout her early years as everyone expected some great event or miracle, but the doting came with ridicule and ostracism to a girl who wanted nothing but to be just like everyone else. Eventually the novelty faded as Shanoa kept her mark covered and hidden, and after several years of isolation she finally began to make friends with the other local youths in her teenage years. Desperate as she was to gain acceptance, she often fell victim to the other children’s jokes and pranks, as she did on a moonless night in early autumn. The old abandoned house on the edge of town that every child claimed to have visited was the object of the myriad dares directed at Shanoa, who eventually gave in and started walking alone towards the crumbling building as the other children watched on from the distance. Though her heart raced, and she imagined all manner of horrors in the darkness before her, she kept pacing forward mechanically. After all, hadn’t the other kids all done this and turned out fine? It seemed to take an eternity to reach the house, but she forced herself to look straight ahead and keep walking even as her entire body shook with anticipation. Finally she placed her hand on the brick wall, turned to look one last time at where her friends were waiting, and stepped inside. All was darkness. She felt along a hallway for a few steps and then tripped on rubble, sending her somersaulting down a stairway into the cellar. She came to a halt as she smacked her head against a hard surface, but even as she was seeing stars she was determined not to cry. Fumbling around in the darkness for a way back up, she put her hand in something moist and her heart started to beat faster. Panicking, she spun around and found herself face to face with a horrifying, glowing apparition mere inches from her face, floating off the ground and letting out a low, soft chuckle. Letting out a blood-curling scream as it reached out at her, she turned again, fell on the floor, and curled up on her knees, hiding her face in her arms. The phantom closed in on her, and as it reached a single finger to touch her back, Shanoa’s birthmark started to glow brightly, burning the cloth off her dress as it bathed the malice in holy light. Moments passed in silence, and when the girl finally opened her eyes again and tentatively looked behind her, she was once again alone in the darkness. Finally stumbling out into the night, she was greeted by the horrified looks of the rest of the children who had started running to her aid when they heard the scream. She could not hide her birthmark from their lanterns, and rumor spread quickly around town once again. Fearing ridicule, Shanoa shut herself in her room until her Mother informed her of a visitor by the name of Professor Lorrimor. He examined the girl’s back, and was shocked to find a pattern of scale-like marks around the spot she had been touched. Fetching a mirror, he showed her what her birthmark had become – it now looked like a rose growing out of a blood-soaked street, which he told her was the symbol of the goddess Milani. There was no church of Milani that she had heard of, but the Professor promised to learn what he could about them and through frequent correspondence she learned about the hope The Everbloom brings to regions such as Galt and the River Kingdoms, and the role she once played in rebellions within the old Chelaxian Empire. She learned of hope and devotion, but she had also learned another lesson: the superstitions were true. Undead walked the land, and were to be feared – but could also be defeated. |