Geppa

Signy Birkirsdottir's page

978 posts. Alias of rdknight.


Full Name

Signy Birkirsdottir

Classes/Levels

Human Inquisitor (Sanctified Slayer) 4 / Swashbuckler (Rostland Bravo) 1| HP: 45/45 | AC: 19 (T: 13, F: 16) | CMB: +6, CMD: 19 | F: +6, R: +6, W: +6 | Init: +7 | Perc: +10, SM: +8 | Speed 30'| Panache 1/1

Gender

Female

Size

Medium

Age

20 Birthday: 10 Gozran

Alignment

CG

Deity

Cayden Cailean

Location

Restov, Brevoy

Languages

Taldane, Skald, Sylvan

Occupation

Traveler / Righter of Wrongs / Drinking Game Champion

Homepage URL

Signy

Strength 14
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Signy Birkirsdottir

Statistics:
Female Human Inquisitor (Sanctified Slayer - Ravener Hunter) 4 / Swashbuckler (Rostland Bravo) 1
CG Medium Humanoid (Human)

Init +7; Senses Perception +10
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DEFENSE
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AC 19, touch 13, flat-footed 15 (+4 Armor, +3 Dex, +1 Buckler, +1 Natural)
hp 45
Fort +6, Ref +6, Will +6
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OFFENSE
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Speed 30 ft.

Melee +6 (+9 MWK Aldori Dueling Sword)

Ranged +8
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STATISTICS
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Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 12

Base Atk +4; CMB +6; CMD 19
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Traits

Sword Scion: (Campaign):
Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori.
Benefit: You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Fate’s Favored (Faith):
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Gregarious (Social):
At least once in your childhood, your family moved for a reason you didn’t understand and you were forced to leave behind your old friends and make new ones. Ever since, you have always been the first to meet strangers, make new friends, and welcome travelers. You learned that first impressions are the most important, and have a knack for making a good one.
Benefit: Once per day, when you attempt a Diplomacy check to improve a creature’s attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.

Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Penalty: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats

Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot:
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Rapid Shot:
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Demon Hunter:
Prerequisites: Knowledge (planes) 6 ranks.
Benefit: You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.

Drunken Sing-Along:
With a raised tankard and catchy tune, you can get large groups of people on your side.
Prerequisite(s): Diplomacy 1 rank, Performance (sing) 1 rank.
Benefit(s): While in a tavern or other drinking establishment, you can change the attitude of the patrons from unfriendly to indifferent or from indifferent to friendly by spending 10 minutes engaging in a group sing-along. For the following 24 hours, your attempts to gather information in that tavern take only 2d6 minutes if the patrons are indifferent or 1d4 minutes if the patrons are friendly. You must be able to speak the same language as the majority of the patrons to use this feat.
Special: You can use this feat with a large crowd of people outside of a tavern if you supply at least 5 gp worth of alcohol to the group.

Skills (53 points; 28 class, 0 INT, 5 Skilled, 10 Background)
ACP -2

SKILLS

Acrobatics* +8 = DEX 3+2+3
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Appraise +0 = INT 0+0+0
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Bluff +7 = CHA 1+3+3
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Climb* +6 = STR 2+1+3
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Craft +0 = INT 0+0+0
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Diplomacy +9 = CHA 1+5+3
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Disable Device*† +3 = DEX 3+0+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +7 = DEX 3+1+3
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Fly* +3 = DEX 3+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +2 = WIS 2+0+0
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Intimidate +8 = CHA 1+2+3+2 (+2 Stern Gaze)
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K (Arcana +4 = INT 0+1+3
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K (Dungeoneering)† +4 = INT 0+1+3
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +0 = INT 0+0+0
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K (History) +0 = INT 0+0+0
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K (Local) +6 = INT 0+3+3
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K (Nature)† +4 = INT 0+1+3
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K (Nobility)† +4 = INT 0+1+3 (+1 Background)
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K (Planes)† +4 = INT 0+1+3
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K (Religion)† +4 = INT 0+1+3
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Linguistics +4 = INT 0+1+3 (+1 Background)
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Perception +10 = WIS 2+5+3
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Perform (Sing) +9 = CHA 1+5+3 (+5 Background)
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Perform (String) +5 = CHA 1+1+3 (+1 Background)
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Profession (Baker)+7 = WIS 3+1+3
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Ride +3 = DEX 3+0+0
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Sense Motive +8 = WIS 2+1+3+2 (+2 Stern Gaze)
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Sleight of Hand*† +7 = DEX 3+1+3 (+1 Background)
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Spellcraft +4 = INT 0+1+3
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Stealth +9 = DEX 3+3+3
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Survival +6 = WIS 2+1+3 (+2 Tracking)
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Swim* +6 = STR 2+1+3
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Use Magic Device +1 = INT 1+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Skald, Sylvan

Special Abilities:

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SPECIAL ABILITIES

Human

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Inquisitor (Sanctified Slayer):

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

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. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
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. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Charged By Nature:

Draconic (Red) Mystery

Dragon Senses (Ex):
Your senses take on a keen draconic edge. You gain either darkvision with a range of 60 feet or low-light vision. At 5th level, you can select darkvision with a range of 60 feet or low-light vision if you do not yet have both, or you can add 60 feet to the range of your darkvision. At 11th level, you gain blindsense with a range of 30 feet. If you already have blindsense, you instead increase its range by 30 feet. At 15th level, you gain either the scent ability or a +4 bonus on Perception checks. Darkvision 60'

Studied Target (Ex):
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, 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.

Sneak Attack (Ex):
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.

Monster Lore (Ex):
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.

Stern Gaze (Ex):
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 (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

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.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

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SWASHBUCKLER (RESTOV BRAVO)

Aldori Swashbuckler (Ex): A Rostland bravo focuses on the Aldori dueling sword (see page 24), scorning the bucklers used by duelists of other styles. In addition, the relative safety and creature comforts allowed by life in the sprawling city of Restov reduces her need for athleticism. A Rostland bravo gains Exotic Weapon Proficiency (Aldori dueling sword) as a bonus feat. The Rostland bravo is not proficient with bucklers, and does not gain Climb or Swim as class skills.

This ability alters the swashbuckler’s class skills and armor proficiencies.

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex):
More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Swashbuckler Finesse (Ex):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

1st-level Deeds:

Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

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Spells:

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Spells
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0th (At Will) DC 12

Detect Magic
Guidance
Light
Read magic
Stabilize
Create Water (Ale/Wine)

1st (4/day) DC 13

Bless
Cure Light Wounds
Divine Favor
Protection from Evil

2nd (2/day)

Honeyed Tongue
Invisibility

Gear/Possessions:

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GEAR/POSSESSIONS
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+++++++++++++++++++++++++++++++
Consumables

Alchemists Fire (1)
Acid Flask (2)
Tinder Twigs (2)
Candles (10)
Torches (10)
+++++++++++++++++++++++++++++++

MWK Aldori Dueling Sword
Aldori Dueling Sword
+1 Rapier
Club
Dagger (Cold Iron)
Dagger
+1 (+2 STR) Composite Long Bow
Arrows (20)
+1 Animal Bane Arrow (6)
+1 Flaming Arrow (7)
Leather Lamellar Armor
Buckler
+1 Amulet of Natural Armor
Turquoise Earrings
Succubus Beltbuckle
Explorer's Outfit
Holy Symbol
Ink
Parchment x3
Scroll Case
Journal
Novel (Comedy)
Belt Pouches x2
Spell Component Pouch
Bandolier
Mending Kit
Small Metal Mirror
Grooming Kit
Soap
Silk Rope x2 (100')
Pitons (4)
Hammer
Inquisitor's Kit:
-Backpack
-Bedroll
-Flint and steel
-Iron pot
-Manacles
-Mess kit
-Rope (50')
-Soap
-Spell component pouch (Spare)
-Waterskin

Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.

Money 3 GP 8 SP 5 CP

Background:

Background

Signy’s father Birkir was a member of Grand Prince Stavian III’s Ulfen Guard. Although he was not an officer, being a member of the Grand Prince’s guard gave him considerable cachet in Oppara. Birkir was also affable, quite handsome, and a lover of good times. There was no shortage of women coming and going in his life, but Kotryna, a woman from Brevoy, would be the most important of them.

Kotryna was attached to the household of Brevoy’s ambassador to Taldor. Birkir and Kotryna’s affair was risky, and it’s discovery came soon after Kotryna became pregnant. Ambassador Gintaras was livid of course. While Kotryna’s pregnancy might have served some purpose such as a politically useful marriage if the father were a member of the Taldan court, an Ulfen mercenary father was both useless and embarrassing.

As soon as the child was born, Kotryna was shipped back to Brevoy without her new daughter. Birkir had to bribe a member of the Ambassador’s household to divert his daughter from the orphanage where she was to be sent into his own possession instead. Although Ambassador Gintaras tried to see Birkir was punished through official, formal means, nothing ever came of it. Birkir’s position in the Ulfen Guard protected him. Grand Prince Stavian’s love for his guard, as well as his distain for any norms of governance, meant nobody would support a rather unimportant ambassador from a distant land over the mercenary.

Gintaras Lebeda never forgot the insult though, and had plenty of patience. He waited nearly a decade, by which time the affair was otherwise long forgotten, to hire an assassin to murder Birkir. Signy had avoided living in an orphanage for nine years only. Birkir was no fool though. He was aware the ambassador might seek revenge through unscrupulous means, and had made arrangements just in case. Signy went to a Caydenite orphanage designated (and donated to) by Birkir, who was a Caydenite himself. Although he was never a frugal man, Birkir also set aside a small trust for Signy, accessible to her at age eighteen.

While it is always hard to lose one’s parents of course, the orphanage was a good place to live. The Caydenite clergy were kind and looked after the welfare of their charges with compassion. Signy, who was always sunny and outgoing, easily made friends there. She received a better education than she probably would have otherwise and as she grew older she also took on some responsibilities, working in the connected tavern/temple serving customer/worshipers and entertaining.

Signy received her inheritance when she turned eighteen. Along with her father’s other possessions she found some letters from Kotryna, who she learned was in Taldor with the Lebeda ambassador’s entourage, but was never specifically named as a member of the Lebeda family anywhere. Birkir hadn’t told her much about her mother, keeping the story simple for the young girl. Her mother had been very beautiful, she was from Brevoy, and while she and Birkir had loved each other very much, Kotryna had to return to Brevoy and could not take Signy with her. The letters essentially confirmed what her father had told her. Their hidden relationship seemed so terribly romantic and beautifully tragic to Signy.

Signy also received an unusual present for her eighteenth birthday. A long thin wooden box arrived from Brevoy. It contained a fine and well-maintained Aldori dueling sword. No letter or note was included, nor was there any sender’s address to trace back. The sender’s identity was a mystery.

Signy decided it was time to travel for a while. There were a lot of places out there to see, and she would start her journeys in the direction of Brevoy. She didn’t necessarily expect to find her mother, but Signy wanted to at least see the land her mother came from. Signy donated half her money to the orphanage, left Oppara for Cassomir and bought passage on a boat up the Sellen River. From what she heard about Brevoy while traveling the river, Restov seemed among the more interesting places to go, so Signy made her way there first.

Signy’s intuition was amply rewarded. She found Restov to be a wonderful combination of the exotic and familiar. Physically the city was far different, honestly very quaint compared to Oppara. On the other hand the nightlife was excellent. While the highbrow aspects of the great opera houses and other such elevated entertainments were absent, Signy didn’t care about those things anyway. She enjoyed the common alehouses and venues far more. They were hopping with life, good entertainment and good drink, and were far less segregated by social position and other factors than similar places in Oppara.

Signy also found the culture surrounding dueling familiar, but so much deeper and more intense than what she’d known in Oppara. She immersed herself in it, learning about the Aldori schools, as well as their imitators, variants, and rivals. She learned the individual duelists, as well as their styles and signature moves, and personal rivalries. Signy also managed to learn enough to use her own dueling sword in the Aldori style, favoring quick, deft handling over strong blows.

It was as a member of the circles of hangers-on around Aldori bravos that Signy met Jurgis, a well-respected Aldori aspirant. The two’s strong mutual attraction quickly led them enthusiastically into an affair. After a while though, Signy became a potential problem for Jurgis. She seemed incapable of discretion. Jurgis, a member of a local noble family, was engaged to be married. The marriage was an advantageous one for his family, and he knew his betrothed did not have a temperament that would understand the sowing of wild oats.

While their affair was not exactly a secret, those close to them were aware, it would create significant difficulties for Jurgis if the relationship became public and widely known. He knew it would only be a matter of time until Signy made some remark to the wrong person. Splitting with her would not solve the problem. Signy really had to go. Jurgis really did like Signy quite a lot though, and certainly didn’t wish to see any harm come to her.

Jurgis came up with a creative solution. He called in a favor and secured a place for her in one of the groups venturing into the Stolen Lands. When it was arranged Jurgis admitted his engagement to Signy, telling her while their love was impossible, he could only bear to part with her if he knew her fortune was secured. He presented her with her charter document, and spoke glowingly of the wealth and possibilities awaiting her. Her also gifted her a beautifully embroidered silver silk blade wrap for her dueling sword, meant to replace the old and color-faded one that had adorned the blade right above the hilt when it had arrived in its box. Jurgis also included a light brown horsehair tassel for the sword’s pommel.

Signy was delighted by the gifts. To her mind the choice of the Lucky Drunk’s favored colors for the wrap and tassel showed Jurgis was truly a man who cared enough to know her well. On the other hand, his talk of a great love between them thwarted was awkward to say the least. Signy liked Jurgis as well, but she certainly wasn’t planning on hanging around in Restov much longer. She was very relieved he hadn’t done something crazy like breaking off that engagement in expectation that she would be staying. A charter for a really interesting adventure was just icing on the cake. Both Signy and Jurgis left their final meeting pleased, each believing they were the one who had dodged an arrow.

Appearance and Personality:

Height: 5'5” | Weight: 130 | Hair: Honey Blonde | Eyes: Light Green

Appearance

Signy is of roughly average of height and and a bit on the thin side of an average build. If her body favors her mother, her looks are closer in line with her father's. She's light complexioned with blonde hair. She has her mother's eyes according to her father. Most would consider Signy quite attractive in a wholesome and athletic way.

Personality

Life with the Brothers and Sisters of Cayden Cailean after her father's death was kind, and Signy has embraced their values. She is optimistic and usually cheerful. She's quite brave really, and a fierce enemy of cruelty and oppression. Signy in some ways models her life and ambitions on Cayden Cailean's (except for the becoming a god part).

She has a fine singing voice, and plays the rebec well enough to accompany herself. Signy expects her money to run out before her wanderlust does. Her plan is to perform for a living when she needs to start seriously earning.

She is good at getting to know other people, and skilled at talking up strangers due to her time serving in the Caydenite tavern. She sees the best aspects of people and considers strangers to be friends she hasn’t made yet. Her optimism and enthusiasm win many over, but for those it doesn’t impress she can become irritating.

Signy is confident and assertive, but perhaps a little naive in her idealism. She can be stubborn about things and has a bossy streak.

There are very few things about which she cannot find something interesting. But, with so many potentially interesting things around, it is easy for her attention to wander rapidly from one thing to the next.

Character Progression and Party Roles:

Signy’s character build is very simple and open at the outset. She will be a melee Inquisitor who supports stronger melee characters. Because of her lower hit points and BAB, she won’t really be suitable as the primary frontline combatant. She can also act in a reconnaissance and scouting role with her larger number of skill points and good perception, survival, and stealth skills. She can act as a party face effectively since the Conversion Inquisition allows her to use Wisdom instead of Charisma for social skills.

At 2nd level Signy will dip into Oracle, taking the Seeker archetype. At this point she will be able to take on most all the Rogue tasks for the party.

From 3rd level onward all of Signy’s advancement will be in Inquisitor. By this level I should have a good idea of how the party operates so Signy will begin to specialize. Signy will only need the basics for combat. Weapon Finesse and Power Attack, along with Studied Target, Bane, and spell buffing will take care of the rest of her accuracy and damage needs.

The two most likely specializations will be an Intimidate build or a switch to a reach weapon and Combat Reflexes to use AoO’s to provide some battlefield control. It might be possible to combine the second option with Aid Another and Bodyguard to help out with the primary melee combatant’s defenses. Currently Fauchard is Signy’s second exotic weapon choice, in case she does need to step back from close melee later on to take up the reach option. However I’d really like to use the elven branched spear instead. It’s maybe a little cheesy since she’s a human but it would allow her to continue to use finesse with a reach weapon. Inquisitors’ feats are too few and precious to let any of them go to waste. Surely she can find a nice NPC to teach her how to use it?

In either case Signy will be able to use her Teamwork feats and Solo Tactics to benefit from mobility and battlefield positioning to set up flanks, apply pressure to enemies where needed, and (hopefully) keep herself out of trouble. If some other party members also opted to take some teamwork feats, so much the better!

The Inquisitor spell list leans strongly toward self-buffing, with a few party buffing options. Signy’s starting Wisdom is on the lower end for a casting stat, so she’ll be sticking to buffs spells rather than trying to use spells offensively.

Out of combat Signy will grow stronger of over time as abilities like Stern Gaze, Detect Alignment, and Discern Lies come online for social scenarios. Monster Lore and Track will support her recon / scouting role for finding and identifying opponents.

On the fluffier end of things, I don’t see Signy having much in common with the stereotypical idea of what an Inquisitor is. The Caydenite Church has no need or philosophical inclination to police its own clergy or believers. Instead Signy is more an insta-hero who is always around and ready when needed to handle external threats.

She is the one in a billion 0% grim Inquisitor who thinks it’s just so neat the Lucky Drunk has noticed her and given her some magic so she can take on special projects for the church. Signy is remarkably centered and optimistic, which makes her an excellent cheerleader for the party when things are looking dark. She is also surprisingly talented as a tactician in combat, if her allies are willing to take her seriously enough to listen to her. Her simple (sometimes simple minded) demeanor works to her advantage in social situations. Signy is more discerning and subtle than she seems.