Sioned Houj's page

188 posts. Alias of AlgaeNymph.

Full Name

Sioned Houj




Inquisitor (Cold Iron Warden) 2 | HP 16/16| AC 14, touch 12, flatfooted 12 | Perception +7, Sense Motive +8 | Fort +4, Ref +2, Will +5 | CMB +3, CMD 15 | Init +4











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

About Sioned Houj

Born to expeditionary scholars, Sioned never saw her parents much and instead spent much of her time in whichever libraries they worked with. A few years ago, Sioned decided to seek her parents out when they took longer than usual to return. Sioned refused to talk about what happened when the crusaders picked her up, and assuming it was severe trauma they didn't press the issue. However, what Sioned kept silent about were the constant lustful thoughts of her rescuer. Not wanting to risk being killed by inquisitors because of possible demonic influence, Sioned snuck off at the first opportunity.

The next few years were spent breaking into libraries for both shelter, familiarity, and research. The same obsession that prompted her to run away also motivated her to turn to religion for answers. It was through this she learned about Arshea, and it was through faith in him that became at ease with her sexual fantasies.Knowing that sex was often a tool abused and profaned by demons and their cultists, Sioned made it her life's goal to hunt down such fiends. Admittedly, she doesn't really know how yet, but she's confident that Kenabres is the best place to learn.

Sioned Houj
Human Inquisitor 1
NG Medium humanoid (human)
Init +4; Senses Perception +7
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+4)
Fort +4, Ref +2, Will +5
Speed 30 ft.
Melee cold iron light flail +3 (1d8+2/×2)
Ranged shortbow +3 (1d6/×3)
Special Attacks Judgement 1/day
Spell-Like Abilities
. . 5/day—touch of good
Inquisitor Spells Known (CL 1st; concentration +4):
1st (3/day)—cure light wounds, shield of faith, true strike
0 (at will)—create water, guidance, light, resistance, stabilize
Str 14, Dex 14, Con 12, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Fast Learner, Improved Monster Lore
Traits chance encounter, truth’s agent
Skills Bluff +5, Climb +7, Diplomacy +5 (+6 to gather information), Disguise +5, Knowledge (local) +8 (+10 to identify the abilities and weaknesses of creatures), Knowledge (planes) +7 (+9 to identify the abilities and weaknesses of creatures), Perception +7, Sense Motive +8, Stealth +7, Survival +7
Languages Abyssal, Celestial, Common
SQ domains (good), judgement 1/day), monster lore +2
Other Gear Masterwork chain shirt, Arrows (20 cold iron), Light flail (cold iron), Backpack, masterwork (16 @ 31.5 lbs), 2 Bedrolls (1 torn), Belt pouch (4 @ 2,6 lbs), Blanket, Fishhook (bent) Gear maintenance kit, Grappling arrow, Grooming kit, Spider silk rope (10'), Holy symbol, wooden (Arshea), Mess kit, Pot, Silk rope (50'), Soap, Spell component pouch, Spool of string (50'), Trail rations (5), 33 GP, 8 SP, 8 CP
Special Abilities
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Inquisitor Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Touch of Good (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Truth’s Agent +1 to Diplomacy to gather information.