Trinia Sabor

Starflit's page

458 posts. Alias of Profession Smith 6 ranks.


Race

Female Human Inquisitor of Black Butterfly 15 | hp -123- 123/123 (0 NL) | AC 28, t 17, ff 25 | Fort +13, Ref +12, Will +16 | Init +8 | Perc +22 | Spd 30 ft. | Judgments 3/5 | Liberation 15/15 | Freedom's Call 15/15 | Greater Bane 20/20 |

Classes/Levels

Discern Lies 15/15 | Spells/Day | 5th 3/4 | 4th 4/4 | 3rd 5/6 | 2nd 6/6 | 1st 7/7 | Conditions: none

Strength 14
Dexterity 17
Constitution 14
Intelligence 15
Wisdom 20
Charisma 18

About Starflit

Name Starflit
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Race Human
Gender Female
Age 25 DoB
Class Inquisitor (Black Butterfly) Level 15
Init +8 (+3 Dex, +5 Wis); Senses Perception +22
AL CG
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DEFENSE
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AC 28, touch 17, flat-footed 25 (+8 armor, +3 deflection, +1 insight, +3 Dex, +3 shield)
hp 123
Fort +13, Ref +12, Will +16; stalwart
(Fort 9 base + 2 Con +2 resistance; Ref 5 base +3 Dex, +2 resistance, +2 feat; Will 9 base +5 Wis +2 resistance)
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OFFENSE
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Speed 30 ft.
Melee +2 returning starknife +16/+11/+6 (1d4+3 piercing)
Ranged +2 returning starknife +16 (1d4+5 piercing) (Specials: PBS, Startoss Comet, Startoss Shower)

Inquisitor Class Features domain (Liberation; liberation 15 rds./day, freedom’s call 15 rds./day), judgment 5/day, monster lore +4, orisons, stern gaze, cunning initiative (+5), detect alignment, track +6, solo tactics, teamwork feats (5), greater bane 20 rds., discern lies 15 rds./day, second judgment, stalwart

Inquisitor Spells Known (CL 15th; concentration +20): (6/6/6/6/4/4)
5th (3/day)—banishment, break enchantment, flame strike, greater lend judgment
4th (5/day)—crusader’s edge, judgment light, protection from energy, communal, restoration
3rd (5/day)—coordinated effort, cure serious wounds, dispel magic, prayer, searing light
2nd (6/day)—align weapon, cure moderate wounds, invisibility, protection from evil, communal, see invisibility, silence
1st (7/day)—comprehend languages, disguise self, ears of the city, expeditious retreat, lend judgment, shield of faith
0—detect magic, guidance, light, oath of anonymity, read magic, sift
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STATISTICS
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Str 14, Dex 18, Con 14, Int 14, Wis 20, Cha 16
1st-Level: S 11, D 14, Co 12, Int 12, Wis 14 (16; +2 human), Cha 14
Ability Score Increases: 4th: +1 Wis; 8th: +1 Wis; 12th: +1 Dex; belt of physical perfection (+2 Str, +2 Dex, +2 Con); headband of mental superiority (+2 Int, +2 Wis, +2 Cha)
10th level Special: +1 Str
Base Atk +11/+6/+1; CMB +13; CMD 29
Feats Weapon Focus (starknife), Weapon Finesse, Point-Blank Shot, Precise Shot, Startoss Style, Startoss Comet, Startoss Shower, Toughness, Lightning Reflexes

Startoss Style Feats:

STARTOSS STYLE (Combat, Style)
Source Weapon Master's Handbook pg. 15
Your thrown weapons become more deadly.

Prerequisites: Dex 13, Point-Blank Shot, Weapon Focus with the chosen weapon.

Benefit: Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).

Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand.

STARTOSS COMET (Combat)
Source Weapon Master's Handbook pg. 15
You can aim a thrown weapon so it strikes two foes.

Prerequisites: Dex 13, Point-Blank Shot, Startoss Style, Weapon Focus with the chosen weapon.

Benefit: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).

STARTOSS SHOWER (Combat)
Source Weapon Master's Handbook pg. 15
You can strike multiple opponents with thrown weapons.

Prerequisites: Dex 13, Point-Blank Shot, Startoss Comet, Startoss Style, Weapon Focus with the chosen weapon, base attack bonus +4.

Benefit: When you hit an opponent while using the Startoss Comet feat, you can continue to make attacks against foes that are within one range increment of all previous opponents. You determine cover for each attack from the most recently hit foe’s space instead of your space, and you cannot attack an individual foe more than once during this attack action. You can make a maximum number of attacks equal to 1 + 1 per 5 points of base attack bonus you possess. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not any subsequent attacks).

Solo Tactics (Ex) and Teamwork Feats:

Solo Tactics (Ex): 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. (5/day for Starflit.)

Teamwork Feats Coordinated Shot, Precise Strike, Punch Through, Bonded Mind, 1 more
Teamwork Feats Complete Listing:

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.

Allied Spellcaster: +2 bonus on level checks to overcome spell resistance
Artillery Team*: Ally with this feat can help you load and fire a Large light crossbow, heavy crossbow, or musket
Assisted Ascension: Climb with allies more effectively
Back to Back: Gain a +2 to AC against flanking opponents
Barrage of Styles*: Adjacent allies with this feat grant you a cumulative +1 bonus (max +4) on combat maneuver checks
Blades Above and Below*: When fighting with a differently sized ally, you flank an adjacent foe from any position
Blood for the Empire Base: +2 attack and damage against creatures damage by your allies in the last round
Bonded Mind: Trade nonverbal messages with allies
A PC cannot benefit from the feat Bonded Mind or any teamwork feats that use it as a prerequisite unless he permanently possesses the feat; this is an exception to how an inquisitor's solo tactics ability, a cavalier's tactician ability, and similar abilities function.
Casting Conduit: When casting a touch spell, adjacent ally can take minimum damage to make an identical attack
Choir of Blades*: Gain an ally’s bonus on attack rolls against a creature or a subtype, as well as the ally’s racial weapon proficiencies
Collective Recollection: Use aid another on an ally’s Knowledge checks
Combat Medic: May take 10 and not provoke attacks of opportunity when using Heal
Conduit Casting: Use your ally as the origin of your spell
Coordinated Capture*: Creatures you and your allies threaten take penalties to checks to avoid provoking attacks of opportunities
Coordinated Charge* : You may charge the same foe when an ally does
Coordinated Defense*: +2 bonus to CMD
Coordinated Distraction*: Make it harder for your foes to cast spells defensively.
Coordinated Maneuvers*: +2 bonus on combat maneuver checks
Coordinated Shot*: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Covering Fire (RTT)* : Use aid another with ranged attacks against distant opponents
Crowd Control*: You gain a +2 competence bonus to your CMD when an enemy uses Acrobatics to move through a square you threaten
Disarm Partner*: Attempt a disarm when an ally fails at one
Distracting Charge*: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Drinking Buddy: If you and your ally are drunk, you can reroll any d20 roll once per day
Duck and Cover: Take ally's result on Reflex saving throw
Elemental Commixture: Combine elemental spells with allies’ to create synergistic effects
Enfilading Fire* When ally flanks opponent, you gain +2 on ranged attack rolls against opponent
Escape Route: You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Exceptional Aid: Aid Another increases to +4
A PC cannot benefit from the feat Bonded Mind or any teamwork feats that use it as a prerequisite unless he permanently possesses the feat; this is an exception to how an inquisitor's solo tactics ability, a cavalier's tactician ability, and similar abilities function.
Extend the Bulwark*: Extend the protection of your armor to your allies
Fall Guy: Take a -2 penalty to Charisma-based checks to give an ally a +2 bonus on such checks
Feint Partner*: When ally successfully feints, opponent loses Dex bonus against your next attack
Ferocious Loyalty: Bonus on attacks when the enemy threatens or knocks out your allies
Friendly Fire Maneuvers*: Stay out of each other’s way with ranged and area attacks
Friendly Rivalry*: Gain +2 morale bonus on melee attacks against foes only you threaten if an ally is the only one threatening a different foe
Hammer Guards the Anvil: Limit when a foe can make an attack of opportunity against you
Harrying Partners*: Uses of aid another to improve AC last longer
Improved Precise Strike*: Deal bleed damage with Precise Strike
Intercept Charge*: Move up to your speed to intercept charging foe as an immediate action
Lastwall Phalanx: Bonus to AC and saves against evil creatures depending on the number of adjacent allies
Lookout*: Act in surprise round if ally can act
Mystical Reverberation: Grant an ally use of a metamagic feat you know
Out of the Sun: Feint a target but allow an ally to gain the benefits of that feint; works better in bright light or sunlight
Outflank*: Gain +4 bonus on attack rolls when flanking
Overwhelm*: Flank larger opponents with ease
Pack Attack*: Ally's attack allows you to take a 5-foot step
Paired Opportunists*: +4 bonus on attacks of opportunity
Passing Grace: Your bond with your allies allows you to share positive energy between yourselves
Precise Strike*: Deal +1d6 points of precision damage with melee attacks
Punch Through*: Help your allies ignore a target’s damage reduction.
Sacrificial Aid : Allies can aid another on Disable Device, at the risk of being the target of the trap
Scarred Legion: +2 Intimidate and +2 Will when adjacent to ally with the feat; Keep bonus after charging for 1 round
Scion of the Land: Grant ability to leave no trail to allies within 60 feet or gain +2 bonus on some nature-based skills
Scion of the Lost Empire: Gain +2 competence bonus on attack roll, save, ability check, or skill check when adjacent to an ally with this feat
Shake It Off: Gain +1 to all saving throws per adjacent ally
Shield Wall*: Increase your shield bonus to AC
Shielded Caster: +4 bonus on concentration checks
Spell Bluff (AH) : If ally is in the area of a damaging spell, enemies also in the area take a penalty to their saving throws vs. the spell
Spell Synergy: Amplify the effects of a spell on yourself
Spirit of the Corps*: Duplicate morale bonuses from teammates
Stealth Synergy: Take the highest roll made by you and your allies on Stealth checks
Stick Together*: Gain extra movement when a nearby ally moves
Stone Dodger: Allied warnings help you avoid large thrown objects
Suppress Regeneration*: Allies take advantage of an enemies’ halted regeneration
Swap Places*: Switch places with an adjacent ally
Swarm Scatter: +1 AC for adjacent allies, immune to swarm attack/distraction of rat swarms
Swarm Strike: +1 to attacks of opportunity, extra for other threatening allies
Swing About: Help move allies around without provoking
Take the Hit: Absorb damage that an ally receives
A PC cannot benefit from the feat Bonded Mind or any teamwork feats that use it as a prerequisite unless he permanently possesses the feat; this is an exception to how an inquisitor's solo tactics ability, a cavalier's tactician ability, and similar abilities function.
Take This: You can quickly take items from a fallen allies body
Tandem Trip*: When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Target of Opportunity*: When an ally hits with a ranged attack, youmay make an attack as an immediate action
Thuvian Grenadier: Exclude extra squares from the area of a splash weapon; allies can catch missed throws
Timely Coordination: +1 bonus on attack rolls and skill checks for readied actions triggered by allies
Trade Initiative: Trade the die roll of your initiative with an adjacent ally
Tribe Mentality: Roll saves vs. compulsion/emotion spells with allies, take either result
Undermine: Create difficult terrain by using combat maneuvers on your enemies
Usurper's Guard: You can guard your ally while they make a concentration check
Volley Fire*: +1 for each ally attacking the same target at range


Traits Reckless (combat), Tireless Logic (social)
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SKILLS (9 per inquisitor level; 6 + 1 Int +1 skilled + 1 FC); Armor Check Penalty -1
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INQUISITOR CLASS SKILLS (Acrobatics Skill via trait)
[dice=Starflit Acrobatics Check]1d20+22[/dice] – (+11 ranks, +3 class, +3 Dex, +1 trait, +5 competence, -1 ACP)
[dice=Starflit Bluff Check]1d20+10[/dice] – (+1 rank, +3 class, +3 Cha, +3 competence)
[dice=Starflit Climb Check]1d20+11[/dice] – (+7 ranks, +3 class, +2 Str, -1 ACP)
[dice=Starflit Craft () Check]1d20+2[/dice] – (+2 Int) [BG]
[dice=Starflit Diplomacy Check]1d20+15[/dice] – (+6 ranks, +3 class, +3 Cha, +3 competence)
[dice=Starflit Disguise Check]1d20+6[/dice] – (+3 Cha, +3 competence)
[dice=Starflit Heal Check]1d20+13[/dice] – (+5 ranks, +3 class, +5 Wis)
[dice=Starflit Intimidate Check]1d20+22[/dice] – (+6 ranks, +3 class, +3 Cha, +3 competence, +7 morale)
[dice=Starflit Knowledge (arcana) Check]1d20+15[/dice] – (+10 ranks, +3 class, +2 Int)
[dice=Starflit Knowledge (arcana) Check (Monster Lore)]1d20+20[/dice] – (+15 base, +5 Wis)
[dice=Starflit Knowledge (dungeoneering) Check]1d20+15[/dice] – (+10 ranks, +3 class, +2 Int)
[dice=Starflit Knowledge (dungeoneering) Check (Monster Lore)]1d20+20[/dice] – (+15 base, +5 Wis)
[dice=Starflit Knowledge (nature) Check]1d20+15[/dice] – (+10 ranks, +3 class, +2 Int)
[dice=Starflit Knowledge (nature) Check (Monster Lore)]1d20+20[/dice] – (+15 base, +5 Wis)
[dice=Starflit Knowledge (planes) Check]1d20+15[/dice] – (+10 ranks, +3 class, +2 Int)
[dice=Starflit Knowledge (planes) Check (Monster Lore)]1d20+20[/dice] – (+15 base, +5 Wis)
[dice=Starflit Knowledge (religion) Check]1d20+15[/dice] – (+10 ranks, +3 class, +2 Int)
[dice=Starflit Knowledge (religion) Check (Monster Lore)]1d20+20[/dice] – (+15 base, +5 Wis)
[dice=Starflit Lore () Check]1d20+[/dice] – (+ Int; cannot be used untrained) [BG]
[dice=Starflit Perception Check]1d20+22[/dice] – (+14 ranks, +3 class, +5 Wis)
[dice=Starflit Profession () Check]1d20+[/dice] – (+ Wis; cannot be used untrained) [BG]
[dice=Starflit Ride Check]1d20+2[/dice] – (+3 Dex, -1 ACP)
[dice=Starflit Sense Motive Check]1d20+22[/dice] – (+7 ranks, +3 class, +5 Wis, +7 morale)
[dice=Starflit Spellcraft Check]1d20+11[/dice] – (+6 ranks, +3 class, +2 Int)
[dice=Starflit Stealth Check]1d20+20[/dice] – (+15 ranks, +3 class, +3 Dex, -1 ACP)
[dice=Starflit Survival Check]1d20+15[/dice] – (+7 ranks, +3 class, +5 Wis)
[dice=Starflit Survival Check (track)]1d20+22[/dice] – (+15 base, +7 level)
[dice=Starflit Swim Check]1d20+1[/dice] – (+2 Str, -1 ACP)
UNTRAINED SKILLS
[dice=Starflit Appraise Check]1d20+2[/dice] – (+2 Int) [BG]
[dice=Starflit Artistry () Check]1d20+2[/dice] – (+2 Int) [BG]
[dice=Starflit Disable Device Check]1d20+[/dice] – (+ Dex, -1 ACP; cannot be used untrained)
[dice=Starflit Escape Artist Check]1d20+2[/dice] – (+3 Dex, -1 ACP)
[dice=Starflit Fly Check]1d20+2[/dice] – (+3 Dex, -1 ACP)
[dice=Starflit Handle Animal Check]1d20+6[/dice] – (+3 Cha, +3 competence; untrained can handle and push domestic animals only) [BG]
[dice=Starflit Knowledge (engineering) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Starflit Knowledge (geography) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Starflit Knowledge (history) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Starflit Knowledge (local) Check]1d20+16[/dice] – (+14 ranks, +2 Int)
[dice=Starflit Knowledge (nobility) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Starflit Linguistics Check]1d20+2[/dice] – (+2 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG]
[dice=Starflit Perform () Check]1d20+6[/dice] – (+3 Cha, +3 competence) [BG]
[dice=Starflit Sleight of Hand Check]1d20+2[/dice] – (+3 Dex, -1 ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG]
[dice=Starflit Use Magic Device Check]1d20+[/dice] – (+3 Cha, +3 competence; cannot use untrained)

Languages Common, Celestial
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SPECIAL QUALITIES
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SQ exploit weakness
Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

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EQUIPMENT AND GOLD
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Gear +2 mithral agile breastplate (8,550/12.5), +2 reliquary mithral buckler (5,255/2.5), ring of protection +3 (18,000/-), dusty rose prism ioun stone (5,000/-), +2 returning starknife (18,324/3), masterwork cold iron starknife (348/3), dagger (2/1), handy haversack (2,000/5), circlet of persuasion (4,500/-), belt of physical perfection +2 (16,000/1), headband of mental superiority +2 (16,000/1), cloak of resistance +2 (4,000/1), bane baldric (10,000/1), boots of elvenkind (2,500/1), mask/wig combo (25/2), silver holy symbol (25/1), masterwork silver light mace (325/4)
Gear Inside Handy Haversack: manacles of cooperation (2,000/2), sleeves of many garments (200/1), 50 ft. silk rope (10/5), Inner Sea Blue Book collection (16 volumes—Absalom, Almas, Azir, Cassomir, Corentyn, Diobel, Egorian, Hinji, Katheer, Khari, Merab, Oppara, Ostenso, Sothis, Westcrown, Okeno) (80/16), potion of blur (300/-), potion of cure serious wounds (750/-)

Gold 32 (after buying headband of mental superiority – 7/1/23)

MAGIC ITEMS BY SLOT
ARMOR: +2 mithral agile breastplate
BELT: belt of physical perfection +2
BODY:
CHEST: bane baldric
EYES:
FEET: boots of elvenkind
HANDS:
HEAD: circlet of persuasion
HEADBAND: headband of mental superiority +2
NECK: periapt of health
RING #1: ring of protection +3
RING #2:
SHIELD: +2 reliquary mithral buckler
SHOULDERS: cloak of resistance +2
WRISTS: sleeves of many garments (when worn)
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APPEARANCE
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Height 5’6”
Weight 133 lbs.
Eye Color Hazel
Hair Color Blonde
Region of Origin Corentyn, Cheliax
Parents Regions of Origin ?
Deity Black Butterfly

Appearance When not geared-up, the young woman who goes by the nickname of Starflit appears to be a pretty but demure human female, fit but not overly remarkable. Once she’s donned her armor, weapons, and other gear (especially the belt of physical perfection +2 given her by her superiors), she transforms into a mithral-and-black clad woman warrior with an otherworldly appearance. Her magical cloak features a hood with a built-in half-mask and wig, giving her longer platinum locks and making her eyes seem bigger than they are. Two starknives are holstered to her belt, one at each hip.

Personality Starflit is stoic and silent, much like most devotees of the Black Butterfly. When she opens her mouth, it’s usually to ask questions (or make the occasional threat). She is aloof and serious.

Backstory Starflit followed closely in the footsteps of her mother, a devotee of the empyreal called the Black Butterfly. She was trained from an early age in athletics, academics, and weaponry. It wasn’t until she reached adulthood that she was indoctrinated fully into the order of the Black Butterfly and got her first briefings about the Dark Tapestry and the Great Old Ones. Like many—including some people in the order—Starflit believed that the Great Old Ones wouldn’t be a problem for Golarion, at least in her lifetime. When word reached her superiors about a cult dedicated to Hastur springing up in the town of Thrushmoor in Ustalav, Starflit was sent to investigate. From the Pharasmin priestess Winter Klaczka and an investigator named Cesadia Wrentz, she learned some of the odd occurrences that had gone down in a local asylum and the surrounding town. A man named Haserton Lowls seemed to have a central role in the Hastur cult, but also of interest were a group of his underlings who’d been committed at the asylum but had then fought against their old master’s machinations. These folk had set out for the town of Cassomir in far-off Taldor, and Starflit pursued them east.