Efni Raan

Suluna The Sacred Book's page

4 posts. Alias of william Nightmoon.


Full Name

Suluna Dawn

Race

Aasimar(Angelkin)

Classes/Levels

Inquisitor(Living Grimoire)2

Gender

Female

Size

Medium

Age

23

Alignment

NG

Deity

Sarenrae

Languages

Common, celestial, Dwarven, Elven, Sylvan

Strength 16
Dexterity 13
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Suluna The Sacred Book

Racial Traits:

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Halo
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Angel-Blooded (Angelkin)
Source Blood of Angels pg. 21
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.

Ancestry Angel
Typical Alignment Any good

Ability Modifiers +2 Str, +2 Cha

Alternate Skill Modifiers Heal, Knowledge (planes)

Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Favored class: +1/2 to intimidate/sense motive vs. outsiders

Class Traits:

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: A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.

The living grimoire receives the same number of spell slots per day as a warpriest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.

At 1st level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.

This ability alters orisons and spellcasting and replaces cunning initiative.

Domain: 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. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

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. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Sacred Word (Su): At 1st level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weaponACG class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).

At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.

This ability replaces judgment.

Holy Book (Su): At 1st level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon. When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon. He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
This ability replaces monster lore..

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” 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 (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).

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.

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.

Blessed Script (Su): At 5th level, a living grimoire can permanently tattoo one spell of 2nd level or lower from his holy book onto his body. The tattooed spell cannot have an expensive material component or focus. The living grimoire can prepare any tattooed spell without needing his holy book, and can cast his tattooed spells as a spell-like ability once per day.

At 8th level, the living grimoire can tattoo one additional spell of 3rd level or lower upon himself. At 12th level, he can tattoo one additional spell of 4th level or lower upon himself, and at 16th level he can tattoo a final additional spell of any level upon himself.

When the living grimoire uses these spell-like abilities, the tattooed holy script associated with the spell-like ability glows as per light for a number of rounds equal to the spell’s level.

This ability replaces bane, greater bane, second judgment, and third judgment.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

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.

Word of God (Su): At 20th level, a living grimoire can smite his foes with the holy word of his deity. Up to seven times per day, the inquisitor can make a single melee attack with his holy book against a target. If the attack hits, it deals damage normally and the target must succeed at a Fortitude save or die (DC = 10 + 1/2 the living grimoire’s inquisitor level + his Intelligence modifier). Regardless of whether the save is successful, the target creature is immune to the living grimoire’s word of god ability for 24 hours. Once the living grimoire uses this ability, he can’t use it again for 1d4 rounds.

Chaotic, Evil, Good, and Lawful Spells: An inquisitor can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.

Domain:

Healing(Resurrection subdomain)

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it. You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—Raise Dead, 6th—heal,

Skills/Feats/Traits:

Skills(ranks/abilities/bonus)
Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy (Cha),2/0/3
Disguise (Cha),
Heal (Wis),2/1/5
Intimidate (Cha),2/0/4
Knowledge (arcana) (Int),
Knowledge (dungeoneering) (Int),
Knowledge (nature) (Int),
Knowledge (planes) (Int),2/3/5
Knowledge (religion) (Int),2/3/3
Perception (Wis),2/1/3
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),2/1/4
Spellcraft (Int),2/3/3
Stealth (Dex),
Survival (Wis),2/1/3
Swim (Str),

Feats
Angelic blood

Traits
Martyr’s Blood
Source Bastards of Golarion pg. 28
Category Race
Requirement(s) Aasimar
You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Flame of the Dawnflower
Source Ultimate Campaign pg. 64 (Amazon),
Category Religion
Requirement(s) Sarenrae
You have been raised to view yourself as a blade in Sarenrae’s service, or you have taken on that duty for yourself. Whenever you score a critical hit with a scimitar, you deal 2 additional points of fire damage to your target.

Spells:
0-(3/day), all Inquisitor

1-(2/day), headgeing weapons, True Strike, Shield of Faith, Interrogation, Forbid action, Bless Water

Equipment:
GP:40
Sacred Book(Holy Text Of Sarenrae), Scimitar, Scale mail, light steel Shield, a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol,

Attacks:

Holy Text(Cold Iron lt. Mace):+4 1d6+1 20/×2

Scimitar:+3 1d6+3 18-20/×2

Background:

All her life, Suluna has been a devout follower of the light. Nothing would change her mind, not even the appearance of another god himself.
Or that's what she thought.

She was born, blessed by the presence of her angelic ansestor, a Planetar. She was blessed as a child, destined to be great. She was raised in the church, taught every day the sacred words of her god, memorizing every passage of the holy text until she could recite it cover to cover. In reward for her feat she was given the book of the great living grimoire, an book sealed with cold iron. Every passage written in celestial, the ink made from the blood of angels, and the pages gilded with pure gold... It was the most valuable possession of the church. She took it with great honor... And began her studies if the book...

... Little did she know the book wasn't what it seemed. Somehow, something dark had found its way into the texts. That thing had twisted the words, corrupted the holy words, and turned the book into a channel for a great old one's influence.

Suluna soon found herself infatuated with the text, unable to take herself from it. Cursed to desire to read the blasphimous words inside, unable to wrench her gaze from the words. No-one knew of the dark text...

One day she broke from the curse, discusted at the book. She took it and threw it into a burning pyre to Sarenrae, in the chapel where all could see. The book burst into unholy fire and out emerged a being from the space between stars, shrieking it pain as the holy flames of Sarenrae tore it apart. The church took Suluna and sent her away... Where they thought sure h creatures would never harm her again.