About Tasnim Attar
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Darkvision: Half-orcs can see in the dark up to 60 feet.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Domain: Conversion Inquisition
-Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
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).
Keen Scent: You gain the scent special ability.
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.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Child of the Crusade: Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade.
Acrobatics: -1 (? ranks, +1 Dex, [-2 AC])
Appraise: +1 (? ranks, +1 Int)
Bluff: +2 (2 ranks, +2 Wis, [+3 class skill])
Climb: +1 (? ranks, +3 Str, [+3 class skill], [-2 AC])
Craft: +1 (? ranks, +1 Int, [+3 class skill])
Diplomacy: +2 (? ranks, +2 Wis, [+3 class skill])
Disable Device: +?? (? ranks, +1 Dex, [+3 class skill], [-2 AC])
Disguise: +-2 (? ranks, -2 Cha, [+3 class skill])
Escape Artist: -1 (? ranks, +1 Dex, [+3 class skill, [-2 AC])
Fly: -1 (? ranks, +1 Dex, [+3 class skill, [-2 AC])
Handle Animal: +?? (? ranks, -2 Cha, [+3 class skill], [+? trait], [+? item], [+? spell], [etc.])
Heal: +2 (? ranks, +2 Wis, [+3 class skill], [+? trait], [+? item], [+? spell], [etc.])
Intimidate: +5 (? ranks, +2 Wis, [+3 class skill], [+2 racial], [+1 class])
Kn-Arcana: +?? (? ranks, +1 Int, [+3 class skill])
Kn-Dungeoneering: +5 (1 ranks, +1 Int, [+3 class skill])
Kn-Engineering: +?? (? ranks, +1 Int)
Kn-Geography: +?? (? ranks, +1 Int)
Kn-History: +?? (? ranks, +1 Int)
Kn-Local: +?? (? ranks, +1 Int, [+2 trait])
Kn-Nature: +?? (? ranks, +1 Int, [+3 class skill])
Kn-Nobility: +?? (? ranks, +1 Int)
Kn-Planes: +5 (1 ranks, +1 Int, [+3 class skill])
Kn-Religion: +5 (1 ranks, +1 Int, [+3 class skill])
Linguistics: +?? (? ranks, +1 Int)
Perception: +6 (1 ranks, +2 Wis, [+3 class skill)
Perform: -2 (? ranks, -2 Cha)
Prof-: +?? (? ranks, +2 Wis, [+3 class skill)
Ride: -1 (? ranks, +1 Dex, [+3 class skill, [-2 AC])
Sense Motive: +7 (1 ranks, +2 Wis, [+3 class skill], [+1 trait])
Sleight of Hand: +?? (? ranks, +1 Dex, [-2 AC])
Spellcraft: +5 (1 ranks, +1 Int, [+3 class skill])
Stealth: -1 (? ranks, +1 Dex, [+3 class skill, [-2 AC])
Survival: +6 (1 ranks, +2 Wis, [+3 class skill)
Swim: +1 (? ranks, +3 Str, [+3 class skill], [-2 AC])
Use Magic Device: +?? (? ranks, -2 Cha, [+3 class skill)
Cure Light Wounds
Shield of Faith
Acid flask x2
Trail rations x5
She dresses practically and in dark leathers, simple tunic, leggings, and boots, all showing signs of considerable use. Her coat is all that draws the eye with any splash of color, deep violet and falling easily to her knees.
Her mother Shona held close ties to her own family, large though it was, supporting her brother Graham when he found himself a surprised single father, and Tasnim grew up a close friend to her older cousin Xion, though the two could hardly look less alike.
As she grew older and closer to the fighting, she pushed herself more strongly into her training, focusing equally on her faith as her martial prowess. Though accepting of the frequent necessity of violence in her situation, she came to appreciate more and more the idea that not all lay beyond redemption and became hopeful that there might be some conflicts that could end in a peaceful resolution...on the occasion she reached them before her stab-happy cousin, of course.
Tasnim does not yet know whether her course is foolish or wise, though the two intersect so often. Yet she stands by her decisions and is fully prepared to take her place in the war and, if necessay, lay down her life for the common good.