Bloodfire Sorcerer

Tasnim Attar's page

35 posts. Alias of Scintillae.

Full Name

Tasnim Attar




Inquisitor 1 (HP 11/11) (AC15/11T/14FF)












Common, Orc, Abyssal

Strength 17
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 15
Charisma 7

About Tasnim Attar

Longsword +3 (1d8+3/19-20x2)
Dagger +3 (1d4+3/19-20x2)

F: +4, R: +1, W: +4



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.

Judgment (Su)
Swift action, 1/day
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

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.
Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Associated Mythic Path: Marshal.


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)



0-lvl (-/day)
Acid Splash
Create Water
Detect Magic
Read Magic
1-lvl (2/day)
Cure Light Wounds
Shield of Faith



Armored coat
Explorer's outfit
Acid flask x2
Playing cards
Rope 50'
Trail rations x5
Traveler's outfit
Twine 50'

Tasnim is prone to causing double-takes. Even if a place is accustomed to orc-kin, a six-foot-plus green giant of a woman tends to attract attention, though the phrase she herself would use is more akin to "big bundle of fun." Her mouse-brown hair is a mess, having the perpetual appearance of giving up halfway through an intricate pattern. It is, at all times, tied partly up in a few tiny braids, then bundled with the rest into a ponytail with more than a few stray locks finding freedom from even this. Her left cheek is marked with a strange discoloration, almost bruiselike in color, but bearing an uncanny resemblance to a butterfly.

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.

Honestly, Tasnim isn't as odd a sight in town as she might otherwise be - her father Zayn certainly had stronger orc blood than does she, and they were just as accepted as any other willing soldier on the battlefield where she was practically raised. It never even crossed her mind to choose a life other than fighting the good fight. Unlike the rest of her family, however, she found an increasing awareness of just how much chance was involved in her survival. She became a devotee of Desna in deference to this, one of few in her family to prize spirituality as strongly as strength.

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.

Tasnim has learned the art of waiting for the opportune moment and schooled herself to be a patient soul...a necessity when working with her cousin, her opposite in many ways. She is observant and sometimes overly cautious, preferring when she can to make the first strike. Desire to keep as many of her allies unscathed as possible has left her increasingly open to less traditional methods, and she is willing to at least consider the oddest of plans. Constant exposure to the horrors of battle has left her sense of humor somewhat twisted but still very present, her preferred method of coping with all she has witnessed.