Pontia Runario

Tatyana Weis's page

55 posts. Alias of Ever_Anon.


Full Name

Tatyana Weis

Race

Skills:
Acrobatics +7, Bluff +7, Climb +6, Craft (Bows) +7, Disguise +5, Diplomacy +8, Intimidate +7, Perception +11, Sense Motive +9, Stealth +10, Survival +6, Swim +6

Classes/Levels

Knowledges:
Arcana +6, Dungeoneering +6, Geography +5, History +4, Local +7, Nature +5, Nobility +7, Planes +6, Religion +10

Gender

Vital:
HP: 31/31 | AC: 20 _ T: 15 _ FF: 15 | Perception +11, Darkvision 60 ft. | Initiative: +7 | Fort +5 _ Ref +6 _ Will +6 | CMB: +5, CMD: 20 | Speed: 30 | Spells: (1st) 4/4, (2nd) 2/2 | Judgement 2/2 | Blessed Infiltration 1/2

Size

Medium

Age

24

Alignment

TN

Deity

Pharasma

Languages

Common, Necril, Varisian

Strength 14
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 15
Charisma 12

About Tatyana Weis

Statistics:
Female Human Inquisitor (Royal Accuser) 4
N Medium Humanoid (Human)
Init +7; Senses Perception +11, Darkvision 60 ft.
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DEFENSE
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 dex, +0 shield)
HP 31 (4d8 + 8)
Fort +5, Ref +6, Will +5
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OFFENSE
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Speed 30 ft.

Melee
Dagger + 8 (1d4 + 2, 19-20/x2)
Morningstar + 5 (1d8 + 2, x2)
Spiked Gauntlet + 8 (1d4 + 2, x2)

Ranged
+1 Ghost Touch Composite Longbow (+2 STR) + 10 (1d8 + 3, x3)
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STATISTICS
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Str 14, Dex 20, Con 14, Int 14, Wis 15, Cha 12
Base Atk +3; CMB +5; CMD 19

Traits
Child of the Temple (Faith): You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. (Nobility)
Subject of Study (Campaign): Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. (Undead)

Feats
Precise Shot: No penalty for shooting into melee (Human Bonus)
Rapid Shot: Make one extra ranged attack (Level 1)
Weapon Focus (Bows): +1 bonus on attack rolls with one weapon (Level 3)

Skills 10/level (6 class, 2 INT, 2 background) + 3 FCBs: 43 ranks total

*Acrobatics +7 (5 DEX, 2 ranks)
Bluff +7 (3 class skill, 2 WIS, 2 ranks)
*Climb +6 (3 class skill, 2 STR, 1 rank)
Craft (Bows) +7 (3 class skill, 2 INT, 2 ranks) (background)
Disguise +5 (3 class skill, 1 CHA, 1 rank)
Diplomacy +8 (3 class skill, 1 CHA, 4 ranks)
Intimidate +7 (3 class skill, 2 WIS, 2 ranks)
K. Arcana +6 (3 class skill, 2 INT, 1 rank)
K. Dungeoneering +6 (3 class skill, 2 INT, 1 rank)
K. Geography +5 (2 INT, 3 ranks) (background)
K. History +4 (2 INT, 2 ranks) (background)
K. Local +7 (3 class skill, 2 INT, 2 ranks)
K. Nature +5 (2 INT, 1 trait bonus, 2 ranks)
K. Nobility +7 (3 class skill, 2 INT, 1 trait bonus, 1 rank) (background)
K. Planes +6 (3 class skill, 2 INT, 1 rank)
K. Religion +10 (3 class skill, 2 INT, 1 trait bonus, 4 ranks)
Perception +11 (3 class skill, 2 WIS, +2 class bonus, 4 ranks)
Sense Motive +9 (3 class skill, 2 WIS, 4 ranks)
*Stealth +10 (3 class skill, 5 DEX, 2 ranks)
Survival +6 (3 class skill, 2 WIS, 1 rank)
*Swim +6 (3 class skill, 2 STR, 1 rank)

ACP 0

*ACP applies to these skills

Languages Common, Necril, Varisian

Special Abilities:

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CLASS FEATURES
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Inquisitor

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: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Inquisitions: While inquisitors often take on the domains permitted to the clerics of the faith, they are privy to special lore not open to priests and other agents of their religion. These divine pursuits, called inquisitions, grant inquisitors the tools necessary for the fight against enemies of the faith. An inquisitor may select an inquisition in place of a domain.

If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's inquisitor level + her Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level. (Chosen Inquisition - Heresy:)

Righteous Infiltration: You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration: At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

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.

Judgements Available:

Spoiler:
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.

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.

Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Royal Accuser:

Class Skills: A royal accuser adds Knowledge (local) to his list of class skills, instead of Knowledge (nature).

This alters the inquisitor’s class skills.

Meticulous Inspection (Ex): A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1). This ability replaces stern gaze.

Detect Monsters and Secrets At 2nd level, a royal accuser can use detect aberration, detect secret doors, and detect undead at will. He can only use one of these at any given time. This ability replaces detect alignment.

Favored Enemy: At 3rd level, a royal accuser gains favored enemy, as the ranger class feature. He must choose his favored enemy from the following list: aberration, dragon, humanoid (orc), humanoid (shapechanger), and undead. He gains another favored enemy at 9th and 15th levels. This replaces solo tactics and the teamwork feats gained at 3rd, 9th, and 15th levels. (Favored Enemy - Undead)

Favored Class Bonuses - Inquisitor
Level 1-3: +1 skill point
Level 4: +1 1st level spell

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RACIAL FEATURES
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Dimdweller (Alternate Racial Trait): Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Spells:

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Spells Known
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0th (DC12) (At Will)

Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Guidance: +1 on one attack roll, saving throw, or skill check.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity.
Stabilize: Cause a dying creature to stabilize.

1st (DC13) (4/day)

Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Heightened Awareness: Your recall and ability to process information improve.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.

2nd (DC14) (2/day)

Defending Bone: Animate a bone to float near you and block physical attacks.
See Invisibility: Reveals invisible creatures or objects.

Earth Aura Bonuses:

Root: Bolster the subject’s CMD vs. trips and Acrobatics checks to remain standing. (At Will)

Expeditious Excavation: Moves 5-ft. cubes of earth. (1/day)

Equipment:

Combat Gear:

+1 Darkleaf Lamellar (Leather) Armor: 1,810gp
+1 Ghost Touch Composite Longbow (+2 STR): 4,600gp
-Durable Adamantine Arrows (5): 305.25gp
-Durable Silver Arrows (20): 61gp
-Durable Cold Iron Arrows (40): 44gp
-Durable Blunt Arrows (40): 44gp
Dagger (2): 4gp
Morningstar: 8gp
Spiked Gauntlet: 5gp

Magic Items:

Cloak of Resistance +1: 1,000gp
Efficient Quiver: 1,800gp
Sleeves of Many Garments: 200gp
Traveler's Any-Tool: 250gp

Consumables:

Acid Flask (5): 50gp
Alchemist’s Fire (5): 100gp
Antitoxin: 50gp

Other Gear:

Backpack (Masterwork): 50gp
Bedroll: 1sp
Belt Pouch: 1gp
Chalk: 1cp
Disguise Kit: 50gp
Explorer's Outfit - Free
Flint and Steel: 1gp
Grappling Arrow: 1gp
Holy Symbol (Iron): 5gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Mess Kit: 2sp
Mirror: 10gp
Powder (10): 1sp
Silk Rope: 10gp
Soap: 1cp
Trail Rations (5): 2.5gp
Traveler’s Outfit: 1gp
Waterproof Bag: 5sp
Waterskin: 1gp
Whistle: 8sp

Money 16 GP 4 SP 3 CP

Background:
From the moment she was born Tatyana Weis was dedicated to Pharasma. Her mother Marike struggled to deliver her and her twin brother Felix, and the midwife said it was likely all three of them would die. Desperate, her father Niklas prayed to the goddess of both birth and death. He promised Pharasma that if his wife and children lived, he would devote his first-born to her service. When Marike and her children survived Niklas kept his word. Tatyana was born first, so on the twin’s twelfth birthday Tatyana was sent to the Maiden’s Choir in Caliphas.

Some children might have resented being given away in such a manner. Tatyana was not one of them. Pharasma had given her the gift of life and she was more than willing to repay the goddess for that gift. As an acolyte she threw herself into her studies. Whether she was learning the history of the church or how to kill the hated undead made no difference to her. She took on every task and lesson with equal zeal.

She quickly rose in prominence among her fellow acolytes and eventually caught the eye of Zetiah Mardhalas, the High Exorcist. Zetiah believed Tatyana’s martial prowess and breadth of knowledge would make her an excellent inquisitor. To test her skills she was sent along with two other potential inquisitors to go investigate a nearby village that had reported seeing undead in their cemetery. They were instructed not to fight whatever they found; merely to learn what it was so a prepared team could be sent.

The first lesson an inquisitor has to learn is that nothing ever goes as planned. The group was investigating the cemetery when a pit opened underneath Tatyana’s feet. Before she could climb out a wave of earth crashed down upon her.

She couldn’t move. Couldn’t breathe. Couldn’t escape. She remembered reading about gravebounds. Once one buried a victim, you had only a couple minutes to kill it and dig the victim free before they suffocated. Her fellow acolytes had been instructed not to fight, and even if they tried it was doubtful that they’d be able to kill the creature before it buried them too.

No.

They’d know that. They’d run and report back and leave her here to die.

No!

Her life was an acceptable sacrifice for the good of the mission.

NO!!!

Tatyana never remembered what happened next, but her fellow acolytes did. They reported in hushed whispers how the earth had suddenly exploded, causing a cloud of dust and debris. When the dust settled they saw Tatyana on her knees next to a very dead gravebound, still mindlessly stabbing her dagger into its chest.

Tatyana had faced a far more difficult test than Zetiah had intended and still somehow, miraculously, passed. Rumors spread quickly about the incident, catching the attention of Professor Lorrimor who was teaching in Caliphas at the time. Curious, he came to the Maiden’s Choir to study her. Despite repeated testing she was never again able to do something as powerful as the earth explosion that had saved her life. However she did retain a certain affinity for earth and even developed a few new abilities. When Professor Lorrimor was satisfied he’d learned all he could, he left Caliphas behind for another adventure. The two parted as friends and promised to keep in touch.

A few years later Tatyana, now a fully-fledged member of the Royal Accusers, was in Kavapesta tracking down a heretical sect of Pharasmans when she received word that Professor Lorrimor had died and named her in his will. She entrusted her mission to another inquisitor and set out for Ravengro immediately. Professor Lorrimor was both a friend and a colleague. Whatever his final wishes are, Tatyana is determined to see them fulfilled.

Physical Description:
Tatyana is rather short and stout for a human, evidence of a long-ago dwarf in the family line. (Her affinity for earth and unusual ability to see in the dark hearken back to that same heritage.) Her dark hair is kept short and loose; she knows it’s time to cut it when it starts getting in her eyes. Her eyes are an unremarkable brown. In fact, nearly everything about her appearance is unremarkable…and she carefully works to keep it that way by wearing nondescript clothing in muted colors. Flashy outfits may be the choice of some inquisitors, those who seek to keep the populace in check, but it’s not the way of the Royal Accusers. They are most often working against threats from within and discretion is an important part of the job.

Personality:
If Tatyana were asked to pick one word to describe herself, that word would be “Focused.” Other people have to find their purpose in life and she pities them for it. Her own was set in stone the moment she was born. She views herself as a determined, self-confident young woman who will let nothing stand in the way of her service to her goddess.

If other people were asked to pick one word to describe Tatyana they’d struggle, because “has a stick so far up her ass you can see it when she yawns,” isn’t a single word. Tatyana can be nice, personable, even charming, but the mission always comes first with her and she never lets anyone forget it. (Unless making them forget it is part of the mission.) Even her few friends view her as uptight, although they’ll point out she can also be loyal, generous, and has a sly sense of humor buried underneath all the duty.

The word that actually best describes Tatyana is “Afraid.” Deep down she knows it wasn’t Pharasma that saved her life in the cemetery that day. It wasn’t faith that moved the earth over her head. It was a combination of fear and fury. Fear that she was going to die alone in the dark. Fury that the goddess she’d devoted her life to was going to let it happen. For a single moment she lost her faith, and the thought of ever experiencing that again terrifies her more than anything. She quite literally exists only to serve the goddess. If she loses that, then what would be left of her?

Nothing. She has nothing else. She is nothing else. So she serves Pharasma as a perfect inquisitor and hides the doubts lurking underneath the surface from everyone, but from herself most of all.