David Roulston wrote:
Because it can take up to 2 years for prices to change to reflect that unfortunately. BTW I'm still waiting for email confirmation.
I received my copy of issue 354 today which wasn't too bad for time but the condition it was in was terrible. The wrap was literally half off as was the front cover and spine. I'm not sure which postal service to blame it on but I would like to blame someone that's for sure. It may be a low priority but it should still be treated with a little respect.
Cosmo wrote:
THanks, I'll do that
About SasishBackground:
Originally having grown up on the streets he does NOT have the usual origin story of robbing the monk who saw something in him. The opposite, acutally. He realized that he was in a very bad situation and likely to die young, the minion casually killed by an adventurer. And he wanted out of that life. He found a martial artist who was accepting students, managed to steal enough to buy his way in as a student, and then very, very dilligently applied himself in order to graduate to the ranks of the adventurers who kill the minions. He has seen first hand how bad it is to be on the wrong side of the law and has decided to stay on the correct side. He cares little about right and wrong, he cares about profitting and never being on the wrong side of the law. So, a law abiding criminal, basically :-). He is smart enough to recognize that loyalty is likely to keep him alive. Loyal friends. Loyalty is repayed with loyalty. Cross him and he'll NEVER trust you again and not care if you live or die. But if you're loyal to him you have an ally for life. He DOES have a little bit of a soft spot for slaves. He was close to being a slave in his childhood and in his service to his martial arts master. He has sympathy for them. When convenient, he'll even help them
Stats:
sasish Male human (Varisian) inquisitor (sanctified slayer) of Irori 2/monk (zen archer) 3 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, 115) LN Medium humanoid (human) Init +6; Senses Perception +13 -------------------- Defense -------------------- AC 16, touch 16, flat-footed 15 (+1 Dex, +5 Wis) hp 36 (5d8+8) Fort +7, Ref +4, Will +11 -------------------- Offense -------------------- Speed 40 ft. Melee kama +4 (1d6+1) or . . spear +4 (1d8+1/×3) or . . unarmed strike +4 (1d6+1) Ranged or . . +1 darkwood composite longbow flurry of blows +9/+9 (1d8+2/×3) or . . +1 darkwood composite longbow +10 (1d8+2/×3) Special Attacks flurry of blows, perfect strike 3/day, studied target +1 (1st, move action), zen archery Inquisitor Spell-Like Abilities (CL 2nd; concentration +7) . . At will—detect alignment Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; concentration +7) . . 1st (4/day)—divine favor, doom (DC 16) . . 0 (at will)—create water, detect magic, light, stabilize . . Domain Conversion inquisition[UM] -------------------- Statistics -------------------- Str 12, Dex 12, Con 12, Int 14, Wis 20, Cha 7 Base Atk +3; CMB +4; CMD 20 Feats Deific Obedience, Fast Learner[ARG], Improved Improvisation[ARG], Improved Unarmed Strike, Improvisation[ARG], Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow) Traits extremely fashionable, - custom trait - Skills Acrobatics +9 (+13 to jump), Appraise +6, Bluff +14, Climb +5, Craft (alchemy) +8, Diplomacy +14, Disable Device +7, Disguise +2, Escape Artist +6, Fly +5, Handle Animal +2, Heal +9, Intimidate +15, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +12, Linguistics +6, Perception +13, Perform (oratory) +2, Profession (librarian) +11, Ride +5, Sense Motive +14, Sleight of Hand +5, Spellcraft +8, Stealth +5, Survival +9, Swim +5, Use Magic Device +2 Languages Ancient Osiriani, Common, Kelish, Shoanti, Sylvan, Tien, Varisian, Vudrani SQ fast movement, monster lore +5, stern gaze +1, track +1 Combat Gear blunt arrows[APG] (30), cold iron durable arrow (20), potion of mage armor, scroll of divine favor, divine favor, obscuring mist, scroll of mage armor, mage armor, wand of cure light wounds (39 charges), acid (3), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), smelling salts[APG] (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt); Other Gear +1 darkwood composite longbow (+1 Str), kama, spear, sleeves of many garments[UE], traveler's any-tool[UE], masterwork thieves' tools, smoked goggles[APG], sunrod (5), very nice clothing, including jewels (worth 150 gp), wooden holy symbol of irori, 2,105 gp -------------------- Special Abilities -------------------- Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed. Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Inquisitor (Sanctified Slayer) Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
|