Diabolist

Xadia Nakamura's page

No posts. Organized Play character for Grimlight (RPG Superstar 2015 Top 16).


Full Name

Xadia Nakamura

Race

Elf

Classes/Levels

Inquisitor 1

Gender

Female

Size

Medium

Age

125

Special Abilities

Low-Light Vision

Alignment

NG

Deity

Shelyn

Location

Sandport

Languages

Common, Elven, Tian, Draconic

Occupation

Lute and other string instrument maker

Strength 12
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 15
Charisma 12

About Xadia Nakamura

Stat Block:

Init: +7, Perception +8

Defense
AC 17, touch 14, flat-footed 13 (+3 Dex, +3 Armor, +1 Dodge)
hp 8 (1d8)
Fort +2, Ref +3, Will +4

Offense
Speed 30 ft.

Melee
Glaive, +1, (1d10+1) x3, Reach

Range
Shortbow +3 (1d6), x3, 60 ft.

Statistics
Str 12, Dex 16, Con 10, Int 14, Wis 15, Cha 12
Base Atk +0; CMB +1 CMD 14

Skills
+6(Per Level) +2(Int) +1(Favorite Class)= 9 Per Level
+3 to knowledge check to know monster abilities and weakness

Bluff +6, Diplomacy +7, Heal +7, Knowledge (religion) +6, Perception +8, Profession (Instrument Maker)+7, Sense Motive +10, Spellcraft +6, Survival +7

Carrying Capacity
Light, 50 lbs. or less
Medium, 51-100 lbs.
Heavy, 101–150 lbs.

Current Weight Carried
48.5 lbs. (light load)

Racial Traits:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Class Features:

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).

Persistence Inquisition

Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.

Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

Judgment:

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.

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).

Spells Known:

0-Level Spells—create water, guidance, disrupt undead, resistance.

1st-Level Spells— shield of faith, wrath

spell-like abilities once per day:
comprehend languages, detect magic, detect poison

Feats and Traits:

Feats
Dodge - +1 dodge bonus to AC
Step Up - Take a 5-foot step as an immediate action
Run - Run at 5 times your normal speed

Traits
Friend of the Family: As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill
for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya. NPC Choices: Koya.

Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Equipment:

4 gold, 2 Silver, 8 Copper

Traveler outfit, 1 gp, 5 lbs
Studded leather, 25 gp, +3 AC, +5 Max Dex, –1 Check Penalty, 15%, 20 lbs
Backpack, masterwork, 50 gp, 4 lbs
Glaive, 8 gp, 10 lbs.
Shortbow, 30 gp. 2 lbs
Arrows (20/20), 1 gp, 3 lbs.
Alchemist fire, 20 gp, 1 lbs.
Belt Pouch, 1 gp, 1/2 lbs.
Blanket, 2 sp, 1 lbs.
Rations (x2), 5 sp, 2 lbs.
Waterskin, 1 gp, 4 lbs.
Wetstone, 2 cp, 1 lbs.

Appearance/Personality:

Xadia is an beautiful example of an Elf. Her form is long and lean standing over 6'2 inches tall and weighing 125 lbs. Her neck is long and graceful, face angular, nose small and soft, and Elven ears sharp and skin flawless. Her hair is platinum blond and appears white in the sun. Her almond shaped eyes are the color of lilacs.

Xadia is a true follower of Shelyn and belives that true beauty comes from within. She is musically gifted she is hardly ever seen without her lute and will always sing in her sweet soprano voice when asked. To her allies and friends Xadia is gregarious and warm but to her foes especially the followers of Zon-Kuthon she can be vicious and unmerciful. Unlike most inquisitors Xadia does not possess an overbearing harsh disposition when seeking enemies of the faith. An extremely adapt liar, she chooses to act like a cuckoo bird inserting herself into the nest of evil and driving out her rivals until only she and her unsuspecting victim remain.

Background/History:

The Elves of the Nakamura clan have always had wanderlust to travel the open roads. Xadia’s father Rhyketh was a bard and was constantly keeping the family traveling from place to place to expand his knowledge and hear legends of warriors and songs about heroic deeds. Xadia’s father is also a devout follower of Shelyn. He taught his daughter all about the goddess of beauty and art. Xadia considered for a brief time becoming a cleric in service to Shelyn but that changed on a moonless hot summer night. Xadia had been drinking with a handsome tall mysterious stranger in a tavern in Katapesh when the world went black. When she awoke she was in a dungeon deep below the earth and she wasn’t alone. Half dozen cells were visible from Xadia’s cell. Each of them contained a woman or man huddled in the corner naked their bodies displaying the obvious marks of physical and emotional torture. The mysterious stranger from the tavern was actually a cleric of Zon-Kuthon. He spent many hours over the next week scarring and abusing Xadia. He gave her a tattoo of massive black thorn tree across her back and burnt and cut scars into her stomach back and upper thighs. All the while telling her eventually he would carve his god’s name into her pretty Elven face and that she would beg for death release by the end.

But before he could finish a group of heroic adventurers and members of the Pathfinder Society stormed his torture dungeon and brought an end to the cleric. After weeks of healing Xadia declared that she would never be a victim again. She began to train with martial weapons with her only goal to wipe the followers of Zon-Kuthon from the earth. She developed the skills of interrogation, guile, trickery to seek out the followers of a god of pain and bring them to their end. But her zeal and wrath to destroy the enemies of her god saddened Shelyn. The goddess sent her herald to Xadia and told her not to forget that even in a world of darkness there is still beauty. After all we cannot see the flickering stars until the brightness of the sun goes away. The herald tasked Xadia to not become so driven in her quest that she forget that her god is one of love. The herald instructed her to build an instrument that could bring as much beauty to the world as she could bring pain. Xadia took this task to heart and created a lute from a mahogany tree. Xadia makes sure that she remember the message of her god and after ever mission crafts a new string instrument to always remember to keep love and beauty in her heart. Xadia now continues her father’s tradition of traveling the open road, but she does so with a purpose now.

Xadia has always loved Sandport and the coast of Varisia because it is the closest thing to a real home she has ever known. When she was young and traveling with her family they would always stop in Sandport and share a meal with the Mvashti house. Rhyketh would always relate the tale of how Niska and he once shared the road together on a caravan bound for Qadira. For this reason when Xadia received the letter from Niska requesting her to return to Sandpoint she dropped everything to return to the old woman’s side. Xadia has known Niska for at least 90 years and although she never asked her true age when they first met Niska looked to be at least in her late 30’s. Niska made Xadia promise that if her daughter Koya ever took a long journey she would accompany her and share the road with her like her father did for Niska so many years ago. After Niska’s death Xadia has remained in Sandport staying in the Rusty Dragon. In just 3 more days she will pass her own record of having been in the same place continuously and the draw of the open road is calling her more than ever.