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About Xa'nia Nightshade Max HP: 24 Current HP: 24
Defense AC: 19 =10+ dex (3)+ armor (6)+ ring (1)
Armor
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Masterwork Agile breastplate +6 -0 climb/jump +3 max dex Ring of protection +1 Speed: 30 Offense BAB:+2 CMB: +3 CMD: 16 Combat:
Initiative +5 Fort: +3 Reflex: +5 Will: +6 (8) Special Abilities
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Spell-Like Abilities: l/day - blur, mirror image, detect magic, feather fall, and levitate each CL 3 Darkvision 120'
Languages: Common (Ledean), Elven, Dwarven, Infernal, Draconic Skills: 6+2Int+1favored=9 per level
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Special: Concentration +10 (11/12)
Feats:
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Shielded Caster*, Weapon Finesse, Point blank shot Dark Adept (background bonus)
Trait:
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Dexterous
As long as you have a holy symbol of your religion on your person, you are filled with resolution and faith that your god watches over you. You gain a +2 bonus against all fear effects and, once per day, may opt to gain a +2 bonus on a single d20 roll of your choice. In addition, you enjoy one of the following trait abilities: Inquisitor You gain a +2 bonus to all Sense Motive checks. As part of your religious training, you learned how to detect heresy among the faithful.
Racial
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+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. Dark elves are quick and willful, and are powerful spellcasters. Medium: As Medium creatures, dark elves have no special bonuses or penalties due to their size. Dark elf base speed is 30 feet. Immunity to magic sleep spells and effects. Dark elves simply do not sleep, and no magic can force them to do so. Darkvision: Dark elves can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight and dark elves can function without penalty with no light at all. +2 racial bonus on Perception checks. Elven senses are finely honed. A dark elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door. +2 racial bonus on Will saves against spells and spell-like abilities. The blood of sorcerers is strong in dark elves’ veins, and resisting most spells is a trivial matter for them. Spell-Like Abilities: l/day - blur, mirror image. These abilities are as the spells cast by a sorcerer of the dark elfs character level. Dark elves are known for using these abilities before entering battle, swelling their ranks with illusions and confusing the eye of the enemy. These tactics often gain them the upper hand in battle against those unprepared for them. Automatic Languages: Common (Ledean) and Elven -%---a- Bonus Languages: Dwarven, any titanspawn language Equipment (lbs)
Spells Known: 0-6, DC 13 Detect magic, read magic, resistance, detect poison, sift, brand 1st -4, DC 14 Cure Light Wounds, Disguise self, Protection from Alignment, Divine Favor Per day: 1st-4, Cast: Capacity:
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Light: 76 lbs. or less Medium: 77–153 lbs. Heavy: 154–230 lbs. Background
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A low level warrior during the Titan war, Xa'nia's life was drastically changed, like that of all the dark elves, by the Fall of Nalthalos. The decent of Dier Drendal found her plunged into a new world of darkness and danger, her people shocked by the betrayal and the events that followed. The decades that followed found an adaptation to the harsh life beneath the mountains, an adaptation that seemed to harden the hearts of those around her, filled with vengence and anger. Yet to the young woman, the circumstances of her new life brought with it a realization of an entirely new world. A world of darkness. Darkness was a gift, one of indescribable beauty and elegance, soothing, comforting, dark and mysterious, filled with promise, like the embrace of a lover reserving the special places for only the most deserving touch. A gift, the blessing of the goddess Drendari herself, enveloping her chosen in a cloak of silence and secrecy. Yet somehow the dark elves had failed to realize the gift. They went about their lives in darkness, not celebrating the unique beauty of the world below, but rather carrying on begrudgingly as if relegated to the world below, bound to their dark leaden half god. Xania's allegience lay elsewhere, in fact it had done so, ever since the moment when, lost injured and surrounded by predators in the wilderness of the world below, she had cried out to the darkness. The darkness had responded, shrouding her in swirling shadow, mind, body and soul. The years that followed had only served to strengthen her bond with the lady of darkness, her purpose devoted as a seeker of secrets, a holy desire to ferret out the knowledge that hid within the dark corners and even venturing to envelop the light of the world above. Venturing up into Calistia, Xa'nia made a name for herself as a spy and informaion gatherer, employing her talents to retrieve sensitive, and often life-threatening information. Her curiosity soon took her to other cities, her desire to witness the darkness and secrets of all places, leading her to travel regularly.
Personality
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Description
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Headshot Full Despite her short stature and lithe build, the young dark elven woman projects an imposing presence of dark focus. Her purplish black skin seems to draw the shadows around her, a stark contrast to her golden blond hair. Her stylized black and silver armor, layered over what appears to be a short silken shift of similar color, bears violet sigils along it, well made, yet cut in the revealing, and seemingly impractical manner of her people, alluring yet seeming almost to invite a strike at exposed flesh, a challenge to lesser enemies.
Wealth
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pp gp sp cp gems Spoiler:
Judgements Spoiler:
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).
Domain
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
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