Sorshen

Xarafine's page

746 posts. Alias of Cuchulainn.


Full Name

Xarafine Ardentis bint-Shirin Ba'atindu Qadash

Race

Ifrit Immolator Inquisitor of Sarenrae 1 I AC 17 T 13 FF 14 l CMB +1 CMD 13 I HP: 13/13 l F +4 R +2 W +4 (+6*) I

Classes/Levels

Init +2 l Perc +6 Sns Mtv +7 I Jgmnt: 1/day I Brn Hnds: 1/day I Frblt: 5/day I Resist Fire 5, Darkvision

Gender

Female

Size

Medium (5' 7", 128 lbs.)

Age

20

Alignment

Neutral Good

Deity

Sarenrae

Location

Diamond Lake

Languages

Common (Taldane), Ignan, Dwarvish

Occupation

innkeeper/barmaid (cover)

Strength 13
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 14
Charisma 14

About Xarafine

AC: 17 (13 touch, 14 flat-footed)

HP: 13/13 (8 base, 0 additional levels, 2 con, 3 toughness)

Perception: +6

Initiative: +2 (2 dex)

Speed: 20 ft. (medium encumbrance), 30' base

BAB: +0 Melee: +1 Ranged: +2

CMB: +1
CMD: 13

Fort: +4 Ref: +2 Will: +4 Additional +2 trait bonus vs Charms and Compulsions

Appearance: Coal-black haired, honey brown-eyes that flicker and glow like candle flames in the pitch dark, and light olive skin that shines like polished brass in sunlight, Xarafine carries herself with a confidence and grace. Although physically fit, she has the look of someone raised in the life of merchant or fine craftsman; lacking the scars and hardened expression of one who has seen battle or experienced poverty and deprivation. The port-wine birthmark on her right forearm bears a remarkable resemblance to the winged goddess image associated with Sarenrae.

Backstory:

”Hold out your arm, Child,” the woman said in a soft yet commanding tone. Xarafine looked to her mother, who nodded for her to comply. Xarafine pulled back the sleeve of her blouse to reveal the birthmark on her right forearm. Sister Utana’s eyes went wide. She gently took Xarafine’s wrist in her hand, and then slowly traced the outline of the birthmark with the forefinger of her other hand. She then closed her eyes and whispered a few quiet words. Xarafine felt a tingling, and her birthmark began to glow with a blue-white radiance.

The moments that followed are, to this day, still a blur in Xarafine’s mind. Sister Utana made a declaration, and Shirin’s face shown with a mixture of sadness, pride, and faith. Arn was called-in from the kitchen, and Xarafine and both her parents were instructed to sit while Sister Utana explained what must happen next. Arn interrupted, and argued more passionately than Xarafine had ever heard. Her brothers heard the noise and came running. Sister Utana instructed them to sit and listen. Sister Utana, with the help of Shirin, helped convince Arn that this moment was the beginning of Xarafine’s destiny to serve the Redeemer. With unaccustomed tears flowing down his ever-stoic face, Arn finally relented, and gave his blessing for Sister Utana to take his only daughter away. She was to be trained and ultimately ordained into the priesthood of Sarenrae.

Before she knew it Xarafine was on the road with Sister Utana, having said farewell to her parents and brothers. After a fortnight, they had arrived at the Sunhill Monastery. For the next four years, Xarafine called the Monastery home. She was educated in matters of religion as well as those of the temporal world. This temporal training included the use of the Goddesses’ favored weapon: the scimitar. Meanwhile her religious training included learning how to tap into the divine energy of the Redeemer by using her birthmark, of all things, as a meditative focus.

Xarafine found that this holy power, more often than not, manifested itself in the form of fire. Fire became an obsession for her. She had always held a certain fascination for fire as a child, but what child didn’t? Now, she found herself contemplating the flame. Fire burned; it consumed; it cleansed. Fire, for all its destructive nature, could be used for good to cleanse the world of evil.

When the time came for her ordination, Xarafine found that fate and the Church of the Everlight, had uncommon plans for her. She would be ordained, but not as a priestess. She would not receive a holy symbol and clerical robes. Instead, she would receive additional, specialized training. She was to become an Inquisitor. Instead of ministering a flock of congregants, or evangelizing to the unbelievers, Xarafine would become a hunter – of cults, of slavers, of murderers, and the spawn of the Rough Beast. She would seek out the places were hidden evil festered, and purge it with the Holy Flame of the Redeemer.

When Sister Utana finally felt she was ready, Xarafine was given her first mission: a small Varisian mining town near Korvosa called Diamond Lake. Xarafine obediently packed her gear, and set out for this den of inquity.

When she finally arrived, her first thought was that she was the wrong person for this place. Diamond Lake needed a proper temple, and a priest to minister and evangelize to the populace. The place was a den of iniquity, if ever a place could be called such. There was no need for evil to hide here. It was in plain sight wherever she looked. Nevertheless, the everyday cruelty of man to fellow man was not what she was sent here to address. She was here to root out the rot beneath.


Motivations:

Xarafine is aware that there is something different about her and she suspects, based on Qadiran history and tradition, that she may possess some amount of genie blood through her mother's line. However, she does not know the entirety of her nature. When she has asked her parents, they have been evasive, leaving her with, "You take after your mother's family." Despite the tone of her skin, the twinkling of her eyes, and her acumen for seeing perfectly well in the dark, Xarafine's parents raised her as a human girl.

She is extroverted and conversational. She has always been so, but has harnessed this ability to get people talking, especially when are at ease and comfortable. Important information about the type of evil she hunts sometimes get shared in these moments.

She is fascinated by fire. She will often gaze at a candle, or into a fireplace when she is at her ease.

She has pyromaniacal tendencies that she tries to keep hidden and controlled. Whether this is a result of her proclivity for fire magic, or if the magic manifested from that desire is unclear to her. Nevertheless, she revels when the opportunities to unleash the fire present themselves.

Evil cultists, slavers, and the spawn of the Rough Beast are the favored targets of her ire, as are those who harm innocents who cannot defend themselves (children, the elderly, etc.).

She secretly delights in mysteries and intrigues. Her interest in such things is very likely why she was trained as an inquisitor instead of a priestess.

Her duty is of paramount importance to her. She currently has no interest in a romantic relationship or starting family. She imagines, in the future, there may be time for such things, but now they would only hinder her cause.

Xarafine carries a letter for her family, indicating that she has died in the service of Sarenrae. It offers words of consolation and love. It also asks that the enclosed note be delivered to Sister Utana. This second note includes Xarafine's most recent location, as well as brief notes about what sort of threat she was facing (updated with each rest, as needed).

TRAITS:

Birthmark (faith): 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. 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.

Truth's Agent (social): You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

RACIAL ABILITIES, Ifrit (6 RP):

+2 to Dexterity and Charisma, -2 to Charisma

Native Outsider

Medium: no bonuses or penalties due to size.

Normal Speed: base speed of 30 feet.

Darkvision: 60 ft.

Spell-like Ability: Ifrits can cast burning hands 1/day as a spell-like ability. Caster Level = Character Level. DC= 11 + Charisma modifier.

Energy Resistance: Ifrits have Fire Resistance 5.

Fire Affinity: Ifrit with Fire Domain use their domain powers at +1 caster level.

Languages: Begin play knowing Common and Ignan.

CLASS ABILITIES:

Domain (Fire): Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Servant of the Flame: An immolator must worship a deity whose portfolio includes the Fire domain. An immolator who selects the Fire domain (or one of its associated subdomains, if available) uses her domain powers at +1 caster level (this stacks with the ifrit’s fire affinity racial trait).

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every level you possess Ifrit and Immolator stacked bonus. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 4th* level, you gain resist fire 10. This resistance increases to 20 at 10th* level. At 18th* level, you gain immunity to fire.

Due to Servant of the Flame ability from the Immolator Archetype and Ifrit Race.*

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

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.

An immolator gains the following judgment instead of the Smiting judgment.

Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level.

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.

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).

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

SPELLS:

Spells Per Day: 0-level: unlimited 1st level: 2/2

0-level (DC 12):

Brand
Daze
Disrupt Undead
Stabilize

1st level (DC 13):

Abadar's Truth-telling
Cure Light Wounds

FEATS:

Toughness: +3 hit points, and +1 hit point per level after 3rd.

SKILLS (6 + 1 int + 1 pref class + 2 background/level):

Bluff (cha): +6 (1 rank, 2 cha, 3 class)

Diplomacy (cha): +6/+7* (1 rank, 2 cha, 3 class, 1* trait, gather info)

Intimidate (cha): +7 (1 rank, 2 cha, 3 class, 1 stern gaze)

Knowledge, Local (int): +6/+8* (1 rank, 1 int, 3 class, 1 trait, 2 wis for monster lore*)

Knowledge, Religion (int): +5/+7* (1 rank, 1 int, 3 class, 2 wis for monster lore*)

Perception (wis): +6 (1 rank, 2 wis, 3 class)

Sense Motive (wis): +7 (1 rank, 2 wis, 3 class, 1 stern gaze)

Spellcraft (int): +5 (1 rank, 1 int, 3 class)

Background Skill: Knowledge, Geography (int): +5/+8* (1 rank, 1 int, 3 class, 3 wis for monster lore*)

Background Skill: Profession, Innkeeper (wis): +6 (1 rank, 2 wis, 3 class)

ARMOR:

Buckler (+1 AC, -1 ACP, 5% SF), 5 gp, 5 lbs.

Leather Lamellar (+4 AC, +3 Max Dex, -2 ACP, 20% SF) 60 gp, 25 lbs.

WEAPONS:

Dagger (1d4+1, 19-20 x2, 10' Type: P or S) 2 gp, 1 lb.

Hanbo (1d6+1, x2, Type: B) 1 gp, 2 lbs.

Scimitar (1d6+1, 18-20 x2, Type: S) 15 gp, 4 lbs.

EQUIPMENT:

Traveler's Outfit (free)

Signal Whistle, 8 sp

Signet Ring, 5 gp (bearing Xarafine's personal seal for Church matters)

Canteen, 2 gp, 1 lb.

Backpack, 2 gp, 2 lbs.
-Bedroll, 1 sp, 5 lbs.
-Crowbar, 2 gp, 5 lbs.
-Grappling Hook, 1 gp, 4 lbs.
-Hammer, 5 sp, 2 lbs.
-Holy Text, The Birth of Light and Truth, 1 gp, 1 lb.
-Holy Text, The Book of Ashes 1 gp, 1 lb.
-Mess Kit, 2 sp, 1 lb.
-Pitons (2), 2 sp, 1 lb.
-Rope (50'), 1 gp, 10 lbs.
-Sack (2), 2 sp, 1 lb.
-Scrivener's Kit, 2 gp, 1 lb.
--Vial of Ink, 8 gp
--Vial of Invisible Ink (Average), 10 gp
--Sealing Wax, 1 gp, 1 lb.
--Stationary, 1 gp
-Soap, 1 cp, 0.5 lb.
-Torch (2), 2 cp, 2 lbs.
-Trail Rations (2), 1 gp, 2 lbs.

Belt Pouch, 1 gp, 0.5 lb.
-Candle, 1 cp
-Chalk, 1 cp
-Flint and Steel, 1 gp
-Sealed letter addressed to the proprietors of the Horse and Lion inn.

Spell component pouch, 5 gp, 2 lbs.

Coin: 2 gp, 2 sp, 5 cp

Weight Carried: 81.0 lbs. (light load: <51 lbs., medium load: 51-100 lbs., heavy: 101-150 lbs.)

Important NPC Relationships:

Diamond Lake:

Allustan Neff, Wizard: Hired Xarafine as part of a party to explore the Whispering Cairn.

Family:

Arnisant "Arn" Ardentis (father - Taldan): Innkeeper of the Horse and Lion in Zimar.

Shirin Ba'atindu Qadash (mother - Qadiran): Innkeeper of the Horse and Lion in Zimar. Also, the carrier of the elemental bloodline.

Kerim and Kharif (twin brothers, age 17): apprentice innkeepers for parents

Mentor:

Sister Utana, of the Sunhill Monastery in Qadira: her mother's aunt, who took Xarafine to the Monastery and trained her as an Inquisitor.