White Grotto Student

Zahur al Kinasi's page

199 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 10/10/10, HP 28/28, F+5 R+2 W+8, Init +3, Per +14

About Zahur al Kinasi

AL: N
Size: Medium
Init: +3; Perception +14
Spd: 30 ft.
HP: 28 (5d8)
Languages: Abyssal, Celestial, Common, Draconic, Infernal, Kelish, Osiriani
Current Wealth: 33 GP

DEFENSE:

AC 10, touch 10, flat-footed 10
CMD 11
Fort +5, Ref +2, Will +8; +5 vs. abilities that detect lies or force the truth
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance (4) Fire

OFFENSE & WEAPONS:

Masterwork Longspear +2 (1d8-2/x3)

FEATS:

Boon Companion (Inquisitor), Branded for Retribution, Shake It Off, Skill Focus (Knowledge [planes]), Skill Focus (Perception) (Focused Study)
Boon Companion (Inquisitor) Your bond with your animal companion or familiar is unusually close. The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Branded for Retribution As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.
Shake It Off Gain +1 to all saving throws per adjacent ally

TRAITS:

Traits Child of the Temple (Knowledge [nobility]), Pesh Addict (Katapesh) (Knowledge [local])
Child of the Temple: Knowledge (Nobility) You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and Knowledge (nobility) is a class skill for you.
Pesh Addict You spent several years addicted to pesh, a habit that you may or may not have kicked. Your knowledge of the pesh lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (Knowledge: Local) is always a class skill for you.

SKILLS:

>Bluff +16
>Craft (Alchemy) +10
>Diplomacy +16
>Disguise +14
>Intimidate +13
>Knowledge (arcana) +13
>Knowledge (dungeoneering) +9
>Knowledge (local) +14
>Knowledge (nature) +13
>Knowledge (nobility) +10
>Knowledge (planes) +16
>Knowledge (religion) +14
>Perception +14
>Sense Motive +12
>Spellcraft +10
>Stealth +8
>Survival +7 (+9 to track)

GEAR:

>Masterwork Longspear
>Masterwork Backpack
>Camel
>Circlet of persuasion
>Cloak of resistance +1
>Headband of vast intelligence +2: Knowledge (arcana)
>Holy water (5 vials)
>Paper (5 sheets)
>Scroll of Blood Biography
>Scroll of Delay Disease
>Scroll of Follow Aura
>Scroll of Zone of Truth
>Spell Component Pouch
>33 gp

SALT:

Scorpion, Giant
N Medium Vermin
Init +1; Senses darkvision 60 ft., tremorsense; Perception +6
Defense
AC 15 (+4 natural, +1 dodge)
HP 33 (5HD+5)
Fort +5, Ref +5, Will +1
Offense
Speed 40 ft.
Melee Claw x2 +5 (1d4+1 plus grab/x2) and sting +5 (1d4+1 plus poison/x2)
Special Attacks Grab, Poison (DC 13)
Statistics
Str 13, Dex 13, Con 12, Int —, Wis 10, Cha 2
BAB +3, CMB +4 (+8 Grappling); CMD 16 (28 vs. Trip)
Feats Dodge, Weapon Focus (Claw, Sting)
Skills Acrobatics +4, Climb +1, Escape Artist +1, Perception +6, Stealth +5, Survival +0, Swim +1
SQ Evasion, darkvision, tremorsense 30 ft
Gear Amulet of natural armor +1
Special Abilities
Evasion (Ex) No damage on a successful Reflex save
Grab You can start a grapple as a free action if you hit with the designated weapon
Poison: Sting (DC 13) Poison does 1 STR damage, 1/round for 6 rounds, cure 1 save

Stat Block:

Zahur al Kinasi
Male Human (Garundi) Inquisitor (Infiltrator) 5
N Medium Humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 10, touch 10, flat-footed 10
hp 28 (5d8); Judgement of Sacred Healing 2
Fort +5, Ref +2, Will +8; +5 vs. abilities that detect lies or force the truth
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance (4) Fire
--------------------
Offense
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Speed 30 ft.
Melee Masterwork Longspear +2 (1d8-2/x3)
Special Attacks Bane (+2/2d6) (5 rounds/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (magic)
Spell-Like Abilities Detect Alignment (At will), Speak with Animals (8 rounds/day)
Inquisitor Spells Known (CL 5):
2 (3/day) Restoration, Lesser, Silence (DC 15), Invisibility
1 (5/day) Protection from Evil, True Strike, Ear-Piercing Scream (DC 14), Weapons against Evil (DC 14)
0 (at will) Disrupt Undead, Stabilize, Read Magic, Create Water, Detect Magic, Light
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Statistics
--------------------
Str 7, Dex 10, Con 10, Int 18/20, Wis 16, Cha 15
Base Atk +3; CMB +1; CMD 11
Feats Boon Companion (Inquisitor), Branded for Retribution, Shake It Off, Skill Focus (Knowledge [planes]), Skill Focus (Perception) (Focused Study)
Traits Child of the Temple (Knowledge [nobility]), Pesh Addict (Katapesh) (Knowledge [local])
Skills Bluff +16, Craft (Alchemy) +10, Diplomacy +16, Disguise +14, Intimidate +13, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (local) +14, Knowledge (nature) +13, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +14, Perception +14, Sense Motive +12, Spellcraft +10, Stealth +8, Survival +7 (+9 to track)
Languages Abyssal, Celestial, Common, Draconic, Infernal, Kelish, Osiriani
SQ Animal Companion Link, Domain (Animal), Forbidden Lore, Judgement (2/day), Misdirection (Neutral Evil), Necessary Lies +5, Share Spells with Companion, Solo Tactics, Teamwork Feat (change 3/day)
Gear Masterwork Longspear, Masterwork Backpack, Camel, Circlet of persuasion, Cloak of resistance +1, Headband of vast intelligence +2 Knowledge (arcana), Holy Water (5 vials), Paper (5 sheets), Scroll of Blood Biography, Scroll of Delay Disease, Scroll of Follow Aura, Scroll of Zone of Truth, Spell Component Pouch, 33 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion. I'm leaning toward a giant scorpion that he freed from the cult of Usij. Will build out stat block later. Also would want to connect on whether you prefer animal companions posting separately or with the character.
Bane (+2 / 2d6) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon. A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe. Options are: Aberrations, Animals, Constructs, Dragons, Fey, Humanoids (pick subtype), Magical Beasts, Monstrous Humanoids, Oozes, Outsiders (pick subtype), Plants, Undead, Vermin
Boon Companion (Inquisitor) Your bond with your animal companion or familiar is unusually close. The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Branded for Retribution As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.
Child of the Temple: Knowledge (Nobility) You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and Knowledge (nobility) is a class skill for you.
Circlet of persuasion This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks. (Already included in skills)
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Note: I know this ability will not particularly come into play for this campaign.
Forbidden Lore (Ex) While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track.
Inquisitor Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgement (2/day) (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. 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.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Misdirection (Neutral Evil) (Sp) When preparing spells choose an alignment to count as for magical detection. Note: I know this ability will not particularly come into play for this campaign.
Necessary Lies +5 (Su) An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. This power replaces discern lies.
Pesh Addict You spent several years addicted to pesh, a habit that you may or may not have kicked. Your knowledge of the pesh lifestyle grants you a +1 trait bonus on Bluff, Knowledge (local), and Sense Motive checks. One of these skills (Knowledge: Local) is always a class skill for you.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Speak with Animals (8 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Teamwork Feat (change 3/day) As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Zahur's Story:

The blessings of the sun orchid elixir have done little to soften the hard edges of Thuvia. Certainly for the elite few, nobles and merchant princes of the nation’s large towns and cities, the magical draught and the incredible profits it reaps from foreign visitors have secured untold riches and magnificent lifestyles, but they only serve to further exacerbate the divide between the haves and have-nots of the land. While the nobles and merchant elite reap great benefits from the influx of wealth, the poor of Thuvia scratch out a meager existence on the dusty streets and waste-ridden alleys.

Twenty-five years ago a young Garundi boy was conceived, born and turned out on the streets of Duwwor. Perhaps he was simply yet another unwanted child among the unwashed poor of the city. Given the timing, perhaps he was the love child of hopeful visitors to Duwwor during the auction of the sun orchid elixir, left behind when the losers lost their wealth, dreams and lives to sharks preying upon those who lose themselves in the promise of the sun orchid. Whatever the boy’s parentage, it is lost to time or secrets or was simply forgettable to begin with. What is known is that a boy named Zahur grew up in those dusty streets and that he is very, very lucky to still be alive.

Zahur’s earliest memories are dominated by an ill-tempered, balding pesh dealer named Abasi who lived under the third bridge over the Turvanar River. Zahur was one of Abasi’s runners, responsible for ferrying drugs and profits between Abasi and his customers, dealers, and other strange acquaintances in the city. Never able to get enough to eat and living in conditions that continually exposed him to all manner of filth and disease, the boy grew up weak and sickly, but fortunately he had the wits to survive and stay one step ahead of the ignominious death that fell upon most of his peers. Zahur learned the ins and outs of the city. Who could be trusted. Who he needed to avoid. Shortcuts. Secret passages. How to make a little extra. How to buy someone off.

As Zahur turned nine and the city began to once again fill with excitement and visitors for the sale of the sun orchid elixir, Abasi sold him to a merchant by the name of Hasani. For a small city, Duwwor has many layers and some of those layers are black indeed. It turns out that Abasi was but one of the lowliest pawns of the cult of Usij, heretics and servants of Ahriman who corrupt the land and people of Thuvia. Hasani recognized that while the boy was weak physically, he had other talents the cult could make use of. Talents going to waste running drugs and money across the city. The same pesh Zahur had once ferried about Duwwor proved to be an easy path to break the boy's inhibitions and entrap him in the cult's machinations.

Zahur's service to Hasani began with the latest arrival of the carnival that surrounded the auction of the sun orchid elixir in AR 4698. During the next five years, Zahur wondered a thousand times if death might have been a better fate. While his food and clothes improved and Hasani introduced him to education and manners needed to treat with the merchants and even lesser nobles of the city, Zahur paid a heavy price. For Hasani was a merchant in far more than the fine woods that his public presence declared, he also traded in desire, depravity and all manner of debauchery. Most of all, he traded in secrets. And it was Zahur's job to get them. It was chance that saved him. Addicted to pesh, used by the cult in depraved plots to ensnare the nobles and merchants of Duwwor as well as foreigners seeking the sun orchid elixir, the adolescent contemplated suicide. Instead he met Chione.

The church of Gozreh is well-established in Duwwor and the church is all too aware of the depredations of the Usij. Ahriman's cult doesn't restrict itself to plots against the people of Thuvia, but tears at the harmony of nature itself seeking to corrupt the desert to create a sick and twisted land in the thrall of their overlord. The church and cult are enemies at a deep and fundamental level. But the cultists were clever and slippery, melting away into the desert just when then church thought they knew where to strike. After years of frustration, a small splinter group of Gozreh’s worshippers formed to hunt the Usij, infiltrate them, and destroy them from within. The Sirocco. They would defeat the cult at their own game. So began a game of cat and mouse. Chione cat. Zahur mouse.

The year was AR 4703. Zahur knew the girl already. A dusky-skinned, black-haired beauty who floated at the edges of Hasani's crowd. A handful of years older than Zahur, he knew Hasani favored the girl and hoped to draw her into his plans for the approaching auction of the sun orchid elixir. Many foreigners would pay well for such a woman...perhaps with something other than gold. Little did Hasani (or Zahur) know she had her own plans...for the Sirocco were hunting the Usij. The dance continued until the eve of the auction. Chione was set to lure Hasani into a Sirocco trap, but the wily cultist was onto her and turned the tables, knocking her unconscious. Something turned in Zahur. In a flood of emotions, he struck Hasani, slaying the cultist and dragged the young woman to safety. It was fortunate he did. Moments later more members of the Sirocco swept in. Zahur's choice had saved his life.

Zahur disappeared. The Sirocco put him through rigorous secret training and observation to make sure he wasn't an Usij agent sent to infiltrate them. Zahur emerged from training as a new weapon for the Sirocco. The sect found a surprising intellect in the young man and honed it to be a weapon in their cause against the Usij. Over the next few years, parts of the cult were decimated. Whispers of ghosts. Something preys on the Usij. Something deadly and dispassionate. That something is Zahur al Kinasi. Unfortunately, in those same years, the Sirocco sect found tension with the Church of Gozreh growing. Increasingly, the Church questioned the sect and their techniques. And the sects success against the Usij had driven the cult further underground...to the extent that many in the Church questioned whether the Usij truly existed. In a shocking turn, the Sirocco found themselves branded heretics by the very Church they worked for.

Two years ago (AR 4711), three young children were killed in Duwwor’s Old Quarter. The city initially passed it off as just a small outbreak of an obscure disease, but rumors reached the Sirocco sect that the deaths were far more gruesome than the sickness typical to the quarter. Zahur was sent to investigate. After exhuming a pair of the bodies, the inquisitor recognized signs of poison. Eventually, Zahur helped to trace events to a poisoned well and the Sirocco found a cell of Usij cultists with a much broader plot to poison the city. Hunting cultists in the tunnels below the Old Quarter, Zahur and Chione found themselves in a fight for their lives with a pair of giant scorpions the cult had been raising for a supply of poison. Chione slew one of the monsters, but as Zahur circled to help her flank the other, he was stopped by a sudden breeze with the scent of orchids and felt his eye drawn to the shattered remains of the first scorpion. There on the sandy floor lay a pair of small fragments of shell, one shaped like a leaf dripping water, the other a black disc with a sliver of silver. One Gozreh. One Ahriman. A shout from Zahur stayed Chione's blade. The scorpion whirled toward Zahur clicking and tail dripping with venom, but then he heard it speak "Why do you stop?" Without thinking, Zahur responded "Gozreh saves you. Will you serve him?" Since that time, Zahur and the scorpion he named Salt have been inseparable. Zahur also claimed the holy symbols.

Tragically, what seemed like a success quickly turned on the Sirocco. Authorities from Duwwor and the Church descended on their supposed safehouse. The sect scattered. Some members were caught and even tried and put to death. But for the last two years, Zahur has found himself again on the streets having to use his wits to stay a step ahead of trouble from an unexpected source. Fortunately, Zahur was never known by most in the mainstream Church of Gozreh to be part of the Sirocco. He still hopes to return to the hunt, but finds himself wondering if it is time for a different sort of mission.