Oksana Kajayevna

Description:

Probably more up to date character sheet: http://www.myth-weavers.com/sheetview.php?sheetid=540193
table{background:#F0F0F0;border:2px solid #666}.

Alignment: Chaotic Good ___ Class: Inquisitor ___ Deity: Milani ___ Homeland: Irrisen ___
Race: Human ___ Gender: Female ___ Age: 20 ___ Height: 5’3" ___ Weight: 110lbs
Hair: Light auburn ___ Skin: Pale ___ Eyes: Green ___ Distinguishing Features: Missing right eye
Level: 4 ___ Current XP: 0

Stats

AC = Base + Armor + Shield + Dex + Dodge + Size + Natural + Deflect + Misc
19 = 10 + 3 + 1 + 5 + 0 + 0 + 0 + 0 + 0
Touch 15 Flat-footed 14 CMD 17 CMB +3 Base Attack Bonus +3
Ability Score Mod Temp Score Temp Mod
Str 10 +0 - -
Dex 21 +5 - -
Con 12 +1 - -
Int 14 +2 - -
Wis 14 +2 - -
Cha 8 -1 - -
Base Land Fly Burrow Swim
Speed 30 - - -
Total HP Current Non-lethal Damage Hit Dice Damage Reduction
28 28 - 4 -
Initiative = Dex + Im.Init. + Cn. Init
6 = 4 + x + 2
Save Total Base Ability Magic Misc Temp
Fort +5 4 1 0 0 0
Reflex +6 1 5 0 0 0
Will +6 4 2 0 0 0

-

Combat

Weapons

Weapon Total Attack Bonus Damage Critical Range
Heirloom Rapier +8 1d6 18-20 x2 -
Special Properties Ammunition Weight Size Type
- - 2lbs M P
Weapon Total Attack Bonus Damage Critical Range
Light Crossbow +8 1d8 19-20 x2 80
Special Properties Ammunition Weight Size Type
- -Bolts (20) 4lbs M P

Armor

Armor Type AC Bonus Check Pen Max Dex
Studded Leather Armor light armor +3 0 +5
Special Properties Weight Spell failure Speed
- 15lbs 10 30

Skills

Skill CS Total = Ab Mod + Ranks + Misc + ACP
Acrobatics x +4 = 4 + 0 + 0 + 0
Appraise x +2 = 2 + 0 + 0 + 0
Bluff -1 = -1 + 0 + 0 + 0
Climb +0 = 0 + 0 + 0 + 0
Craft +2 = 2 + 0 + 0 + 0
Diplomacy +-1 = -1 + 0 + 0 + 0
Disable Device +12 = 5 + 4 + 0 + 0
Disguise -1 = -1 + 0 + 0 + 0
Escape Artist x +6 = 5 + 1 + 0 + 0
Fly x +4 = 4 + 0 + 0 + 0
Handle Animal x -1 = -1 + 0 + 0 + 0
Heal +2 = 2 + 0 + 0 + 0
Intimidate +6 = -1 + 4 + 0 + 0
Knowledge: Arcana +9 = 2 + 4 + 0 + 0
Knowledge: Dungeoneering +2 = 2 + 0 + 0 + 0
Knowledge: Engineering x +2 = 2 + 0 + 0 + 0
Knowledge: Geography x +2 = 2 + 0 + 0 + 0
Knowledge: History x +2 = 2 + 0 + 0 + 0
Knowledge: Local x +6 = 2 + 4 + 0 + 0
Knowledge: Nature +5 = 2 + 1 + 0 + 0
Knowledge: Nobility x +2 = 2 + 0 + 0 + 0
Knowledge: Planes x +2 = 2 + 0 + 0 + 0
Knowledge: Religion x +2 = 2 + 0 + 0 + 0
Linguistics x +3 = 2 + 1 + 0 + 0
Perception +9 = 2 + 4 + 0 + 0
Perform x -1 = -1 + 0 + 0 + 0
Profession +2 = 2 + 0 + 0 + 0
Ride +4 = 4 + 0 + 0 + 0
Sense Motive +8 = 2 + 4 + 0 + 0
Sleight of Hand x +4 = 4 + 0 + 0 + 0
Spellcraft +11 = 2 + 4 + 2 + 0
Stealth +12 = 5 + 4 + 0 + 0
Survival +9 = 2 + 4 + 0 + 0
Swim +0 = 0 + 0 + 0 + 0
Use Magic Device x -1 = -1 + 0 + 0 + 0
Languages Feats
Common
Skald
Sylvan
Aklo
Draconic
Weapon Finesse – Use dex to calculate melee attack bonus when wielding a light weapon
Step Up – When an adjacent foe makes a 5 foot step, you may make one in responce as long as you end up next to the foe who triggered the ability
Combat Reflexes – Make a number of additional attacks of oportunity per round up to your dexterity bonus
Stand Still – Can make a CMB check in place of an attack of opportunity to prevent a foe from moving if they provoke by moving through or out of her threatened area
Traits
Heirloom Weapon – Proficiency with Mother’s rapier
Warded Against Witchery – You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Vagabond Child – +1 to Disable Divice checks, Disable device becomes a class skill

Class Features

Inquisition

Persistence
Granted Powers:

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.

Judgements

2 Per Day

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).

Spell Sage

At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.

Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Trapfinding

Hard To Fool – Roll twice and take the best result when using Sense Motive

Spells

Orisons Level 1 Level 2
∞/∞ – DC 12 0/2 – DC 13 0/x – DC x
Detect Magic Shield of Faith Flames of the Faithful
Read Magic Wrath Silence
Light Bless
Daze Cure Light Wounds
Stabilize
Acid Splash
Level 3 Level 4 Level 5
0/0 – DCx 0/0 – DCx 0/0 – DCx
Level 6
0/0 – DCx

Inventory

Regular Gear Magical Junk Item Slots
Explorer’s Outfit
Backpack
Cold weather outfit
Thieves’ Tools
Trail rations (7 days)
Chalf (4 pieces)
Manacles, common
Grappling hook
Rope
Bedroll
Winter Blanket
Holy Text of Milani

Belt
Canteen (water)
Spell components pouch
Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: Studded Leather
Shield: Buckler
Belt:
Wrists:
Hands:
Ring 1:
Ring 2:
Feet:
Slotless:
Wealth Good Luck Charms
4gp Tiny, corked glass vial filled with water
Black stone carving of a cat
Half-burnt Harrow card (The Tyrant)
Shard of Rohkar’s holy symbol
Troll tooth

Miscellaneous Weirdness

Nothing yet!

Color codes light to dark : F0F0F0, CCC, 666, 600, 600
Highlight: F90

Bio:

Description

Oksana is a human female of mixed Ulffan and Kellid decent. She is slight of build and short of stature, but also quick, quiet and agile. She has long, curly brown hair, sharp features and a tends to scowl a lot. Her right eye is presumably missing and usually covered by a black eyepatch, while her remaining eye is green and almond-shaped, with a birthmark just below it.

Spending much of her time on the road, Oksana usually wears rough, perpetually dusty traveling clothes in shades of brown, red, and gray. She has a few garments decorated with roses, but doesn’t wear them often. A tiny glass vial that appears to be full of ordinary water hands from a leather cord around her neck. She carries a stylized rose made of iron and painted with red lacquer, usually kept well hidden.

Personality

Oksana likes to think she’s wise beyond her years and tries to project an air of calm, cool, collectedness, but interpersonal relationships have never been one of her strengths so she tends to just come off as a bit of a jerk until she warms up to you.

Despite less than stellar people skills, Oksana genuinely likes nearly everyone (arcane magic users and nobles are exceptions to this rule, but it is actually quite easy to get into her good graces) and will go out of her wait to aid and protect complete strangers at the drop of her hat. Anyone she spends enough time with and sufficiently cares for inevitably gets filed away in the same mental space her sisters occupy.

Between her childhood in Irrisen and her work with Milani’s church Oksana has seen a lot of the darker aspects of society and tends to be intensely suspicious of mages and high-born folk to an almost paranoid degree.

Though she’s developed a degree of self-control since her childhood Oksana has a fairly bad temper and if riled up enough can revert to bad habits of charging blindly into danger.

History

Oksana was born and raised in Whitethrone, the capital of the land of eternal winter, Irrisen. Her childhood was unpleasant, but not any more so than that of your average Irrisen peasant. Early in her adolescence though, things took a sharp turn for the worse. Her mother, a life-long devotee of Milani, was killed in a confrontation with the city guard; the same altercation resulted in her parents’ shop and greenhouse being nearly destroyed, one of her sisters was crippled and Oksana lost an eye in the whole mess.

After the smoke began to clear Oksana was sent south to train with a sister-sect of Milani’s church (to prevent her from trying to seek revenge, because teenagers are foolish.) She was taken under the wing of a sneaky roguey type half-elf by the name of Rhys. He taught her to use her speed and agility to make up for her rather unremarkable physical strength and how to pick locks and sneak. Most importantly, he taught her to stop and think before blindly charging into situations (though she has an unfortunate habit of forgetting those lessons when matters relating to her homeland come up)
After spending several years with Rhys and his team in Cheliax, she was eventually sent to Taldor to assess the potential for uprising among the peasants there.

Oksana Kajayevna

Campaign The Second: Reign of Winter Mattzm C0rvidae