Inara

"We’re all running from something, I suppose."

Description:

Basics

Character Name: Inara Serra
Alignment: Lawful Neutral
Race/Size: Zingaran, Medium
Class: Temptress 5
Hit Points: 24
Sex: Female
Age: 24
Height: 5’ 6"
Weight: 120 lbs
Eye: Gold
Hair: Black
Homeland: Zingara
Description: A woman of staggering physical beauty – dark eyed, full lipped, with elegantly arched brows – her most stunning feature is her complexion. Where most Zingarans are dark skinned Inara is pale, almost to the point of opalescence. Her perfect skin practically glows in pale light.

Allegiance #1: TBD Allegiance #2: TBD Allegiance #3: TBD
Code of Honour: TBD

Abilities

Strength: 10 (modifier: +0) Dexterity: 18 (modifier: +4) Constitution: 12 (modifier: +1)
Intelligence: 17 (modifier: +3) Wisdom: 16 (modifier: +3) Charisma: 20 (modifier: +5)

Saving Throws

Fortitude (FORT) Total: +2 Base Save: +1 Abil. Mod. (CON) +1
Reflex (REF) Total: +8 Base Save: +4 Abil. Mod. (DEX) +4
Willpower (WILL) Total: +7 Base Save: +4 Abil. Mod. (WIS) +3
Magic Attack Bonus: +1 Damage Resistance: 1 Spell Resistance: 0 Spell Energy: 0

Initiative & Movement

Total Initiative: +4 Ability Mod. (DEX): +4
Base Speed: 50’ Climb Speed: 10’ Swim Speed: 10’

Armour Class

Parry Value: 11 Base: 10 Parry: +1 Ability Mod. (STR): +0
Dodge Value: 17 Base: 10 Dodge: +2 Ability Mod. (DEX): +4 Lightfooted: +1
Touch AC: Flat Footed:

Melee

Total Bonus: +3 Ability Mod: +0 Size Mod: +0 Base Attack Bonus: +3
Finesse Weapons: +7 Ability Mod: +4 Size Mod: +0 Base Attack Bonus: +3
Akbitanan Stilleto To Hit: +8 Damage: 1d4 Critical: x4 AP: 5 Hard: 12 HP: 2 Type: P
Dagger To Hit: +7 Damage: 1d4 Critical: 19-20/x2 AP: 1 Hard: 10 HP: 1 Type: P
Knife To Hit: +7 Damage: 1d4 Critical: 19-20/x2 AP: — Hard: 8 HP: 1 Type: S

Finesse fighters never add their Strength modifier to the Armour Piercing rating of their weapon. However, if a finesse fighter’s attack roll beats the target’s chosen Defence by a number equal to at least the DR of the armour, that armour is completely ignored. Furthermore, finesse fighters never damage armour when making their attacks, even when they do not bypass it entirely.


Ranged

Total Bonus: +7 Ability Mod: +4 Size Mod: +0 Base Attack Bonus: +4
Sling To Hit: +7 Damage: 1d8 Critical: x2 AP: 1 Range: 40’ Hard: — HP: — Type: B
Dagger To Hit: +7 Damage: 1d4 Critical: 19-20/x2 AP: 1 Range: 10’ Hard: 10 HP: 1 Type: P
Knife To Hit: +7 Damage: 1d4 Critical: 19-20/x2 AP: — Range: 10’ Hard: 8 HP: 1 Type: S

Charms/Potions/Scrolls/Miscellaneous

  • Potion:

Perception

Listen: +3 Search: +11 Spot: +3

Skills

Skill Points per level: 11 Class Skill Maximum Ranks: 8
■ Appraise Total: +8 INT Ranks: 5 Ability Mod: +3
□ Balance Total: +9 DEX Ranks: 2 Ability Mod: +4 Race: +1 Synergy: +2
■ Bluff Total: +13 CHA Ranks: 8 Ability Mod: +5
□ Climb Total: +2 STR Ranks: Ability Mod: +0 Synergy: +2
□ Concentration Total: +1 CON Ranks: — Ability Mod: +1
■ Craft: Any Total: +1 INT Ranks: — Ability Mod: +1
□ Decipher Script Total: — INT Ranks: — Ability Mod: +3
■ Diplomacy Total: +20 CHA Ranks: 8 Ability Mod: +5 Race: -1 Class: +2 Synergy: +6
□ Disable Device Total: — INT Ranks: Ability Mod: +3
■ Disguise Total: +7 CHA Ranks: — Ability Mod: +5 Synergy: +2
■ Escape Artist Total: +14 DEX Ranks: 8 Ability Mod: +4 Synergy: +2
■ Forgery Total: +3 INT Ranks: — Ability Mod: +3
■ Gather Information Total: +16 CHA Ranks: 8 Ability Mod: +5 Class: +1 Synergy: +2
□ Handle Animal Total: — CHA Ranks: — Ability Mod: +5
■ Heal Total: +3 WIS Ranks: — Ability Mod: +3
■ Hide Total: +5 DEX Ranks: — Ability Mod: +4 Lightfooted: +1
■ Intimidate Total: +8 CHA Ranks: — Ability Mod: +5 Class: +1 Synergy: +2
□ Jump Total: +2 STR Ranks: — Ability Mod: +0 Synergy: +2
■ Knowledge (Local): Total: +10 INT Ranks: 7 Ability Mod: +3
■ Knowledge (Nobility): Total: +10 INT Ranks: 7 Ability Mod: +3
■ Knowledge (Rumours): Total: +10 INT Ranks: 7 Ability Mod: +3
■ Listen Total: +3 WIS Ranks: — Ability Mod: +3
■ Move Silently Total: +5 DEX Ranks: — Ability Mod: +4 Lightfooted: +1
□ Open Lock Total: — DEX Ranks: Ability Mod: +4
■ Perform: Sing Total: +14 CHA Ranks: 8 Ability Mod: +5 Class: +1
■ Perform: Any Total: +6 CHA Ranks: — Ability Mod: +5 Class: +1
■ Profession: Sailor Total: — WIS Ranks: — Ability Mod: +3 Race: +1
■ Profession: Any Total: — WIS Ranks: — Ability Mod: +3
□ Ride Total: +4 DEX Ranks: — Ability Mod: +4
■ Search Total: +11 INT Ranks: 8 Ability Mod: +3
■ Sense Motive Total: +13 WIS Ranks: 8 Ability Mod: +3 Race: +1 Class: +1
■ Sleight of Hand Total: +8 DEX Ranks: 2 Ability Mod: +4 Synergy: +2
■ Spot Total: +3 WIS Ranks: — Ability Mod: +3
□ Survival Total: — WIS Ranks: — Ability Mod: +3 Synergy: +2
■ Swim Total: +0 STR Ranks: — Ability Mod: +0
■ Tumble Total: +9 DEX Ranks: 5 Ability Mod: +4
■ Use Rope Total: +12 DEX Ranks: 5 Ability Mod: +4 Race: +1 Synergy: +2

Skills markedare class skills.
Skills markedare untrained or from other class levels.


Languages

□ Acheronian □ Afghuli ■ Aquilonian ■ Argossean □ Bossonian □ Brythunian
■ Cimmerian ■ Corinthian □ Darfarian □ Demonic □ Ghanatan □ Hyperborean
□ Hyrkanian □ Iranistani □ Keshani □ Khitan □ Kosalan ■ Kothic
□ Kushite ■ Nemedian □ Nordheimer □ Old Stygian ■ Ophirean □ Puntian
■ Pictish ■ Shemitish □ South Island □ Stygian □ Talking Drum □ Tibu
□ Vendyhan □ Zamorian □ Zembabwean ■ Zingaran

Feats

Two Weapon Combat: When you fight with two weapons, you take no penalty to your attack rolls so long as at least one of the weapons is a light weapon. You take only a –4 penalty to all attack rolls if both weapons are one-handed.

Eyes of the cat: You gain low-light vision. That is, you can see twice as far as ordinary humans by starlight, moonlight, torchlight or other conditions of poor illumination. You can even distinguish colour and detail under these low-light conditions.

Fleet Footed: You gain an enhancement bonus of +10 feet to your speed when wearing light or no armour (and not carrying a heavy load) or an enhancement bonus of +5 feet to your speed when wearing medium or heavy armour.

Lightfooted: Whenever you are unarmoured and carrying at most 20 pounds of gear in total, you gain an extra +1 die to your Sneak Attack damage, a +1 dodge bonus to Dodge Defence and a +1 circumstance bonus to all Hide and Move Silently checks.


Traits

  • Quick: Base speed +10’, -1 hp per level

Magic Weapons

  • Name of item:

Racial Abilities

  • +2 CHA, -2 CON
  • +1 racial bonus to all sense Motive checks
  • -1 penalty to all diplomacy checks
  • +1 Racial bonus to all Profession (Sailor), Balance and use Rope checks
  • +1 Racial bonus to all attack rolls made with the broadsword and arming sword.
  • Martial weapons proficiency: Arming sword
  • Sneak attack: All zingarans begin play with a 1d6 sneak attack. It stacks too.
  • Weapon Familiarity: Zingarans can wield great swords as martial rather than exotic weapons
  • Background Skills: Profession (Sailor) or Bluff, Balance, Knowledge Local, and Use Rope (give two additional ranks in these skills automatically).
  • Favoured Class: Soldier, Pirate or Temptress (Bonus Feat at 1st and 5th)
  • Automatic languages: Zingaran
  • Bonus Languages: Argossean, Pictish, Aquilonian, Shemitish, Ophirean

Class Abilities

  • Comeliness: A temptress takes a pride in her appearance and is naturally well-dressed and groomed. She also has an exceptionally well-formed body. She receives a +2 circumstance bonus to all Charisma-based skill checks in situations where her appearance might play a part. Her Base Reputation increases by +2.
  • Savoir-Faire: the Temptress has a certain flair, dashing style, élan or bravura that marks her a someone special. Everything she does is performed with style, whether it be entering a room and turning heads, carving her initials into a tapestry with her rapier or even savoring a meal at a banquet to impress her host. The temptress can intentionally attempt to impress others with her style n any task. The temptress may make any required checks normally but if her result is five or more higher than the required DC to succeed in the task, she has performed the deed with stunning flair. She gets +2 circumstance bonus to her next Charisma based skill check.
  • It is very hard to embarrass the temptress for she can turn even a fall into an elegant dance. Anytime she fails badly at something she can make a Bluff skill checks a reaction to mitigate the failure and make it look intentional. The DC depends on the nature of what she has done wrong but it is usually 15 or 20. The higher the result the better her reaction to failure appears.
  • As a free action the temptress make a Diplomacy check to oppose anyone who tries to embarrass her, even if she is unaware of what is going on.
  • Seductive art: A temptress gains an inherent understanding of sexuality as it pertains to social situations. She gains a +1 competence bonus on Diplomacy, Gather Information, Intimidate, Perform and Sense Motive checks at 2nd level. This bonus also applies to her magic attack bonus if she takes the Sorcery Secret art at third level. This bonus increases by +1 every four levels thereafter. Further, the temptress relishes the conquest of new types of people. Whenever the temptress successfully seduces a person who is of a race and class combination not previously seduced by her, she receives a +2 bonus to all attack rolls, magic attack rolls, damage rolls and saving throws for the whole of the next day. She also has a +2 bonus to Reputation for the next week.
  • Compelling Performance: A temptress with five or more ranks in Perform (any) can cause all those within 30 feet of her who are attracted to her gender (and not otherwise distracted, such as in combat) to become fascinated with her. The targets are allowed a Will save (DC 10 + her Perform skill modifier). Those who become fascinated receive a –4 penalty to Listen and Spot checks so long as the temptress keeps performing. Should a target make its save, the temptress cannot attempt to fascinate that same target again for 24 hours. If the temptress has 10 or more ranks in Perform, the fascinated audience’s penalty to Listen and Spot checks is further increased to –6; if she has 15 or more ranks in Perform the fascinated audience’s penalty to Listen and Spot checks is further increased to –8. The temptress must be wearing no armour to use compelling performance. At 2nd level, she can use this ability once per day; this increases as she gains levels.
  • Secret Art (Sorcery): Gain one sorcery style for the sorcery table along with the basic spell (but not the defensive blast) associated with it. Also learn to access her personal magic energy. Base Power points is 2 + wisdom mod. If she selects dabbler feat, she gains an additional +2 Power Points
  • Seductive Savant: A temptress has a gift for using sex to enhance a single skill, using her sensual nature to dampen the resistance of others. The temptress adds a competence bonus equal to half her temptress class level when making checks with one skill chosen from the following list: Bluff, Diplomacy, Gather Information, Intimidate or Perform. This does not stack with seductive art but can supersede it for the chosen skill.
  • Binding Contract: Temptresses are usually temptresses because they have specific goals. These
    goals, which usually concern power, mean the temptress must usually enlist others to do her dirty work. People will do anything to please a temptress, usually in the hopes that their compliance will lead to more mutual (and sexual) pleasure in the future. The temptress can use this weakness to create verbal contracts so binding the other party must hold to the agreement for fear that breaking it will ultimately cost them dearly. Creating a binding contract requires an opposed Diplomacy check between the temptress and the primary party responsible for the other side of the deal. If the temptress wins this contest, she creates a contract the other party must uphold. If the temptress fails the contest, then negotiations have fallen through and may not be resumed for at least another day. There is a special effect if this is used against a sorcerer: a sorcerer who enters a binding contract with a temptress becomes subject to the Rule of Obsession (see page 230), either with the fulfillment of the contract or with the temptress.

Lifting and Carrying Capacity

Light Load: 33 lbs Medium Load: 66 lbs Heavy Load: 100 lbs
Lift over head: 100 lbs Lift off ground: 200 lbs Push or Drag: 500 lbs

Equipment

On Person Weight
Akbitanan Stilleto (2) 1 lbs
Dagger 1 lbs
Skin of Fine Wine, half gallon 4 lbs
Kit Bag ½ lbs
• Pewter mug
• Pewter plate
• Knife
• Ink
• Quill (4)
• Papyrus (10)
Belt Pouch ½ lbs
Noble’s Clothes 3½ lbs
• Cloak
• Lady’s Belt
• Hat
• Riding Boots
• Dress, Velvet
Total weight of equipment: 10½ lbs
On Mount Weight
Saddle, Pack 15 lbs
Bit & Briddle 1 lbs
Rope, 50’, Silk 5 lbs
Skin of Fine Wine, half gallon 4 lbs
Manacles, masterwork 2 lbs
Light Clothes ½ lbs
• Dress, Silk
• Shirt, Silk
• Breeks, Silk
Total weight of equipment: 23½ lbs

Magic

Magical Bonus: +7 Class: +1 Secret Art: +1 Ability Mod. (CHA): +5
Base Power Points: 5

Magical style: Hypnotism

Entrance (Basic Hypnotism)

Power Point Cost: None Components: S, M or F Casting Time: One full round
Range: Evil Eye Target: One creature Duration: Concentration
Saving Throw: Will negates Magic Attack Roll: Sets DC for the target’s saving throw
Material Component or Focus: A shining object, such as a small mirror, suspended from a cord

When you cast this spell, the target creature must make a Will saving throw or be unable to take any actions for as long as you concentrate.

If the creature is attacked or sustains damage while entranced, it may attempt a saving throw again to throw off the effects of the spell. This second saving throw gets a bonus equal to the amount of damage inflicted.

This spell can only affect a creature that has six or fewer hit dice. It is possible to boost the power of this spell by preparation. For each full round in which you do nothing but stare at the target creature before attempting to entrance it (whether or not you have eye-to-eye contact over that time) you can affect a creature of +2 HD and you gain a circumstance bonus of +1 on your magic attack roll.

Note that an entranced creature is not stunned, so attackers gain no special advantage against it.

Bio:

Inara

Glimpses of Hyboria Heteromorphous