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Inizkar



Inizkar always looked to the stars with awe, believing one day she might touch a star herself. Born in 4693 ar in the southwestern Sodden Lands, Inizkar was the youngest of three children in her family. She was raised on tales of her ancestors and the stories they saw in the stars. While she never became a spellcaster herself, from a young age she recognized the magic that stars possessed, honing her astrological skills as she grew. These skills allowed Inizkar to tap into powers few others understood. Before long, she could trace specific patterns in the constellations to make short-term predictions. She even developed the ability to twist fate in small ways, tipping the balance of luck and destiny as she needed.

While her ability to read the stars was common in her iruxi community, Inizkar's penchant for looking ever upward earned her nicknames such as Tall-Neck and the more endearing Starkeeper, a reference to her ability to point out any star in an instant. Even Inizkar's fellow star-readers, however, always felt she sought something more from the heavens than the stars could provide. It took years before Inizkar realized the true reason she looked to the sky: she wished to leave Golarion and travel through space. Inizkar knew that powerful magic could allow one to travel to other planets, but the young astrologer yearned for more than that. She wanted to soar through the heavens the same way the stars danced across the night sky. While actual spacefaring was beyond the capability of any magic Inizkar could imagine, she didn't let that fact dissuade her. If she couldn't reach space herself, then she would do her best to become a stepping stone for those who someday would. Recognizing her astronomical skills could be used to better understand outer space, Inizkar turned to science in the hopes that her discoveries would one day make her dream of sailing the stars come true, even if it happened in someone else's lifetime.

Shortly into her adulthood, Inizkar undertook minor studies at the Magaambya before eventually traveling north to Absalom. From there, she made her way to Almas, where she worked to expand the astronomical offerings at Almas University. Here, she learned of the success of Talmandor's Bounty, a colony cofounded by the Andoren government and the Bountiful Venture Company. After consulting with the stars, Inizkar determined her next destination would be the island of Ancorato.

After securing a modest grant to fund her research, Inizkar traveled to Talmandor's Bounty in 4722 ar. Shortly after her arrival, she worked with locals to construct a small observatory on the edge of town, a project completed in 4723 ar. While the observatory proved a useful distraction for a time, Inizkar soon decided that she'd exhausted the discoveries she could make within Talmandor's Bounty. She applied for yet another grant and now looks to begin her next endeavor: observing the skies from Nal-Shakar, an ancient Azlanti observatory located near the center of the island.

Campaign Role

Inizkar is the party's initial contact in Talmandor's Bounty and acts as the characters' mentor throughout the adventure. While she initially hires the PCs to accompany her to Nal-Shakar, Nizca's machinations quickly throw a wrench into her plan. When shadow covers the skies above Ancorato, Inizkar becomes determined to locate the source of the disturbance and encourages the PCs in their fledgling days as heroes.

At first, Inizkar joins the PCs on their travels, but she prefers to remain far from combat and the dangers of adventuring. She knows plenty of people within Talmandor's Bounty and is always happy to set up an introduction. When the PCs realize that locating the source of the shadow might be more involved than they anticipated, Inizkar supports the party every step of the way. She isn't much of a fighter, preferring instead to aid the PCs or hamper their foes from a distance. Outside of combat, Inizkar could prove a valuable source of information, as she's as skilled a researcher as one can find in Talmandor's Bounty.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

InizkarCreature 4

Unique Medium Humanoid Lizardfolk 
Source Pathfinder #213: Thirst for Blood pg. 90
Perception +5
Languages Common, Draconic, Elven, Iruxi, Sussuran, Thalassic
Skills Arcana +6, Astrology Lore +8, Astronomy Lore +8, Athletics +2, Crafting +6, Diplomacy +2, Nature +3, Occultism +6, Society +6, Survival +3
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Breath Control Inizkar can hold her breath for 25 times as long before suffocating. She gains a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if she rolls a success on such a saving throw, she get a critical success instead.
Top Researcher Inizkar's academic skills allow her to discover information on almost any subject. Inizkar can spend 1 week of downtime to automatically succeed at a check to Recall Knowledge about a subject. If the subject is a creature, she learns the name, basic description, general behavior, and one specific ability of that creature. If the subject is a different topic, she learns general information that's always at least mildly informational and helpful.
Inizkar can use this ability to learn about any common topic of 8th level or lower, or any uncommon topic of 6th level or lower. She can't learn about rare topics, though the GM has the final decision on determining whether a given topic is something that Inizkar can learn about. If the topic is lower than 5th level, she reduces the time it takes to learn about the subject by 1 day per level below 5th, to a minimum of 1 day.
Items astronomy scholarly journal, padded armor, sling (10 bullets), staff, writing set
AC 16; Fort +3, Ref +5, Will +8; +1 circumstance to all saves vs. inhaled threats
HP 42
Move the Stars [reaction] (occult) Frequency once per day; Trigger An attack or effect would reduce an ally within 30 feet to 0 Hit Points or cause the ally to gain the dying condition; Effect Inizkar interprets the meaning of astrological omens in an instant, determining a new fate for the ally. The triggering ally remains at 1 Hit Point, doesn't increase their dying or wounded condition, and gains 10 temporary Hit Points for 1 round.
Speed 25 feet, swim 15 feet
Melee [one-action] staff +5 [+0/-5] (two-hand d8), Damage 1d4 bludgeoningMelee [one-action] claws +5 [+1/-3] (agile, finesse), Damage 1d4+3 slashingRanged [one-action] sling +5 [+0/-5] (range increment 50 feet), Damage 1d6 bludgeoningAlign the Stars [two-actions] (occult) Inizkar looks to the stars and calls upon the power of the perfect alignment to protect her allies or threaten her foes. She chooses a creature within 30 feet and attempts an Astrology Lore check against the creature's Will DC. On a success, she finds the right alignment of stars for her goals. If the creature is an ally, that creature gains a +2 circumstance bonus to AC for 1 minute. If the creature is an enemy, other creatures gain a +4 circumstance bonus to damage rolls against that enemy for 1 minute. An enemy can use a single action, which has the concentrate trait, to attempt a DC 18 Will save to realign their own stars and end the effect on a success.
Inizkar can maintain this effect on only one creature at a time; if she succeeds at Aligning the Stars for a different creature, the original effect ends. Inizkar can Dismiss the effect. Regardless of Inizkar's result when attempting her check, the target becomes immune to Align the Stars for 1 day.