Hrokon

Davor Wolfriel's page

191 posts. Alias of rhino43grr.


Full Name

Davor Wolfriel

Race

Half-Orc

Classes/Levels

Inquisitor 1 | HP: 10/10 | AC: 14, Touch: 11, Flat: 13 | Saves - Fort.: 4, Ref.: 1, Will: 5 | Percept.: +7 | Initiative: +3

Gender

Male

Size

Medium

Age

23

Special Abilities

Souls Subdomain

Alignment

Neutral Good

Deity

Pharasma

Location

Ustalav

Languages

Common, Orcish

Occupation

Inquisitor of Pharasma

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Davor Wolfriel

Statistics:
HP: 10 (1d8+ 2)
Speed: 30 ft
Initiative: +3
AC: 14
Touch AC: 11
Flat-footed: 13
Fortitude: 4
Reflex: 1
Will: 5
BAB: 0
CMB: 4
CMD: 15

Armor and Weapons:
Armor: Studded Leather +3, Light, Max DEX +5, Check Penalty -1

Weapons:
Melee
Greataxe 1d12, x3, S
Club 1d6, x2, B, Range 10 ft.
Alchemical Silver Dagger 1d4, 19-20 x2, P or S, Range 10 ft.
Wooden Stake 1d4, x2, P, Range 10 ft.

Ranged
Shortbow 1d6, x3, P, Range 60 ft.
Arrows (20)

Feats:
Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Traits:
Campaign: Chance Savior: +2 to Initiative checks.

Corpse Hunter: You receive a +1 trait bonus on all attacks made against undead.

Racial Traits:

+2 to One Ability Score: (used on Strength) Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Special Abilities:
Souls Subdomain: Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your inquisitor level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 3rd—speak with dead, 6th—antilife sheild, 9th—trap the soul.

Judgement (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.
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).

Monster Lore: 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.

Stern Gaze: 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).

Spells:
Level 0: 4
Detect Magic: School: divination; Level bard 0, cleric 0, druid 0, inquisitor 0, sorcerer/wizard 0
Casting Time: 1 standard action
Component: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Detect Magic Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

Guidance: School: divination; Level cleric 0, druid 0, inquisitor 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Light: School: evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Target: object touched
Duration: 10 min./level
Saving Throw: none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Disrupt Undead: School: necromancy; Level inquisitor 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none; Spell Resistance yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Level 1: 2
Cure Light Wounds: School: conjuration (healing); Level bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Detect Undead: School: divination; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, M/DF (earth from a grave)
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 minute/ level (D)
Saving Throw: none; Spell Resistance no
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 rounds
2–4 Moderate 1d6 minutes
5–10 Strong 1d6 × 10 minutes
11 or higher Overwhelming 1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Skills:

Class skills in italics
(ranks) skill = total bonus
(0) Bluff = -1
(0) Climb = 4
(0) Craft ___ = 0
(0) Diplomacy = -1
(0) Disguise = -1
(0) Heal = 3
(1) Intimidate = 10
(1) Kn.(Arcana)* = 4
(0) Kn.(Dungeon)* = 0
(0) Kn.(Nature)* = 0
(0) Kn.(Planes)* = 0
(1) Kn.(Religion)* = 4
(1) Perception = 7
(0) Profession* ___ = 3
(0) Ride = 1
(1) Sense Motive = 8
(0) Spellcraft = 0
(0) Stealth = 1
(1) Survival = 7
(0) Swim = 4

(0) Acrobatics = 1
(0) Appraise = 0
(0) Craft ___ = 0
(0) Craft ___ = 0
(0) Disable Device* = 1
(0) Escape Artist = 1
(0) Fly = 1
(0) Handle Animal* = -1
(0) Kn.(Engineer)* = 0
(0) Kn.(Geography) = 0
(0) Kn.(History)* = 0
(0) Kn.(Local)* = 0
(0) Kn.(Nobility)* = 0
(0) Linguistics* = 0
(0) Perform ___ = -1
(0) Perform ___ = -1
(0) Profession* ___ = 3
(0) Sleight of Hand = 1
(0) Use Magic Device* = -1

Equipment:
Starting wealth: 140 gp

Armor: 25 gp
Studded Leather 25 gp 20 lb.

Weapons: 73 gp
Greataxe 20 gp 12 lb.
Alchemical Silver Dagger 22 gp 1 lb.
Club free 3 lb.
Wooden Stake free 1 lb.
Shortbow 30 gp 2 lb.
Arrows (20) 1gp 3 lb.

Gear: 26 gp, 9sp, 2cp
Explorer's Outfit * 8 lb.
Small Steel Mirror 10 gp 1/2 lb.
Ink (1 oz) 8 gp -
Backpack 2 gp 2 lb.
Hemp Rope (50 feet) 1 gp 10 lb.
Holy Symbol (wooden) 1 gp -
Flint & Steel 1 gp -
Caltrops 1 gp 2 lb.
Waterskin 1 gp 4 lb.
Signal Whistle 8 sp -
Sewing Needle 5 sp -
Bedroll 1 sp 5 lb
Parchment 2 sp -
Sack 1 sp 1/2 lb.
Ink Pen 1 sp -
Earplugs 3 cp -
Whetstone 2 cp 1 lb.
(2) Chalk 1 cp -
Bell 1 gp -
(2) Candle 1 cp -
String 1 cp 1/2 lb.
Fish Hook 1 sp -
Holly & Mistletoe free -

Remaining wealth: 15 gp 8 cp

Background:
Gravecharge orphanage had always been home to Davor, as far as he could recall. Due to the clergy's diligence, his childhood was saturated with Pharasmin dogma and largely shielded from the region's harsh bigotry against his race.
Bigger and stronger than his human peers and with the harsh features associated with the stigmatized union of human and orc, Davor would have been quickly castigated and shunned had he grown up outside the church's watchful eye. Largely accepted by his peers at the urging of the clergy, the young half-orc was still subject to some prejudice within the orphanage's walls from orphans and adults alike. Old habits die hard, it seems, even among the holy.
Davor's obvious half-orc lineage and its associated strength and skill had not escaped the notice of those with higher responsibilities than clothing and feeding the bastard children of Ustalav. The high priest of Gravecharge viewed the half-orc's physical gifts as license to push Davor harder than the rest, steering him into the ranks of Pharasma's inquisitors.
By the time Davor was ready to leave the confines of Gravecharge, the intense physical and psychological training administered by the high priest had turned him into a killing machine, bent on eradicating the undead and other such abominations of the natural order of life and death, as well as those who would propagate their existence, from all corners of Golarion.