About Davor WolfrielStatistics:
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:
Ranged
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.
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
Light: School: evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Disrupt Undead: School: necromancy; Level inquisitor 0, sorcerer/wizard 0
Level 1: 2
Detect Undead: School: divination; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1
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
Weapons: 73 gp
Gear: 26 gp, 9sp, 2cp
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. |