The Cinderlander

Dorvren's page

750 posts. Alias of Vuvu.


Full Name

Dorvren

Race

Map Link

Classes/Levels

Inquisitor (Witchunter)HP 15/15; AC 18/13/15; CMD 15; Init +7; Fort +4, Ref +3, Will +7; Lvl1: 3/3 Bolts 11/15 CI

Gender

Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +12;Arcana +7; ; Nature+6; Religion+6; Perception +11;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3

Size

5ft 7 173lbs

Age

18

Special Abilities

Domain, judgment 1/day, spell sage, orisons, stern gaze +1, knowledgable defense +1, cunning init, Track +1

Alignment

LN

Languages

Common, Chelish, Gnomish, Celestial

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 18
Charisma 7

About Dorvren

Spells
0 DC14:Detect Magic, Mending, Create Water, Light, Disrupt Undead
1 DC 15: Interrogation, Spiked Armor, Bed of Iron

Domain: Metal

Metal Fist (Su): 7/7 As a swift action, you can turn your fists into metal for 1 round, allowing you to make unarmed strikes that deal 1d6 points of bludgeoning damage plus your Strength modifier. These unarmed strikes do not provoke attacks of opportunity, but attacking with both uses the two-weapon fighting rules as normal. In addition, these unarmed strikes ignore the hardness of items with a hardness of 10 or less. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Combat:

BAB +1
Heavy Repeating Crossbow +5 1d20 19-20
PB Shot +1 Hit +1 damage w/in 30

Metal Fists +2 1d6+1
CI Light Hammer +2 1d4+1

/spoiler]

[Spoiler=Feats]Arisen: +1 temp HP once per day. doesnt die till 4x con
PB Shot
Precise Shot
Skill Focus: Engineering (Bonus)
Alertness (Bonus cause DM got a job)

Traits:
Adopted: Collector

Mathematical Prodigy: +1 Arcana and Eng, Eng is a class skill

Vigilante Witch Hunter: You don’t trust witches. They deal with otherworldly beings, consort with beasts, and brew vile poisons in their cauldrons. As a child, perhaps you barely escaped some horrid fate at the hands of an evil witch, or maybe a loved one was stolen from you by a witch’s charms. Perhaps you wanted to be a witch yourself, but the local witch refused to take you on as an apprentice. Whatever the reason, you now hate witches, and have dedicated your life to ferreting them out and exposing their wickedness for all to see. You know that the North is full of winter witches, and should you ever find yourself there, you’ll relish bringing your justice to them as well. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you begin the campaign with 1d4 hex nails

Skills:
Craft Weapons +7 Heal +9; Climb +1Sense Motive +10;Arcana +7; ; Nature+6; Religion+6; Perception +9;Engineering +10 ;Survival +10; Spellcraft +11 Stealth +3

Gear:

Combat: Heavy Darkwood Repeating Crossbow +3 1d20 19-20 3 Bolt Clips, 45 unloaded bolts, 65 Unloaded Cold Iron Bolts, Light Cold Iron Hammer
Other: backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.3 Hex Nails, Cold Weather Gear, MW Scale Mail (-3 Armor pen) 3 Molotov cocktails, Belt pouch, Healers Kit :5, 2 Alch Fire

316GP 9 SP

judgements:

1 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).

Backstory:
Dorvren is a hero because of his drive to end keep the oppressed free. He was born a slave and it was on a slave ship that his journey began. When the Witch Eilorn set the ship ablaze to gain revenge on the captain he alone survived. He was pulled from the sea by the Gnomish Inquisitor of Brigh Krisatra and taken under her wing.
Goals Destroy Evil Oppressors. He has a particular dislike of Witches. Though he worships Brigh he has never truly communed with him. He wishes to.
Fears Being oppressed again. He is frightened of Fire.
Ally Krisatra. The gnomish Inquistor of Brigh who pulled Dorvren from the water after the ship was sunk. It was her that he learned the ways of Brigh and from her that he learned the ways of the Witch Hunter. He spent well over a year learning the intricacies of gears and clockwork from her. Even today he will play with discarded gears to calm himself.
Neutral Belmor. Human that inducted Dorvren into the “church” of Brigh. Presented him with his holy symbol and sent him on his first job, which brings him to Heldren
Eilorn The Witch that destroyed the ship that set Dorvren on his path. She is evil and to be killed, but there is a cold desire to kill her. It is not overwhelming.