Narava

Indra Meru's page

249 posts. Alias of RobL8675309.


Full Name

Indra Meru

Race

Tiefling

Classes/Levels

Inquisitor(Heretic)-2 | HP 15/15 | AC17 T13 FF14 CMD 14 | F+4 R+3 W+6 | Init+6 Perception+7, darkvision | Special: Resist Fire/Cold/Electric 5, -5 to be tracked | Current:

Gender

F

Size

Med

Alignment

CN

Deity

Calistria

Strength 10
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 17
Charisma 14

About Indra Meru

Indra Meru
Female Inquisitor(Heretic)-2
CN Med Tiefling Outsider (Native)
Init +6; Senses Perception +7, darkvision
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Defense
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AC 17, touch 13, flat-footed 14 (Armor+3, Dex +3, Shield+1)
HP 15 (1d8+1) x2
Fort+4, Ref+3, Will+6
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Offense
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Speed 30'
Melee: +1
-+1 Whip +2 (1d3+1 nl), reach 15', disarm, trip
-Silver dagger +1 (1d4-1), 19-20/x2, P, 10'
-Dagger +1 (1d4), 19-20/x2, P, 10'
-Cold Iron dagger +1 (1d4), 19-20/x2, P, 10'
-Morningstar +1 (1d8), B/P

Ranged:+4
-Longbow +4 (1d8), x3, 100', P
-Silver Dagger +4 (1d4), 19-20/x2, P, 10'

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Statistics
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Str 10, Dex 16, Con 12, Int 8, Wis 17, Cha 14
Base Atk +1; CMB +1; CMD 14

Feats
-Monstrous Mask-+5 to intimidate vs. humanoids

Traits
-Diva in Training(Campaign)-+1 to sing, Perform is class skill, +1DC to language dependent spells
-Chain Master(Race)-+2 to CMD to trip with whip or spiked chain
-Looking for Shensen at Protest(PROTEST)-+2 Perception and Sense motive at protest

Abilities
--Inquisitor--
-Proficiencies: All simple +hand xbow, longbow, shortbow, repeating xbow, whip, lt+med armor, shields
-Domain: Trickery(Deception)- Sudden Shift:immed. action teleport 10' after someone misses attack, 3+WIS(6)/day
-Spells and Orisons
-Judgement: 1/day, swift action (see description)(+escape judgement)
-Lore of Escape-adds WIS(3) to bluff and stealth
-Hide Tracks-Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.
-Stern Gaze-+1/2 lvl(1) morale bonus to all sense motive and intimidate
-Cunning Initiative-+WIS(3) to Initiative
-Detect Alignment-@will, one alignment at a time
-Track-+1/2 lvl(1) on Survival to follow or identify tracks

Racial Abilities/Traits
-Tiefling(Asura-blood)-Type: Outsider(Native)
-+2DEX/WIS, -2INT
-Base speed 30'
-Base Languages: Common, Infernal
-+2 Appriase/Kn:Local
-Fiendish Resistance: Cold, Fire, Electric 5
-Prehensile Tail-can retrieve objects as a swift action
-Darkvision 60'
-Variant Tiefling Ability: Trade SLA for +2Wis
-Variant Feature: Unnatural Temperature (Ice-cold)

Spells:
Orisons(5) and Lvl 1 Spells Known(3)
at will (0): Acid Splash, Detect Magic, Disrupt Undead, Read Magic, Stabilize
[x][][] 3/day (1): Cure Light Wounds, Litany of Sloth (DC15), True Strike

Skills- (6 class -1 Int/level=5 ranks+2 Background/level) +2FCB
Acrobatics^- +4 (+1rank, +3DEX)
Appraise- +1 (-1INT, +2race) Background
*Bluff- +10 (2rank, +2CHA, +3class, +3heretic)
*Climb^-+
*Craft-
*Diplomacy- +6 (1rank, +2CHA, +3class)
*Disguise -
Fly- (+3DEX)
Handle Animal- (+2CHA) Background
*Heal- +3
*Intimidate +8/+13 (2rank, +2CHA, +3class, +1morale)+5 vs.humanoids
*Kn:Arcana-
*Kn:Dungeoneering-
Kn:Engineering-
Kn:Geography- Background
Kn:History- Background
Kn:Local- (+2race)
*Kn:Nature-
Kn:Nobility- Background
*Kn:Planes-+
*Kn:Religion- +3 (1 rank, -1INT, +3 class)
*Perception- +7 (1rank, +3WIS, +3class)
*Perform(Sing)- +7 (1rank, +2CHA, +3class, +1trait) Background
*Profession- (Herbalist) +8 (2rank, +3WIS, +3class) Background
*Ride- +3 (+3DEX)
*Sense motive- +9 (2rank, +3WIS, +3class, +1morale)
Sleight of hand- +4 (1rank, +3DEX) Background
*Spellcraft- +3 (1rank, -1INT, +3class)
*Stealth^- +10 (+1rank, +3 DEX, +3class, +3heretic)
*Survival- +7 (+1rank, +3WIS, +3class)
*Swim-
Use Magic Device- (+2CHA)

^=ACP
ACP: -2
Languages- Common, Infernal

Combat Gear- longbow, silver dagger, cold iron dagger, dagger, +1 whip, morning star, studded leather, buckler, golden holy symbol of Calistria, Silver Raven pin
Other Gear- backpack(blanket,candlesx10, chalkx10, flint/steel, mess kit, sewing kit, fishing kit, waterskin, trail rations, 10 wooden holy symbols), belt pouch, spell component pouch, quiverx2(40),
Total Wt: 33+pack
Money: 15.4 gp
Carrying Capacity: Lt:0-33, Md:33-66, Hvy:67-100
FCB: 1)+1 skill; 2)+1 skill

Ability Descriptions:

Judgement: 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.

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

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).

Appearance
Indra is fairly attractive, though it helps if you're into tieflings. Her skin is light blue, as are her eyes, and her hair is dark black. She has small horns at her hairline, along with some bony projections above her eyes. She has a tail, but mostly keeps it out of sight. She typically has a disdainful sneer on her face, it helps to keep others out of her way.

Notes: