Baron Hannis Drelev

Johann Sharpe's page

21 posts. Alias of TheRealZaal.


Full Name

Johann Sharpe

Race

Human

Classes/Levels

Inquisitor of Apsu 1

Gender

Male

About Johann Sharpe

Johann Sharpe
Male Human Inquisitor of Apsu 1
LN Medium humanoid (human)
Init +1; Perception +7
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Defense
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AC 17, touch 12, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d8+2)(Favored Class Bonus: 1hp)
Fort +4, Ref +1, Will +5;
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Quarterstaff +3 (1d6+3)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 1st; concentration +4)
6/day—Fire of Belief
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day)—Cure Light Wounds (DC 14), Forbid Action (DC 14)
0th (at will)—Detect Magic, Read Magic, Guidence, Virtue
Domain Fervor Inquisition
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Statistics
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Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Weapon Focus: Quarterstaff, Dazzling Display
Traits Urban Sleuth (Local Dragons), Zealous Striker
Skills (6) Intimidate +6, Knowledge (Arcana) +5 (+8 to identify), Knowledge (Planes) +4 (+7 to identify), Knowledge (Religion) +4 (+7 to identify), Perception +7, Sense Motive +8;
Background Skills Knowledge (Geography) +1, Linguistics +1
Languages Common, Draconic
Other Gear Quarterstaff, Breastplate, Inquisitor's kit (30g) (backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol of Apsu), Wooden Holy Symbol of Iomedae, 69g
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Special Abilities
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Urban Sleuth (Local Dragons): Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result.

Local Dragons: Knowledge (arcana)

Zealous Striker: Your zeal is a danger to those of “lesser” faiths. While you have the destruction judgment active, you gain a +1 trait bonus on damage rolls when attacking a foe who can cast divine spells and worships a different deity than you.

To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.

Judgement:Starting at 1st level, an inquisitor can pronounce judgment upon his 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 he 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 he can participate in the combat again.

When the inquisitor uses this ability, he 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, he receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Judgements:
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 he 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 he 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 he 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 he 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 he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity[i]: 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.

[i]Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels he possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If he 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 he 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, he 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).

Backstory:
The son of a priest of Iomedae and a silver miner, Johann Sharpe was a spoiled and wicked youth. Forced to get a job in the mine to learn humility, one day his tunnel collapsed and trapped him in the Darklands, where he was found half-dead and starving by a Kobold cleric of Apsu, who saved his life and taught him the ways of the Wayfinder.

The man spent years studying beneath him, choosing to focus his faith on the inquisitor's path and hunt down the wicked dragons that would bring chaos to Golarion. When Johann finished his training and emerged to the surface above, much had changed; his old mine was long abandoned and his parents were dead. After mourning their loss,
he collected his father's holy symbol in remembrance and journeyed to his mother's former home of Kintargo. With Barzillai's rise to power, his abuse of power and ridiculous new laws are bringing chaos to the once orderly city... something Johann is finding less and less tolerable.