Eligos

Joll's page

426 posts. Alias of Bill Lumberg.


Full Name

Joll Beliker

Race

Human

Classes/Levels

Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Gender

M

Alignment

LN

Deity

Asmodeus

Languages

Common, Polyglot, Infernal

Strength 14
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Joll

Inquisitor Guide

Joll
Male Human (Chelexian) Inquisitor 1
LN Medium
Init +1; Perception +6
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DEFENSE
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AC 14, Flat-footed 13, Touch 11 (+3 armor, +1 Dex)
hp 14
Fort +4, Ref +1, Will +5
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OFFENSE
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BAB +0; CMB +2; CMD +12
Speed 30 ft.

Melee
Morningstar Atk+2 1d8+2/x2
Cestus Atk +2 1d4+2/19-20 x2

Ranged
Light Crossbow Atk +2 1d6/19-20 x2

Spell-Like Abilities
Judgment 1/day

Spells Known (CL 1):
0-{Save DC 13} Daze, Detect Magic, Guidance, Read Magic, Stabilize
1-(4/day){Save DC 14}(2 per day) Divine Favor, Shield of Faith
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Statistics
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Abilities: 14, 13, 13, 10, 16, 12

Traits
Boarded in Varisia: Treat your spells with the
mind-affecting descriptor as being +1 caster level higher
when cast against creatures and natives of the jungle.

Masterful Demeanor: You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.

Feats:
1)Judgment Surge: Once per day treat judgments as 3 levels higher
1)Toughness

Skills:
CLASS SKILLS
Bluff +1(Cha)
Climb +2(Str)-1(Armor)=1
Diplomacy +1(Cha)
Disguise +1(Cha)
Heal +3(Wis)
Intimidate 1+3+1(Cha)+1(Class)=6 +9 vs non-human humanoids
Knowledge(Arcana) 1+3+1(Int)=5
Knowledge(Nature) 1+3=4
Knowledge(Religion) 1+3=4
Perception 1+3+2(Wis)=6
Ride +2(Dex)-1(Armor)=1
Sense Motive 1+3+3(Wis)+1(class)=8
Spellcraft 1+3+1(Int)=5
Stealth 1+3+2(Dex)-1(Armor)=5
Survival 1+3+3(Wis)=7
Swim +2(Str)-1(Armor)=1

Non-class
Acrobatics 0+2(Dex)-1(Armor)=1
Appraise +1(Int)=1
Escape Artist 0+2(Dex)-1(Armor)=1

SQ Domain: Law [Slavery]
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Equipment:
Studded Leather Armor 25gp 20LB
Morning Star 8gp 6LB
Cestus 5gp 1LB
Light Crossbow 35gp 4LB
10 Bolts 1gp 1LB
Backpack 2gp 2LB
Healers Kit 50gp 1LB

36LBS - light load

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Special Abilities
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Inquisitor Features

Spoiler:

Judgment 1/day: 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, he 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.

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. +2(+3 with Surge)

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. +2(+3 with Surge)

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. +2 with surge

Piercing: This judgment gives the inquisitor great focus and makes his 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. +2(+3 with Surge)

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. (+2 with Surge)

Purity: The inquisitor is protected from the vile taint of his foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels he possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. (+2 with Surge)

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. (+2 with Surge)

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. +4(+6 with Surge)

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 his Wisdom modifier on Knowledge skill checks in addition to his 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 his inquisitor level (minimum +1).

Detect Alignment At will, an inquisitor can use Detect Chaos, Detect Evil, Detect Good, or Detect Law. He can only use one of these at any given time.

Background

Spoiler:

Joll (rhymes with "doll") Beliker is a tall and strongly built with neatly cropped red hair and piercing blue eyes. Despite his striking appearance he is not expressive in demeanor and is reserved in conversation in order to take the measure of those around him. This is also a tool that he uses to impress others with a sense of self-control and authority. No matter what subject he discusses, it seems as if he is concerned only with the good of the Chelish Empire and views all events in regard to how they affect it. Since the tenets of Asmodeus are the foundation of Cheliax it is his sworn duty to uphold them, openly or clandestinely. His experience has taught him that by not being the center of attention he is able to observe others and learn a great deal about them.

When he detects chaos or (self-proclaimed) goodness it causes an unpleasant taste in his mouth. If he hears a lie it causes his eyes to twitch if he is not careful to control himself. These are some of the very few ways in which he betrays his otherwise unshakable facade of being completely emotionless in examining a subject. Joll has a tattoo on his right arm of a prowling tiger with black and red stripes that prowls across the Chelish coat of arms. He had it done when he enlisted to show his commitment to the imperial cause and to impress a young woman in Corentyne. He considers it a success in his first aim if not in the second.

The Beliker family has a tradition of loyalty to the throne that goes back four generations, to when they resided in Sargava itself. The men of the family served in the Chelish military and pledged their lives to the Empire and Joll's grandfather died at sea, fighting against Baron Grallus's takeover of the colony. Over the years they have become somewhat favored by the House of Thrune and their fortunes have become intertwined with that of the ruling family. Even if this were not the case, Joll would feel no less certain that the Chelish are destined to rule all of Golarion. This should be obvious to any sensible person, even one unlucky enough to live outside the Empire.

When he came of age Joll enlisted in the Chelish army but was stymied by a lack of opportunity to see much outside of Corentyne and its surrounding area. Instead he was assigned to the quartermaster's corps for two years and did little in the way of soldiering, at least as he saw things. But he did make use of any opportunity to make contacts with influential soldiers in other areas of the army. One junior officer named Meyers took an interest in the young man and had him assigned to the harbormaster's office where he was trained in interrogation techniques.

For the past four years Joll has served as a corporal in Corentyne where he assisted in interrogating suspects brought into the harbor-master's jail. Most of these unfortunates were foreigners and this fact reinforced Joll's opinion of Chelish superiority. How could it not? Everything that he learned from these wretches provided more proof to him that order must be established over all people and no order is as perfect as that of the Empire.

During his tour of duty Joll has come to regard the city of Sargava as a problem for the Empire. Its existence as a rogue province is an affront to the House of Thrune that could well embolden rebels against its authority. While the Free Captains of the Shackles have protected Sargava, one day those freebooters will set upon each other as pirates always will. Then the Chelish Navy will sweep them from the sea and Sargava will be liberated from the treasonous wretches that control it.

But the possibility that Sargava might fall to the people of the Mwangi jungle while they wait for the Free Captains to be defeated is almost too much for Joll to contemplate. The Mwangi have no culture to boast of and no sense of civilization, living in the hinterlands outside the benefit of Chelish society. But they have great numbers and if a leader were to unite them they might well swarm the colony from behind, as it were. What would be the fate of the Chelexians then?

Now that his term of enlistment has ended Joll has taken a leave from active service in order to journey to Sargava and ascertain the threat that the Mwangi tribesmen pose to it. He received official sanction for this mission and is expected to provide detailed information on the state of affairs in the jungle behind the colony. The fact that Joll is operating while on leave gives him the widest latitude in conducting himself but he is still expected to adhere somewhat to the strictures of an imperial servant.

Development:

Spoiler:

Level 2
Level 3 feat: Power Attack; Teamwork feat: Precise Strike*
Level 4 Raise
Level 5 feat: Favored Judgment (human)?
Level 6
Level 7 feat: Cornugon Smash?
Level 8

Spells:
Level 2 -
Level 3 -
Level 4 - Learn Blistering Invective and Flames of the Faithful (Weapon of Awe has longer duration), learn Lend Judgment instead of taking extra skill point
Level 5 - Learn Hold Person or Protection from Evil (Communal)Silence? learn Magic Weapon or Wrath for skill point
Level 6 - Learn Resist Energy, learn Lock Gaze or Forbid Action instead of extra skill point