Lanfearon puts you in mind of a prowling lioness. She has almond shaped sapphire blue eyes, a byproduct from the alchemistry infused in her. Her midnight black hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her bright silver body armor is of an medieval heritage which is a full-body field armor that combines both silver and steel components into a suit of mail with a steel backing. It includes a cloak made of grey wolf fur, as well as arm, shoulder, and thigh guards.It has a slight modification has been made to cater to her unique body build.
She has 4 arms, 2 of which is attached at the torso. Her upper and lower right hand rest displays the ease of a seasoned veteran ready to whip out the large greatsword strapped across her back. She carries a large spiked shield with an emblem of a 5 winged angel on it with her upper left arm while a fanlike structure of five 10-inch blades secured to a sturdy handle strapped to the forearm of her lower left arm.
Aluria has a slightly haughty attitude towards others due to her devotion to Demon hunting. She believes she is superior to most people and are, as such, duty-bound to use her superiority to help those less fortunate. She carries a commanding presence when she speaks and she has a bright beautiful voice when she sings.
Despite all she is fiercely loyal to her friends and believes in rising up for what she think is right. She has a very strong independent streak and has a natural leadership flair.
Female half-elf Alchemist 2/ Inquisitor 1(Sin Eater)
LG Medium humanoid (half-elf)
Male half-elf Alchemist 2/ Inquisitor 1
NG Medium humanoid (half-elf)
Init +3 ; Senses Perception +7, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based)
AC 22, touch 12, flat-footed 20 (+7 armor, +3 shield, +2 dex)
hp 30 (3d8+6)
Fort +7, Ref +5, Will +3
Defensive Abilities Elven Immunities
Spd 20 ft/x4
Melee Mwk Greatsword +6 2d6+6 19-20/x2
Melee Mwk Spiked Shield, Heavy -2 1d6+2 20/x2
Melee Mwk Tekko-kagi (Iron Claw) +4 1d3+2 20/x2
Melee Mwk Greatsword +2 2d6+4 19-20/x2
Special Attacks Mutagen
Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +1, Cmb +5Cmd +17
Melee Attack Bonus: +5
Melee Attack Bonus: +3
Armor Proficiency (LIGHT/MEDIUM/HEAVY) Shield Proficiency Towershield Proficiency Powerattack Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Veteran of Battles- You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round..
Ability Score Racial Traits- They gain +2 Strength.
Elven Immunities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Ancestral Arms- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency(Tekko Kagi)
Language- Common, Draconic, Elven
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
Alchemist Special Abilities
Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Inquisitor Special Abilities
Favored Class(Inquisitor)- +1 Skilpoints
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.
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).
Stern GazeInquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate andSense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Monster Lore- The inquisitor adds her Wisdommodifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of target.
Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).
Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.
At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.
In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.
At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.
Appraise +4, Bluff +2, Climb +7, Craft (alchemy) +6, Diplomacy +2, Disable Device +2, Disguise +2, Fly +2, Knowledge (planes) +4, Perception +7, Spellcraft +4, Stealth +2, Survival +5, Swim +4, Use Magic Device +2
Mwk Greatsword, +1 Breastplate, +1 Heavy spike shield, Mwk Tekko Kagi
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook,
Lanfearon was born to an alchemist in a relatively unknown village. Her father Randel Lannister a human married her mother Ristil Austil an elf. Due to his love for Aluria, he decided to leave the city so as to spare her future society discrimination due to her mixed heritage. Aluria shows great promise and potential in alchemy as he father taught her the mysteries of chemicals. Her father told her that he is on a verge of a huge alchemy discovery that can help enhance the quality of many disabled lives.
One night on a full moon, a certain resident of the village is rumored to be possessed. It was not known what happened but after the resident was warded in the local hospital chaos took place on the next full moon. Soon the chaos was on the streets as demons burst into Aluria's living room and started attacking Ristil's household. Alarmed, Ristil reminded of Aluria's breath mastery training and beckon her to enter into a state of death. Crying, Aluria controlled her emotions as she began to slowly cutoff her breath as her vision faded. The demons killed the entire village and proceeded to run into the wild sparing the only survivor of the village whom they thought was dead.
When Lanfearon awoke, the carnage was terrible. A certain demon hunter sent from the Church of Iomedae came to the village and took her back to the church. Lanfearon took the remnants of her father's belongings including his journal containing his research.
At the church, Lanfearon continued to delve in her studies determine to find out more about these demons. She completed her father's research and decided that she will try it on herself. As a result, Lanfearon grew 2 limbs below her upper 2 limbs on her torso.
So it was decided Lanfearon be sent as she will be groomed to be a Inquisitor for the church. Along with her knowledge of alchemy and 4 limbs, she was an obvious choice. Lanfearon learned the fighting style of the Saw-Tooth Sabre and her unique body build allow her to be particular effective with this weapon. Her trainers saw to it that she was trained with 3 Saw Tooth Sabre and a light shield. When the contract expired after 3 years of intense weapon training, the Church presented her with 4 Saw-toothed Sabres.
After 20 years of training and preparation, Lanfearon took the scrolls from the High Priest mandating her to rid the world of demons. She was named Demonbane.