Elvish Fighter

Orion Stormbringer's page

8 posts. Alias of BudFox.


Full Name

Orion Stormbringer

Race

Half-Elf

Classes/Levels

Inquisitor/1

Gender

Male

Size

M 6'4 - 190 lbs

Age

26

Alignment

Neutral Good

Deity

Iomedae

Location

Originally - Absalom

Occupation

Antiquarian Bookseller

Strength 14
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 19
Charisma 9

About Orion Stormbringer

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Offense:
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+1 Initiative (+1 Dex)
+0 BAB
+2 CMB (+0 BAB, +2 Str)
+13 CMD (+0 BAB, +2 Str, +1 Dex, +10)
+2 Heavy Mace [(+2 Str) Damage: 1d8+2/x2 (+2 Str)]
+2 Dagger [(+2 Str) Damage: 1d+2/19-20/x2 (+2 Str)]
+1 Longbow [(+1 Dex) Damage: 1d8+1/x3 (+2 att/dam if < 30') (Range 100')]
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Defense:
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Current hp: 9
Max hp: 9 (+8, +1 FC)
AC 13 [+1 Dex, +2 Armor, +10]
Flatfoot AC 12 [+2 Armor, +10]
Touch AC 11 [+1 Dex, +10]
+2 Fort (+2 base, +0 Con)
+1 Ref (+0 base, +1 Dex)
+6 Will (+2 base, +4 Wis)

Skills:

6 +2 [INT]

+1 Acrobatics (Dex +1, Ranks 0)
+2 Appraise (Int +2, Ranks 0)
-1 Bluff (Cha -1, Ranks 0, Class Skill +0)
+2 Climb (Str +2, Ranks 0, Class Skill +0)
+0* Craft (Int +0, Ranks 0, Class Skill +0)
+3 Diplomacy (Cha -1, Ranks 1, Class Skill +3)
+1 Disable Device (Dex +1, Ranks 0)
-1 Disguise (Cha -1, Ranks 0, Class Skill +0)
+2 Escape Artist (Dex +2, Ranks 0)
+0* Fly (Dex +2, Ranks 0)
-1 Handle Animal (Cha -1, Ranks 0)
+4 Heal (Wis +4, Ranks 0, Class Skill +0)
-1 Intimidate (Cha -1, Ranks 0, Class Skill +0)
+6* Knowledge, Arcana (Int +2, Ranks 1, Class Skill +3)
+6* Knowledge, Dungeoneering (Int +2, Ranks 0, Class Skill +0)
+* Knowledge, Engineering (Int +2, Ranks 0, Class Skill +0)
+* Knowledge, Geography (Int +2, Ranks 0, Class Skill +0)
+7 Knowledge, History (Int +2, Ranks 1, Class Skill +3, Trait +1)
+* Knowledge, Local (Int +2, Ranks 0, Class Skill +0)
+6* Knowledge, Nature (Int +2, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +2, Ranks 0, Class Skill +0)
+7* Knowledge, Planes (Int +2, Ranks 1, Class Skill +3, Trait +1)
+6* Knowledge, Religion (Int +2, Ranks 1, Class Skill +3)
+6 Linguistics (Int +2, Ranks 1, Class Skill +3)
+7 Perception (Wis +4, Ranks 1, Class Skill +3)
-1 Perform, Untrained (Cha -1, Ranks 0, Class Skill +0)
+* Profession, Untrained (Wis +4, Ranks 0, Class Skill +0)
+1 Ride (Dex +1, Ranks 0, Class Skill +0)
+4 Sense Motive (Wis +4, Ranks 0, Class Skill +0)
+* Sleight of Hand (Dex +1, Ranks 0)
+* Spellcraft (Int +2, Ranks 0, Class Skill +0)
+1 Stealth (Dex +1, Ranks 0, Class Skill +0)
+4 Survival (Wis +4, Ranks 0, Class Skill +0)
+2 Swim (Str +2, Ranks 0, Class Skill +0)
+3* Use Magic Device (Cha -1, Ranks 1, Class Skill 3) [Skill Focus – Racial Ability]

Languages: Common, Elven, Varisian, Ancient Thasillonian, Abyssal

Traits:

Scholar of the Great Beyond: Your great interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. 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.

Feats:

Extra Orisons: Add two orisons to your orisons known.

Racial:

+2 Wis
Medium
Speed - 30'
Racial Skill Bonuses: +1 Skill/level
Bonus Feat at Level 1 – Skill Focus: Use Magical Device

Leveling Info :

Favored Class: Inquisitor, Second Favored Class: TBD

Inquisitor :

Class Features

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Domain:

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Subdomain: Memory

Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.

Subdomain: Thought

Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Judgment (Su):
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.

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).

Monster Lore (Ex):
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.

Orisons:
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex):
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).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex):
At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Bane (Su):
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp):
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Stalwart (Ex):
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Greater Bane (Su):
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex):
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex):
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type. Exploit Weakness (Ex):
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Slayer (Ex):
At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su):
At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Spells:

Inquisitor Spells Per Day Level 1: 1 +1 [WIS]

Inquisitor Spells Known
- Level 0: 4 +2 [Feat: Extra Osirons]

Detect Magic
Daze
Disrupt Undead
Guidance
Light
Read Magic

- Level 1: 2

Cure Light Wounds
Bless

Equipment :

Arms, Armor, and Clothing

(10) Explorer's Outfit, 8 lbs.
(10) Leather Armor, 15 lbs.
(12) Heavy Mace, 8 lbs.
(2) Dagger, 1 lbs.
(75) Longbow, 3 lbs.
(2) 40 Arrows - 6 lbs. (3lbs/20)

41 lbs – 111.0 gp cost

In Backpack

(2) Backpack, 2 lbs
(0.1) Bedroll, 5 lbs.
(0.1) Oil, Flask, 1 lbs.
(7) Lantern, hooded 2 lbs
(10) Rope, Silk 50 feet, 5 lbs
(1) Flint and Steel
(1) Waterskin x1, 4 lbs
(2.5) Rations, Trail (x5), 5 lbs

24 lbs – 23.7 gp cost

Belt Pouch

0 p.p.
5 g.p.
3 s.p.
0 c.p.

Carrying Capacity
Current Weight: 65 lbs
Light Load: x < 58 lbs.
Medium Load: 59 < x < 116 lbs.
Heavy Load: 117 < x < 1750 lbs

Appearance :

Orion is of average height, slightly muscular for half-elven standards, despite his years of study he has not neglected strength training. He looks less lanky than most elves or half-elves, hinting at the human side of his lineage, but his face is unmistakably elven. White, almost mithral colored straight hair hangs to his shoulders.

Background :

Always with his head in a book, his face deep in some outstretched scroll or buried in the depths of some ancient tome. Growing up in Absalom’s Merchant’s Quarter, the son of a simple bookseller, it was perhaps a natural inclination. But his unquenchable thirst for knowledge would not be satisfied among the standard fare that his father typically shelved – simple stories, manuscripts, texts on trades or matters of the court. This obsession first caught him when he was twelve, he’d already devoured much of the stock in store when a shipment came in with some unexpected contents. A very old ancient Thasillonian book, with withering pages almost as thin as a fine layer of dust. The smell of it alone was intoxicating. The feel of its leather cover, the strength of its binding felt like power surging in his hands. Like many books that he encountered, at first he couldn’t make sense of the scribbling, but would eventually teach himself to read it. That was the start of it.

When he came upon the Acts of Iomedae his fate was sealed. It wasn’t long after that the influence of that work compelled him to leave his father and their humble shop and to report to the Temple of Iomedae as a new disciple. For many years he studied there, history, the arcane, religion – he had exhausted their vast library and needed more. By 26 he was well read, expertly studied, though somewhat raw in the ways of the real world. He continued to suffer somewhat when interacting with others and had formalized his weapons training only in practice. Another calling was coming, that of the open road a need to explore the unexplored and to see first hand all that he had come to know in the pages of books.

He eventually left the temple in Absalom in search of new and exciting adventure, to root out and smite evil and to rediscover ancient literary works. His charge dual forged by his love of ancient works and the tenets of his faith in Iomedae he has made his way far, far to the north, his meandering quest now having lead him to the reaches of the known world … as he ascends the hill, he can see Yanmass in the distance.

Response to Questions :

1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why?

A series of thoughts race through his head, well, more like in parallel than in series. ”Well this certainly is a dilemma, a juxtaposition of thoughts. How old is the maiden, how fair … I jest. What are the circumstances here? Did the priest attempt to save her and get ensnared himself? Were they lovers lost in an embrace and carelessly caught up in the web? No matter. Iomedae tugs at me in two directions. Ultimately, the priest should have known better than to allow himself to get caught. The maiden is perhaps less apt to have had the ability to avoid it in the first place. If I have to choose, it would be the maiden, the least of the two to be able to fend for themselves. Truth be told though, recognizing the risk, I would try to come up with some way to attempt to save them both, I’d favor that chance for success rather than the certainty of failing one of the two of them.”

2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do?

Assess, analyze, act. ”One shouldn’t jump to conclusions. Perhaps the right and just thing is enfolding in front of me. I would stay concealed, to the extent possible, and watch them, try to determine what is really going on. To the extent observation alone would not grant me the answer I would be forced to engage them – what is their purpose, what purported wrongdoing was done here, what is their intent, does their planned punishment justify the crime. Worst case, I, and hopefully I am not alone, would have to become judge and jury of the situation.”

3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do?

Simple. Logistics. ”The orphanage and the children will be there the next day, visit them then, even sweeten the visit with a donation for their care and some toys for their pleasure. One should not ignore the ‘requests’ of one’s liege, especially at such a high profile event. It’s a matter of statehood and statesmanship at this point, now that the real work is done.”

4) How do you expect your character to develop by level 5? Level 10?

Continuing to dually hone his Inquisiotor skills as well as his combat prowess – I see him as a secondary fighter. Perhaps a level as a fighter to emphasize his mace or perhaps, though less likely, a level in ranger to supplement his ranged attack. He is quite adept analytically as far as his schooling goes, but he is less versed combat wise. While blessed with a natural physical strength it is not yet well honed to support combat.

5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie. 


Hmmm … not so much a hero as a ‘figure’, if you would allow me to go as far forward in time as the Enlightenment era, it would have to be Voltaire – love this guy, his writing and his lifestyle for the time. Otherwise the hero would be Charlemagne- I love his early uniting o Germanic tribes and the story of trying to pass down his kingdom to his heirs. As far as a villain goes, Joffrey Baratheon, not by wanting to emulate him, but out of shock – he is just so bad, so mean, such a capacity for evil – his is a true villain.

6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels. 


In the 80’s I DM’s village of Hommlet for a small group of friends. We didn’t get very far. Read and reread that out of fascination with it. That was a long time ago and I have scant memory of it now, more just fond remembrance. I played the PC version all the way through when it first came out, it was a fast paced, dedicated effort and I really don’t remember much of the details. A few images here and there stick out in my mind but I bet I could play it again and it would be new to me or I would only remember things as they or after they occurred.

7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do?

”There is no question here … finish your drink and assist the man. The brigands must be put down, though carefully enough so as to rescue the girl. The riches, they have all have a home. Take some effort to return anything unique or memorable to their rightful owners, but not so much effort.”

Like Shrek said when he stole the nobleman’s clothes in Shrek 2 – ‘Someday I will repay you, unless of course I can't find you, or if I forget.’