Adventuring Blacksmith

Ada Hopper's page

36 posts. Alias of Sapiens.


Full Name

Ada Marie Margaret Hopper

Race

Human

Classes/Levels

Urban Inquisitor 5 | HP: 38/43 | AC: 17 / T: 12 / FF: 15 | Fort: +7, Ref: +3, Will: +6 | M. Atk: +9(2d6+9), R. Atk: +5(1d8+4), M. Touch: +7, R. Touch: +5 | CMB: +6, CMD: 18 | Init: +4, Perception: +10

Gender

Female

Size

Medium

Age

25

Special Abilities

Bane 5/day, Discern lies 5/day, Judgement 2/day

Alignment

LN

Deity

Yidhra

Strength 18
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Ada Hopper

Ada Hopper
Female Human Inquisitor 5
LN Medium Humanoid(human)
Init +4; Senses Perception +10

Abilities per day:

Judgement - 2/2
Bane - 5/5
Discern Lies - 5/5

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Defense
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AC 17, touch 12, flat-footed 15 [+5 +1 mithral chainshirt, +2 Dex]
If shielded AC 19, T 12, FF 17
hp 8+4*5(levels)+3*5(Con) = 43
Fort +7, Ref +3, Will +6
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Offense
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Speed 30 ft.
Melee
- +1 Greatsword +9 (2d6+9) [19-20/x2, Slashing]
- Heavy Mace +7 (1d8+4) [x2, Bludgeoning]
Ranged Composite Longbow +5 (1d8+4) [x3, Piercing]
Ammunition
- Arrow, common(20)
- Arrow, whistling(20)
- Arrow, blunt(20)
- Arrow, incendiary(20)
Inquisitor Spells Known (CL 5th; concentration +7 (+5CL, +2Wis)
. . 0th (6 known, at will) - detect magic, detect poison, guidance, light, read magic, resistance
. . 1st (4 known, 4/day) - bless, divine favour, expeditious retreat, true strike
. . 2nd (3 known, 2/day) - detect thoughts, invisibility, silence
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Statistics
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Str 16 (18), Dex 14, Con 16, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 19
Skills (8/level) (+1 human, +1 FCB)
- Bluff +6 (2 ranks, -1 Cha, +2 Wis, +3 class)
- Diplomacy +3 (1 rank, -1 Cha, +3 class) (+2 to gather information)
- Disable Device +10 (5 ranks, +2 Dex, +3 class)
- Intimidate +9 (5 ranks, -1 Cha, +2 stern gaze, +3 class)
- Knowledge(local) +8 (5 ranks, +0 Int, +3 class)
- Knowledge(religion) +4 (1 rank, +0 Int, +3 class)
- Perception +10 (5 ranks, +2 Wis, +3 class)
- Sense Motive +12 (5 ranks, +2 Wis, +2 stern gaze, +3 class)
- Stealth +10 (5 ranks, +2 Dex, +3 class)
- Survival +6 (1 rank, +2 Wis, +3 class) (+2 to follow tracks)
- Perception +10 (5 ranks, +2 Wis, +3 class)
Background Skills
- Knowledge(history) +8 (5 ranks, +0 Int, +3 class)
- Craft(paintings) +8 (5 ranks, +0 Int, +3 class)
Feats
- Martial Weapon Proficiency (greatsword)
- Quick Draw
- Weapon Focus (greatsword)
- Power Attack
- Lookout (floating teamwork feat)
Favored Class Bonus +5 skill points
Languages Common
SQ Judgement 2/day, gifted detective, stern gaze, cunning initiative, detect alignment at will, track, solo tactics, bonus teamwork feat, bane 5 rnds/day, discern lies 5 rnds/day
Mundane Gear Backpack, spell component pouch, holy book, holy symbol
Magic Items belt of strength +2, cure light wounds wand (37/50)
Scrolls protection from chaos, protection from evil, shield of faith x2, remove fear x2, zone of truth, acute senses, tongues
Money ca. 100gp
Encumbrance ca. 60/76-153-230 lbs.

Special Abilities:
Bane: 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.
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: 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.
Discern Lies: 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.
Gifted Detective: An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour.
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.
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).
Solo Tactics: 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.
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).
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Background:
On the streets of Castorhage, there are only a few ways to avoid starving, if you are not among the numbers of rich, spoiled nobles who waste their days in decadent solace. You can sell your body for money. You can wait in the dark alleys, ambushing those who have some more money than you. Or you can enroll in the City Watch, which is only nominally a more ethical choice.
Fresh out of the orphanage, on her 14th birthday, Ada chose this last option, since she had been blessed with a strong physique and believed the life of a guardswoman to be marginally safer than that of a harlot or a cutpurse. Especially since her mother had been a harlot, his father had been a cutpurse, and they both had met a violent death on the streets. When she was 18, she left the Watch to work as a bounty hunter, managing to get some more money in her pocket. However, something gnawed at her. She was basically a glorified mercenary, the police force was inept and corrupt, and crime was rampant on the streets of Castorhage. Was there a reason for evil and suffering? Or was it all gratuitous, and she was drifting in an universe without purpose?
These nihilist thoughts were ended by her calling.

While she was pursuing a gnome who had swindled some powerful and rich people, she had him almost within her grasp when he turned and shouted a paradoxical, bewildering question, throwing her mind off balance. "How did you look before your mother and father were born?" In the blink of an eye, the gnome had disappeared, but his question had struck Ada far deeper than it should have. while eating, before sleeping, walking, she could not keep her mind from going over it, trying to make some sense of the absurd phrase. It seemed obvious that she would not have had a face before her parents were born, but then where would her current face come from? What was her nature, the nature of her appearance and personality, that it could just appear into existence? Help came in the form of Richard Hamilton, a friend from the orphanage who had become a High Priest of Yidhra. As Ada had told Richard of the conundrum that her mind was working on, it was easy for him to help her. "Your face was just as it is now. If it hadn't been, you would now have a different face. It was just hidden."
If possible, this answer was even more absurd and paradoxical as the question, and yet something started in Ada's mind. She started studying Yidhra's conflictual, contrasting holy books, finding solace and comfort in her doublespeak, her acceptance of two conflicting worldviews as equally accurate. It felt like freedom. Beyond facts, when the realm of opinions was concerned, there was no truth or falsehood, only opposing views. And if two wise people disagreed, could they possibly be right? Yes, they could.

She ordained herself as another High Priest, as is custom, and resumed her old bounty hunting job, but with renewed faith in herself and the world. There could be a thousand different reasons for all that was happening, for the good and the evil in the world, especially on the streets of Castorhage. And she would agree and disagree with them as she felt like. Life was meaningless, and that was its meaning.

Appearance:
Ada is a tall, muscular woman with cropped blonde hair and a perpetual half-frown. Her eyes are dark brown, and her skin is pale from the often-overcast Castorhage sky. She wears practical clothes over a light chainshirt, covered with an old, tattered and patchworked overcoat, and an incredibly garish and colorful silk scarf at her neck.

Personality:
Ada is outspoken, energetic and has no qualms telling anyone her thoughts, sometimes crossing into open defiance. She is somewhat prone to mood swings, but tries to be reliable for those who need help. Since Yidhra's doctrine is... flexible, she believes making the world a less chaotic place to be the best way to serve her, so that without the distractions of random violence people may find their own ways in life, enjoying the logic illogicity of life.