Yaniel

Adriana the Penitent's page

501 posts. Alias of MrMantis.


Full Name

Adriana the Penitent

Race

Human

Classes/Levels

Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Gender

Female

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 10

About Adriana the Penitent

Stats:
Adriana

Female Human Inquisitor 7
NG Medium humanoid (human)
Init +5; Senses Perception +12,

DEFENSE
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex, )
hp 52 (1d8)+2
Fort +6, Ref +6, Will +7

OFFENSE
Speed 30 ft.
Melee +1 scimitar +10 (1d6+3/18-20)
Ranged shortbow +10 (1d6/x3)
Melee dagger +10 (1d4+1/19-20)
Ranged dagger (thrown) +10 (1d4+1/19-20)
Special Attacks - Stern Gaze
Known Inquisitor Spells (CL 7th, concentration +8):
3rd (1/Day) - Flame Blade , Righteous Vigor ,
2nd (4/day) - blistering invective , see invisibility , spiritual weapon , resist energy ,
1st (5/day) - bless , cure light wounds , sun metal (DC 14) , divine favor , wrath
0th (at will) - create water , detect magic , guidance , light , read magic , acid splash (DC 13)
Inquisitor Spell-Like Abilities: detect chaos ( at will) detect evil ( at will) detect good ( at will) detect law ( at will) discern lies ( at will) ( DC 16, 5/rounds/day)

Note: Sarenite inquisitors can learn the following spells: 1st - sun metal, 3rd - flame blade, 5th - sun beam, 6th - sunburst

STATISTICS
Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats: Divine Fighting Technique(Sarenrae), Weapon Finesse, Dervish Dance, Shake it Off (Teamwork), Extended Bane, Outflank (Teamwork),
Skills: Bluff +8, Diplomacy +9, Heal +7, Handle Animal +1, Intimidate +15, Knowledge (Arcana) +7, Knowledge (Arcana) (ID monster) +9, Knowledge (Geography) +4, Knowledge (History) +3, Knowledge (local) +6, Knowledge (Nature) +5, Knowledge (Nature) (ID monster) +7, Knowledge (Religion) +5 , Knowledge (Religion) (ID monster) +7, Linguistics +1, Perception +12, Perform (Dance) +3, Profession (Laborer) +7, Sense Motive +10, Stealth +8, Survival +11, Swim +13,
Languages: Common, Polyglot,
Archetypes: None
SQ Bonus Feat, Hero Points, Monster Lore, Righteous Infiltration, Sarenrae's Mercy, Skilled,

Possessions
+1 Scimitar; +1 Breastplate (Spell Storing; Fear); Explorer's Outfit; Torch (x3); 20 arrows (Quiver); Dagger; Backpack, Common [Grappling Hook, Common; Rope (50 ft.); Holy Text (Cheap); Mess Kit; Trail Ration (x5); Flint and Steel; Bedroll; Soap]; Spell Component Pouch; Waterskin; Belt Pouch; Compass; Shortbow; 1x Potion of Lesser Restoration; Dawnflower Sash (Head Slot); Belt of Incredible Dexterity +2 (Belt Slot); Cloak of Resistance +1 (Shoulder Slot); Everburning Torch; Ring of Swimming
Current GP - 391

SPECIAL ABILITIES

Background Skills (Perform (Dance), Profession (Laborer))
Bonus Feat - Humans select one extra feat at 1st level.

Trait - Flame of the Dawnflower (Religion,Sarenrae): You have been raised to view yourself as a blade in Sarenrae's service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.

Trait - Redeemed criminal (Campaign): You committed a grave crime back in the Metropolis. You are repentant and you managed to convince the Magistrate of that extreme. In exchange, instead of outright condemning you to death, you were sent to Pridon’s Hearth to serve for life. You must present yourself to the local Sheriff. Benefit: Add +1 trait bonus to Disable Device, Escape Artist and Knowledge local and one of those skills is a class skill for you. If the three are already class skills for you, you might choose to make any other skill a class skill. You begin the adventure with a letter explaining your situation to the local authorities and a mark from your days in prison which provides you with an extra +2 trait bonus to Intimidate.

Heresy Inquisition

Hero Points Current Points = 3

Languages - Common, Polyglot,

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.

Judgment (Sacred) (Su) 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. An inquisitor can use this ability 2 times 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.

Destruction: The inquisitor is filled with divine wrath, gaining a +3 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 3. This causes the inquisitor to heal 3 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 +2 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 +3 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 +2 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 +2 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 2/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 6 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).

Righteous Infiltration (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Sarenrae's Mercy - You take no penalty on attack rolls for using a scimitar to deal nonlethal damage. If your attack with the scimitar would normally deal additional damage (such as via sneak attack, the flaming weapon special ability, or the like), this additional damage can be nonlethal damage. You can also alter spells with the fire, good, or light descriptor and inflict spells so that the damage they deal is nonlethal damage instead. You can choose to apply this effect as the spell is cast.

Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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

Bane (Su) 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 7 rounds per day. These rounds do not need to be consecutive.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks.

Solo Tactics (Ex) 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.

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

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Discern Lies (Sp) An inquisitor can discern lies, as per the spell, for 5 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.

To Be Adjusted - +1 spell-storing Breastplate, Ioun Torch, Ring of Swimming, Hand of the Mage
GP Available - 9931
Shopping List - TBD

Backstory: