Full Name |
Amanda Malburne |
Race |
Human |
Classes/Levels |
Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand |
Gender |
Female |
Size |
Medium |
Age |
20 |
Special Abilities |
Dual Talent |
Alignment |
Lawful Evil |
Deity |
Asmodeus |
Location |
Cheliax |
Languages |
Common, Cheliaxian, Infernal |
Strength |
12 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
12 |
About Amanda Malburne
Combat Traits:
BAB: +1
CMD: 17
CMB: +2
Fort: +3
Ref: +3
Will: +6
Init: +3
Hit Points: 18
Armor Class: 13 + 4 armor = 17 AC
Flat footed: 10 + 4 armor = 14 AC
Speed: 30
Attacks
Heavy Mace: 1d20+2, 1d8+1
Masterwork Composite Longbow: 1d20+5, 1d8+1
Sickle: 1d20+2, 1d8+1
Dagger: 1d20+2, 1d4+1
Adventurer Skills:
Bluff: 2 + 3 + 1 + 3 = 9
Diplomacy: 2 + 3 + 1 + 3 = 9
Disable Device: 2 + 3 + 3 + 1 = 9
Disguise: 2 + 3 + 1 = 6
Heal: 1 + 3 + 3 = 7
Intimidate: 1 + 3 + 1 = 5
Knowledge (Religion): 1 + 3 + 1 = 5
Knowledge (Dungenering): 1 + 3 + 1 = 5
Knowledge (Planes): 1 + 3 + 1 = 5
Perception: 2 + 3 + 3 = 8
Stealth: 2 + 3 + 3 = 8
Sense Motive: 1 + 3 + 3 = 7
Background Skills
Profession (torturer): 2 + 3 + 3 = 8
Sleight of Hand: 2 + 3 + 3 = 8
Racial Abilities:
Dual Talent
Traits:
Background Trait:
Criminal: Disable Device as class and +1 Trait Bonus
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Class Abilities:
Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
Guileful Lore (Ex): At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Judgment 1/day
Damnation Inquisition
Fear the Flames (Su)
You can give a creature you can see within 60 feet one chance to avoid an eternity of suffering by ordering it to carry out any one simple action that would take no more than 1 round to complete. Good and neutral creatures that refuse become shaken for 1 round (Will negates), while evil creatures that obey gain a +2 morale bonus on all rolls and checks made for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a language-dependent, mind-affecting effect.
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.
Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).
Spells:
0th level
Daze
Stabilize
Detect Magic
Sift
Acid Splash
1st level spells (Spells per Day: 3 + 1 = 4)
Cure Light Wounds
Wrath
True strike
Feats:
Point Blank Shot: +1 to hit and damage within 30 feet.
Equipment: Chainshirt, Masterwork Composite Longbow with a +1 strength rating, Longbow, 40 Arrows, Heavy Mace, Sickle, 50 ft rope, 2 torches, backpack, sack, 7 days rations, Ioun Torch, Masterwork Thief Toolkit, Courtier Outfit, Traveller's Clothes, 2 daggers, Silver Asmodeus Holy Symbol, common robes, cloak & hood, light steel shield, Healing Potion, Courtier Outfit, 50 GP Jewels, 220 Gold.
Appearance
Amanda Malburne stands at a height of 5"10 with an average build but deceptively strong for her appearance. She has blonde hair and dark blue eyes and is mildly alluring but not too noticeable. In formal Asmodian rituals she'll change into the robes of her faith and wear the five pointed star of Asmodeus with pride. Usually though she dresses indistinct and does not show off her affiliation. For armor she usually dresses in chain shirt for mobility and uses a light metal shield with no distinguishing markings to better blend in with her numerous personas. Being a trained infiltrator she knows how to play the part in any role she is assigned and often hides in plain sight wearing a disguise.
History
Amanda Malburne was born in the city of Westcrown the child of city labourers. She was raised in an average lifestyle as a city citizen until the death of her father due to an ooze bug infestation. With the primary breadwinner of the family dead, she and her mother were forced to the slums, where her mother became a harlot and Amanda in her early teens was recruited as a street urchin and thief. Picking pockets, breaking into places and other small crimes were committed by her and she paid a majority of what she earned to the guild, keeping a meager amount of money for herself.
During an attempt to steal a purse from a red robed individual, she was paralyzed by a spell by a spell from a man who was actually a priest of Asmodeus named Gabranth Kotley. Still he was intrigued that this little waif managed to make off with his purse and didn't turn her into the authorities. Instead he offered her a deal, he would let her go if she would sell out her handler. She did so, leading the authorities under the direction of Gabrath to arrest a good amount of her fellow thieves and her handler. Seeing potential for the young girl she was brought into the church of Asmodeus.
Amanda was trained in the arts of infiltration to act as a covert agent from the church. Empowered by devotion and Asmodian rites she became an Inquisitor and infiltrator for the church, send out on various missions to spy, gather information and see that enemies of the faith were dealt with. Her most recent mission was to put herself as a sleeper agent with a group of mercenaries and gauge their loyalty to the lord of contracts. Thus getting herself into their good graces she works with them while secretly being a member of the church of Asmodeus.
Theme Song
Amanda's Theme Song