About Arzodus CrowlerInitiative: +5
Special Abilities:
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 (or Inquisition) Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. 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: Inquisitor 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 2nd level, 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. ------- Racial Traits +2 to any Ability Score (Wis), Medium, Normal Speed, Bonus Feat, Skilled, Languages. ------- Traits Campaign Trait: Betrayed Reformed Criminal: You’ve given up the life of crime, and managed to talk your way out of any repercussions such as jail time or fines. You’ve told yourself that you would rather leave your past behind, yet the concept of seeing Gaedren Lamm pay for his crimes still appeals to you. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you. Magical Talent: prestidigitation ------- Items A backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, a wooden holy symbol, and an explorer's outfit. Combat Gear Shortbow with 20 arrows in quiver, a light mace, and a set of studded leather armor. ------- Wealth (34 gp) Carrying Capacity Light (43 lbs or less); Medium (44-86 lbs.); Heavy (87-130 lbs.) Current Load: 71 Age 22, Height 6'0", Weight 190 lbs, Eyes Black, Hair Black ============================================== Questions Answered:
1: The beginning of the campaign starts with the characters being brought together for their hatred of one man, Gaedren Lamm. You were all wronged by him in one way or another, either by being one of his "lambs" (forced child slaves/thieves) or by other reasons. You are so focused on your investigation, so what have you been doing on this front? Using your trait, how were you wronged and how do you see justice being brought to Lamm?
Crowler was one of Lamm Lamb's until Arzod, as he simply know back then, was foolish enough to attempt to pickpocket an antipaladin of Asmodeus on his way through town. After one of the severe beatings of his life, this antipaladin asked for the pickpocket's name. In fear, Arzod replied "..Crowler". A few brief moments, the antipaladin dragged the boy to the Temple of Asmodeus, gave the then high priest enough money to pay for lodging for the boy within the temple walls for a year, and left him in the care of Asmodeus's clerics. It was many years later, Crowler was able to find out his last name matched that of an Asmodean warpriest who help House Thrune come to power in Cheliax early in Queen Amrogail's reign. Ever since he was made a full inquisitor, Crowler has been looking for Lamm to be brought to Justice. Asmodean Justice would be preferable, Korvosian Justice failing that. 2a: Non-spellcasters or limited spellcasters: Where did you train? If you are from out of town, where are you from? One of the Shoanti tribes or being from Kaer Maga would be excellent, especially if Gaedren sabotaged your caravan home/did something to you to dishonor you in the face of your tribe. Orisini Fencing academy or Endrin Military Academy in Old Korvosa are great, as are the Exemplary Execrables for bards and skill monkeys.Heck, a Varisian gang would be good for a rogue. After his grueling upbringing as an Asmodean acoylte, Crowler sought his training as an inquisitor of The God of Law with the Asmodean Temple in Korvosa. 3: Do you know anyone in the city or have any family in the city? Crowler knows many people in Korvosa as an inquisitor, but has no family in the city. Crowler barely remembers his mother's face, but it's probably for the best anyhow. 4: Would you adventure after Gaedren is defeated? Why? Only if his adventuring would further the goals of Asmodeus and did not interfer with his inquisitor duties. 5: Who do you trust and why? The first thing Crowler learned as an inquisitor is that everyone has secrets and most put on a false face in public. Crowler trusts no one, not even his superiors. 6: Do you have a family? If so, provide the known members of the family. Crowler has no family. Only his duty to Asmodeus. 7: What do you think of the elderly King Eodred and his Chelish Queen, the near-teen, flame-haired Ileosa? Do you think it is scandalous? No. Just nobility being nobility. Besides Crowler has other subjects that take up his time. 8: What do you think of the minor bits of vigilantism? You know of the hero of the people (Blackjack) who is a masked Vigilante, but what do you think of his copycats and the villains that oppose them? Vigilantism is a spit in the face of Law. You want to bring Justice to Korvosa, become a city guard! 9: Sometimes you need to know someone, obviously your character cannot live in a bubble. So, make two contacts to know, pick one or two contacts from the below list. Lictor Severs DiVri (Human (Chelish) leader of the Order of the Nail Hellknights near Korvosa (scary guy!) Crowler has only worked with him once before when one the The Order was called into question about his dedication to Asmodeus. Abrasive, but helpful. Archbishop Reebs, Male Chelish Human High Priest of Asmodeus
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