Alain

Benjamin Martialis's page

2 posts. Alias of Tiger Claw.


Full Name

Benjamin Martialis

Race

Human

Classes/Levels

Inquisitor (Oathkeeper) 3

Gender

Male

Size

Medium

Age

35

Special Abilities

Recovery Inquisition, Judgement, Divine Witness, Detect Alignment, Oathbreaker's Scourge

Alignment

Lawful Neutral

Deity

Abadar

Location

Absalom

Languages

Common (Taldane), Osiriani

Occupation

Barrister (Recovery)

Homepage URL

Morillo & Osterloth

Strength 10
Dexterity 15
Constitution 12
Intelligence 13
Wisdom 18
Charisma 8

About Benjamin Martialis

Benjamin Martialis
Race: Human
Alignment: Lawful Neutral
Class: Inquisitor (Oathkeeper) 3
Abilities: Str 10 (+0), Dex 15 (+2), Con 12 (+1), Int 13 (+1), Wis 18 (+4), Cha 8 (-1)
HP: 20 (3d8+3)
AC: 16 (+4 armor, +2 dex)
Initiative: +3 (+2 Dex, +1 trait)
Speed: 30' (light armor)
Saving Throws: +3+1 Fortitude / +1+2 Reflex / +3+4 Will
BAB: +2
Weapons: light crossbow +4 (1d6 /19-20x2) / light mace +2 (1d6, x2)
Race Traits: Institutional Memory (+4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong & attempt such skill checks untrained), Bonus Feat(EWP Feat)
Background Traits: Eye for Quality (You gain a +1 trait bonus on Appraise checks, you don’t suffer the effects of failing such checks by 5 or more, and Appraise is a class skill for you); Absalom Hotspur (You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks)

Inquisitor abilities: spellcasting, inquisition (recovery), judgment 1/day, divine witness, orisons, stern gaze, cunning initiative, detect alignment, oathbreaker's scourge, solo tactics, teamwork feat
Favored class bonus: Inquisitor, add a +1/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures
Feats: Precise Shot (1), Rapid Reload (Human), Abadar's Crossbow (3), Coordinated Shot (TW3)

Skills: Appraise (Int) +1t +3r +1s +3c, Intimidate (Cha) +3r -1s +3c, Knowledge (local) (Int) +1t +1s +3c, Knowledge (religion) (Int) +3r +1s +3c, Perception (Wis) +3r +4s +3c, Profession [barrister] (Wis) +3r +4s +3c, Sense Motive (Wis) +3r +4s +3c, Spellcraft (Int) +3r +4s +3c, Stealth (Dex) +3r +3s +3c, Survival (Wis) +3r +4s +3c
Languages: Common, Osiriani

Spell-like Abilities Detect Alignment: (standard action - at will)
Spells Known:
0:brand, create water, detect magic, light, oath of anonymity, read magic, sift, stabilize
1:Abadar's truthtelling, cure light wounds, protection from chaos, pierce facade
Spells per Day:
1: 4/day

Equipment: chain shirt (100 gp), light crossbow (35gp, crafted), light mace (7gp)
Backpack (2 gp, worn): 50 ft. rope, silk (10gp), whip (1gp), scorpion whip (5gp), gear maintenance kit (5gp), compass (10gp), silver holy symbol of Abadar (25gp), The Order of Numbers, Manual of City Building, healer’s kit (10/10, 50gp)
Belt pouch (1 gp, worn): holy water (25gp), silver weapon blanch (5, 25gp)
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Recovery Inquisition:
Focused Search (Ex): Once per day, you may designate a person or object as your focus. This takes 1 minute of concentration, during which time you must either picture this item or person if familiar to you, or meditate on the item’s or person’s description if not. Until you choose a new focus, you gain a bonus equal to half your inquisitor level on Perception checks to see or hear your focus, or when using Survival to track your focus or a creature with your focus in its possession. This bonus stacks with that gained from the track special ability.

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).

Divine Witness (Su):
Every oathkeeper inquisitor develops a unique personal symbol, which she can use to seal an agreement between two or more willing parties. The agreement, whether it’s a trade contract, a truce, or a political marriage, must be as detailed as possible and then signed in the oathkeeper’s presence by every creature involved. Creatures must sign of their own free will—any magical or physical coercion will cause the contract to crumble into ash when the oathkeeper attempts to place her seal upon it. So long as no mystic or physical force is influencing any participating creature, the oathkeeper can mystically seal the arrangement with her personal symbol, binding all signing parties into upholding their ends of the bargain for the length of time spelled out in the agreement.
Should any oathbound creature break the exact wording of the contract, the agreement is dissolved and the offending creature is cursed, taking a penalty on all d20 rolls equal to the oathkeeper’s Wisdom modifier for a number of weeks equal to the oathkeeper’s inquisitor level. Furthermore, the inquisitor’s symbol appears as a mystic symbol on the offending creature’s throat and hands, allowing the oathkeeper to know the creature’s location at all times, as per the discern location spell.
If a creature is forced into breaking the agreement by magic or overwhelming physical force (for example, breaking an agreement not to harm via a compulsion spell or by physically hurling an oathbound creature to deal damage to another), then the agreement dissipates harmlessly. The oathkeeper’s curse is a curse effect, but it can be removed only with a miracle or wish spell.
This replaces monster lore.

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.

Oathbreaker's Scourge (Su):
At 2nd level, if an oathkeeper is given physical evidence of a broken agreement and asked to hunt down the contract’s breaker by the offended party, the oathkeeper gains a +4 sacred or profane bonus on Diplomacy and Survival skill checks to gather information about and track the target. The inquisitor is also treated as being 3 levels higher for the purpose of one judgment she uses against the deal breaker, so long as she keeps possession of the evidence. If the oathkeeper uses oathbreaker’s scourge when attacking someone who is actually innocent of fraud—due to forgery, hasty judgments, or other deceptions—she loses access to all of her oathkeeper archetype abilities for 1 month or until she is the target of an atonement spell. This replaces track.

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.

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.

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Character History:

Benjamin never failed to understand what prevented his rise in the church, he just always found it hard to care. The fifth son of House K's current generation, Benjamin received the finest education available in the city of Absolom. After studying trade and economics at university, Benjamin was quick to take up the life of a holy Banker.

Despite the effect on his advancement, Benjamin had little interest in upgrading his flathouse or adorning himself with expensive finery or jewelry. The only sort of transition Benjamin explored was a move to a recordshouse staffed for forensic accounting. While the banker enjoyed his work and got along well with the other bankers in his department, there was little prestige to be had.

One of the few things that interested Benjamin was travel. He would very often submit departmental requests to places like Katapesh, Oppara, or Egorian as a pretense to visit sites of religious significance. A trip to Alkenstar would change Benjamin career trajectory.
It was during a tour of a great cathedral to Torag where Benjamin , who often performed due diligence on criminal cases, spotted a dwarf wanted back in Absalom for defaulting on a significant loan. Though he lacked both credentials as a legal officer and any persuasive talent, Benjamin was able to convince the priests to hold the debtor. Going through the local banks, Benjamin was able to obtain what he needed to have the dwarf extradited back home to the City at the Center of the World.