Irabeth Tirabade

Breyda Trail-friend's page

No posts. Alias of Doug OBrien.


Full Name

Breyda Trail-friend

Race

Half-orc

Classes/Levels

4th Level Inquisitor

Gender

Female

Size

6'5"

Age

18

Deity

Desna

Location

Prowling the roads and trails of the River Kingdoms

Languages

Common, Orc & Giant

Occupation

Caravan guard, scout, itinerant vigilante, would-be community organizer and self-appointed "Road-agent of Desna"

Strength 20
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Breyda Trail-friend

Breyda Trail-friend
Female Half-Orc Inquisitor of Desna 4
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +9
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Appearance

Of menacing height & heft and kitted out with an immense bow and sword this half-orc female otherwise carries herself with an impassive air till she has a feel as to what to expect from those she meets. Would-be friends are hailed with an open welcoming hand baring a tattoo of a butterfly accompanied by three shooting stars, while enemies are offered naught but an icy, venomous glare.

She wears clothes at home on the roads and trails of the River Kingdoms, her sole conceits to fashion being a dark cloak embroidered with a smattering of small silver stars, along with a well-polished breastplate bearing a falcon motif and a simple necklace similar to her tattoo.
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Defense

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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 35 (4d8+12)
Fort +7, Ref +3, Will +6
Defensive Abilities orc ferocity
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Offense
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Speed 20 ft.
Melee masterwork falchion +9 (2d4+7/18-20)
Ranged composite longbow +5 (1d8+3/×3)
Spell-Like Abilities (CL 4th; concentration +4)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +6):
2nd (2/day)—blistering invective, invisibility
1st (4/day)—cure light wounds, divine favor, expeditious retreat, shield of faith
0 (at will)—brand (DC 12), create water, detect magic, detect poison, light, read magic
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Statistics
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Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Base Atk +3; CMB +8; CMD 20
Feats Intimidating Prowess, Power Attack, Precise Strike
Traits armor expert, vagabond child (urban), River Lander
Skills Diplomacy +6, Disable Device +10, Intimidate +18, Knowledge (arcana) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+7 to identify the abilities and weaknesses of creatures), Perception +9, Sense Motive +9, Stealth +7, Survival +9 (+11 to avoid becoming lost when using a Mapmaker's Kit as you travel, +11 to track), Swim +7; Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ domains (conversion inquisition), judgement 2/day), monster lore +2, orc blood, weapon familiarity, solo tactics, teamwork feat, track
Other Gear +1 breastplate, arrows (20), composite longbow, masterwork falchion, backpack, bedroll, belt pouch, belt pouch, candlestick (3), chalk, cheese, fishhook (3), flint and steel, iron holy symbol (Desna), tattoo holy symbol (Desna), mapmaker's kit, sack, silk rope, soap, string or twine, thieves' tools, masterwork, trail rations (5), waterskin, whetstone, 39 gp, 8 sp, 2 cp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +2 Add the listed bonus to survival checks made to track.