Vampire Warrior

Cherry Candlewick's page

38 posts. Alias of baticeer.


Race

Ifrit

Classes/Levels

Inquisitor (Immolator) 1 ■ HP 8/8 | AC 15 (T 12, FF 13) CMD 14 | Init+2, Perception+1, Fort+1 Ref+2 Will+3 ■ Judgment 1/1, Spells 2/2, Firebolt 4/4

Gender

Female

Age

23

Alignment

Lawful Evil

Deity

Asmodeus

Languages

Common, Infernal

Strength 14
Dexterity 14
Constitution 9
Intelligence 11
Wisdom 12
Charisma 8

About Cherry Candlewick

Background:

The girl known as Cherry grew up on the streets, never having known her parents. Her earliest memories were running with groups of other poor urchin kids, trying to beg or steal for their daily meal. She picked up the name "Cherry" because of her red skin, but never even knew what she was, other than "not human." That all changed when an Asmodean orphanage was founded in her hometown and she, along with other street children, was taken in by them and raised by clerics who taught them the doctrine of the King of Hell. Cherry learned her letters, learned that she was an ifrit – a person touched by elemental fire, and learned intense dedication to Asmodeus. She had always been a bit of a pyromaniac and had been able to simply summon up and start fire around her. Now she regarded it as a blessing, something she could use in her newfound god's service. She trained with the orphanage's clerics to learn the basics of weaponry and divine magic, and when she was old enough set out to become one of her church's inquisitors.
Right now she is on something of a quest to find her real path; she wants to serve Asmodeus, serve Cheliax, and either convert or destroy nonbelievers... but she is still searching for the best way to do it. She is passing through the town of Longacre at the moment to see if there's anything she can do on behalf of her church.

Appearance & Personality:

Cherry is around average human height, but due to her race along with her armor and Asmodean robes, she cuts an impressive figure. She has long black hair that she wears in a single plait, and her dark eyes literally flash with fire when she gets particularly excited. She carries herself casually and is prone to expansive, excitable gestures like clapping her hands together in pleasure - it's unexpected based on how she looks and can be a bit disconcerting. Not to mention the fact that tiny flames, sparks, or smoke will occasionally spring from her hands or other parts of her, because if she gets emotional she sometimes forgets to keep her fire-born abilities in check. As for her personality: just because you serve the evil ruler of Hell doesn't mean you are grim and unlikeable. Cherry is genuinely friendly and affable to most people... but that is not the same thing as being kind or forgiving. She would be just as cheerful about hunting down and burning the enemies of Asmodeus. Being raised first in poverty and then in a cloistered orphanage means she hasn't seen that much of the world and can be almost childish about new things or unfamiliar customs, however, anyone who mistakes her interest with naïveté or foolishness would be very wrong.

Basics:
Female Ifrit Inquisitor (Immolator) 1
LE medium outsider (native)
S+2/D+2/C-1/I+0/W+1/R-1
Saves: Fort+1, Ref+2, Will+3
AC: 15 (+3 armor, +2 Dex)

Racial Abilities:
Darkvision - 60 feet
Fire Resistance 5
Spell-Like Ability - burning hands 1/day (CL=lvl+CHA)
Fire Affinity - Ifrit spellcasters with the Fire domain use their domain powers at +1 caster level.

Daily Stuff:
1/1 Burning Hands
2/2 first-level spell slots
4/4 Fire Bolt (atk+2, dmg 1d6+2 fire, range 30ft)
1/1 Judgment

Equipment:
Morningstar (atk+2, dmg 1d8+2 B/P, crit x2, melee 1-handed)
3 Javelins (atk+2, dmg 1d6+2 P, crit x2, range 30ft)
Studded Leather Armor (armor bonus +3, armor check penalty -1)
Inquisitor's Kit: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a standard unholy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and an iron unholy symbol.
103 GP

Spellcasting:

Casting Ability = Wisdom; Spell Save DC = 11 + spell level
Spells per Day: 2 first-level

Orisons Known: Light, Detect Magic, Daze, Brand
1st-Level Spells Known: Touch of Combustion, Interrogation

Skills:

Ranks: 8/level.

Climb +5
Intimidate +4
Kn(Arcana) +4
Kn(Planes) +4
Kn(Religion) +4
-- knowledge checks to identify monsters' weaknesses are +5
Sense Motive +6
Spellcraft +4
Survival +5

Untrained Skills: Acrobatics +2, Appraise +0, Bluff -1, Craft +0, Diplomacy -1, Disguise -1, Escape Artist -1, Heal +1, Perception +1, Perform -1, Ride +2, Stealth +2, Swim +2

Armor Check Penalty: -1 on all STR/DEX based checks due to armor (penalty not included above).

Class Abilities:

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action.
At 1st level, an inquisitor can use this ability once 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 prevented from doing so, 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 +1 profane bonus on all weapon damage rolls.
- 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.
- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls.
- Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
- Protection: The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class.
- Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 profane bonus on all saving throws.
- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
- 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.
- Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target's fire resistance as 5 lower than normal (minimum 0).

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.

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).

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two inquisitor levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Servant of the Flame: An immolator must worship a deity whose portfolio includes the Fire domain. An immolator who selects the Fire domain uses her domain powers at +1 caster level (this stacks with the ifrit's fire affinity racial trait).