Half-Orc Warrior

Cressyk Shadowscar's page

404 posts. Organized Play character for Pedwiddle.


Full Name

Cressyk Shadowscar

Race

Half-Orc

Classes/Levels

Inquisitor 4 [ HP 31/31 | AC 18/12/16 | Fort +7, Ref +5, Will +8 | Init +5 | Perception +9 ]

Gender

Male

Size

M

Age

22

Special Abilities

Judgements, Monster Lore, Solo Tactics, Spells, Stern Gaze

Alignment

CG

Deity

Gorum

Languages

Common, Orc

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 15
Charisma 8

About Cressyk Shadowscar

PFS #: 70085-6

Crunch:

EXPERIENCE
XP: 9
Prestige/Fame: 16/18

COMBAT
HP: 31 (1 - 8+1+1, 2 - 5+1+1, 3 - 5+1+1, 4 - 5+1+1)
Init: +5 (2 (Dex) + 2 (Wis, Cunning Initiative) + 1 (Trait))
AC: 18 (Touch: 12, Flat-footed: 16) (+2 Dex, +6 Armor)
Fort: +7, Ref: +5, Will: +8
BAB: +3
CMB: +7 (3 (BAB) + 4 (Str))
CMD: 19 (10 + 3 (BAB) + 4 (Str) + 2 (Dex))

ATTACKS
Melee
+1 Adamantine Falchion (+8 to hit, 2d4+7 damage (S), 18-20/x2 crit.)
Morningstar, Cold Iron (+7 to hit, 1d8+6 damage (B and P), x2 crit.)
Longspear, Masterwork (+8 to hit, 1d8+6 damage (P), brace/reach, x3 crit.)

Ranged
Sling Bullet (+5 to hit, 1d4+4 damage (B), 50' range, x2 crit.)

Racial and Class Features:

RACIAL FEATURES
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

CLASS FEATURES
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.
Domain: 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 (2/day, 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 2–4 under “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.
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.
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
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).
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.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
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).

Feats, Traits, Skills, and Boons:

FEATS
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Precise Strike (Teamwork): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

TRAITS
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Veteran of Battle (Gorum): You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

SKILLS - Current ACP: -2
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise: 0 (0 + 0 (Int))
Bluff*: -1 (0 + -1 (Cha))
Climb*: 8 (1 + 3 (Class Skill) + 4 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy*: -1 (0 + -1 (Cha))
Disguise*: -1 (0 + -1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Heal*: 6 (1 + 3 (Class Skill) + 2 (Wis))
Intimidate*: 10 (4 + 3 (Class Skill) + -1 (Cha) +2 (Racial) + 2 (Stern Gaze))
Knowledge (Arcana)*: 4* (1 + 3 (Class Skill) + 0 (Int)) (* - +2 (Wis) to determine the abilities and weaknesses of creatures)
Knowledge (Dungeoneering)*: 4* (1 + 3 (Class Skill) + 0 (Int)) (* - +2 (Wis) to determine the abilities and weaknesses of creatures)
Knowledge (Nature)*: 4* (1 + 3 (Class Skill) + 0 (Int)) (* - +2 (Wis) to determine the abilities and weaknesses of creatures)
Knowledge (Planes)*: 4* (1 + 3 (Class Skill) + 0 (Int)) (* - +2 (Wis) to determine the abilities and weaknesses of creatures)
Knowledge (Religion)*: 4* (1 + 3 (Class Skill) + 0 (Int)) (* - +2 (Wis) to determine the abilities and weaknesses of creatures)
Perception*: 9 (4 + 3 (Class Skill) + 2 (Wis))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 11 (4 + 3 (Class Skill) + 2 (Wis) + 2 (Stern Gaze))
Stealth*: 7 (2 + 3 (Class Skill) + 2 (Dex)) (ACP)
Survival*: 8 (3 + 3 (Class Skill) + 2 (Wis))
Swim*: 8 (1 + 3 (Class Skill) + 4 (Str)) (ACP)

BOONS
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (Arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.
Explore, Report, Cooperate: You have an excellent sense of what makes and exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.
Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dreams with terrifying visions, as per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of your acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.
Subtle Revenge: You chose to undermine Torch's schemes in Osirion, and it seems he never found out about your sabotage. This may lead him to miscalculate a risk or fail at an important scheme in the future.

Domain Powers and Spells:

DOMAIN POWERS (Tactics)
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

SPELLS
0-level (unlimited/day):
Create Water: Creates 2 gallons/level of pure water. (Close range)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Disrupt Undead: Deals 1d6 damage to one undead. (Ranged Touch (Ray), Close range)
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Stabilize: Cause a dying creature to stabilize. (Close range, one living creature, instantaneous)

1st-level (4/day):
Bless: Each ally gains a +1 morale bonus on attack rolls and on saving throws vs fear. (50' radius, centered on caster, 1 min/level)
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment. (Touch range, creature touched, 1 min/level)
Divine Favor: You gain +1 per three levels on attack and damage rolls. (Personal, 1 min.)
Litany of Sloth: Single target cannot make attacks of opportunity for 1 round. (Close range, Swift action)

2nd-level (2/day):
Blistering Invective: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Flames of the Faithful: Gives weapon flaming property.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 100 lbs.
Medium Encumbrance: 101-200 lbs.
Heavy Encumbrance: 201-300 lbs.

GEAR
Hot Weather Outfit (4 lbs.)
Breastplate, Masterwork (30 lbs.)
+1 Adamantine Falchion (8 lbs.)
Longspear, Masterwork (9 lbs.)
Morningstar, Cold Iron (6 lbs.)
Sling (-)

Backpack (2 lbs.)(Total: 26 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Cold Weather Outfit (7 lbs.)
- Grappling Hook (4 lbs.)
- Iron Pot (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Traveler's Outfit (5 lbs.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Flint and Steel (- lbs.)
- Sling Bullets (20) (10 lbs.)
- Wand of Cure Light Wounds (49/50 charges remaining) (- lbs.)
- Wayfinder (- lbs)
- Money (836 gp 7 sp)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 6'6"
Weight: 290 lbs.
Skin: Grey-green
Hair: Black
Eyes: Black

Background:

Chronicles:

2013-12-28 - Scenario #5-08: The Confirmation
Awarded: 1XP, 2PP, 430GP
- Boon: Confirmed Field Agent
- Boon: Explore, Report, Cooperate
- Boon: Friend of Janira Gavix
Spent:
- Retrained equipment

2014-04-18 - Scenario #4–11: The Disappeared
Awarded: 1XP, 2PP, 520GP
- Boon: House Thrune's Favor
Spent:
- Retrained equipment

2014-05-20 - Scenario #4–15: The Cyphermage Dilemma
Awarded: 1XP, 2PP, 532GP
- Boon: Debt of Cyphers
- Boon: Riddleport Respect
Spent:
- Retrained equipment

2014-06-03 - Scenario #2–21: The Dalsine Affair
Awarded: 1XP, 2PP, 501GP
Spent:

2014-07-04 - Scenario #5-21: The Merchant's Wake
Awarded: 1XP, 2PP, 514GP
Spent:

2014-08-13 - Scenario #5-22: Scars of the Third Crusade
Awarded: 1XP, 2PP, 510GP
- Boon: Mendevian Commendation
Spent:

2014-12-09 - Scenario #5-12: Destiny of the Sands, Part I: A Bitter Bargain
Awarded: 1XP, 2PP, 1183GP
- Boon: Subtle Revenge
Spent:
- Adamantine Falchion (3075GP)

2015-04-29 - Scenario #5-15: Destiny of the Sands, Part II: Race to Seeker's Folly
Awarded: 1XP, 2PP, 1190GP
Spent:

2015-07-25 - Scenario #5-16: Destiny of the Sands, Part III: Sanctum of the Sages
Awarded: 1XP, 2PP, 1282GP
Spent:
- +1 enhancement for Adamantine Falchion (2000GP)

Future Development:

1 - Combat Reflexes
3 - Power Attack (BAB +1)
3T - Precise Strike (Dex 13, BAB +1)
4 - +1 Wis
5 - Weapon Focus (BAB +1)
6T - Outflank (BAB +4)
7 - Cornugon Smash (Power Attack, Intimidate 6 ranks)
8 - +1 Wis
9 - Lunge (BAB +6)
9T - Paired Opportunists
11 - Improved Critical (BAB +8)
12T - Seize the Moment (Combat Reflexes, Improved Critical)