Half-Orc of Averaka

Crusader V's page

83 posts. Alias of Nani Z. Obringer.


Full Name

Crusader Chiara "V" Venator

Race

Half-Orc

Classes/Levels

Inquisitor 9//Fighter 9

Gender

Female

Size

Medium

Age

19

Alignment

LG

Deity

Iomedae

Languages

Common, Orc, Abyssal, Infernal

Strength 19
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 16
Charisma 7

About Crusader V

Current Statistics
Init +8, Lookout; Perception +15; Sense Motive +19
AC: 25
HP: 88/88
Saves: Fort +8, Ref +6, Will +10; +1 saves vs. evil outsider spells/effects, +2 saves vs fear, Shake it off (untyped), Lastwall Phalanx (Sacred)
Attack Bonus: +0
Damage Bonus: +0
Judgement: 3/3
Bane: 11/11
Buffs: heroism (extended) 180 minutes
Spells Remaining: 3rd: 2/3, 2nd: 5/5, 1st: 5/5
Other Remaining Discern Lies 8/8, Blessed Infiltration 3/3, Word of Anathema 1/1

Defense:

Init +8, Lookout; Senses Darkvision 90 ft.; Perception +15 (+22)
AC 25 (27) touch 13 (15), flat-footed 22 (24) (+3 dexterity, +10 armor, +2 shield)
hp 98 (9d10+18)
Fort +8 (+10/+12), Ref +6 (+8/+10), Will +10 (+12/+14); +1 saves vs. evil outsider spells/effects, +2 saves vs fear, Shake it Off, Lastwall Phalanx

Offense:

Speed 30 ft.
Melee +1 holy longsword +17/+12 (+19/+14) 1d8+9 19-20/x2 plus 2d6 versus evil or shield bash +15/+10 (+17/+12) 1d8+6 or TWF +15/+10//+13/+8 (+17/+12//+15/+10) 1d8+9 //1d8+4
Ranged mwk heavy repeating crossbow +13 (1d10 19-20/x2)
Spell-like Abilities (CL 9th, +12 concentration)
At-will - detect chaos, detect evil, detect good, detect law
1/day (1) - Word of Anathema (DC 16; bestow curse, 60 ft. range, -4 penalty only, 1 min. duration)
8 rounds/day - discern lies
Spells Known(CL 9th, Concentration +12)
3rd (4/day) - dimensional anchor, heroism, righteous vigor, ward of the faithful
2nd (5/day) - blistering invective, perceive cues, see invisibility, surmount affliction
1st (6/day) - comprehend languages, cure light wounds, divine favor, expeditious retreat, litany of sloth, shield of faith
0th - acid splash, brand, detect magic, read magic, sift, stabilize
Inquisition Heresy

Statistics:

Str 17 (19) Dex 16 Con 14 Int 14 Wis 14 (16) Cha 7
Base Atk +9; CMB +13; CMD 26
Feats Combat Expertise, Craft Magic Arms and Armor, Diehard, Endurance, Extended Bane, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Slam, Tenacious Survivor, Two-Weapon Fighting, Weapon Focus(Longsword), Weapon Specialization (Longsword) Teamwork Feats Lastwall Phalanx*, Lookout, Shake it Off
Traits Narrows Survivor, Purity of Faith
Skills Bluff +7 (+9, 1 rank), Climb +7 (+9, 1 rank), Diplomacy +2 (+4, 1 rank), Disguise +2 (+4, 1 rank), Heal +7 (+9, 1 rank), Intimidate +23 (+25, 9 ranks), Knowledge (arcana) +8/+15 to ID (+10/+17, 3 ranks), Knowledge(dungeoneering) +8/+15 to ID (+10/+17, 3 ranks), Knowledge (local) +5/+12 to ID (+7/+14, 1 rank), Knowledge (nature) +6/+13 to ID (+8/+15, 1 rank), Knowledge (planes) +11/+18 to ID (+13/+20, 6 ranks), Knowledge (religion)+8/+15 to ID (+10/+17, 3 ranks), Perception +15 (+22, 9 ranks), Ride +7 (1 rank), Sense Motive +19 (+26, 9 ranks), Spellcraft +14 (+16, 9 ranks), Stealth +9 (+11, 3 ranks), Survival +15/+19 to track (+17/+21, 9 ranks), Swim +7 (+9, 1 rank) Armor Check -1
Languages Common, Orc, Abyssal, Infernal
Special Qualities judgement 3/day (3), Favored Class (9; +4 to intimidate/ID monsters), stern gaze (+4), cunning initiative, track (+4), weapon training (heavy blades +2, close weapons +1)

Gear:

Combat Gear wand of cure light wounds (50), potion of lesser restoration, scroll of cure serious wounds (2)
Gear +1 darkwood shield w/ masterwork shield spikes, +1 longsword, +1 mithral full plate, bane baldric, belt of giant strength +2, boots of haste, cracked dusty rose prism ioun stone, gem of seeing, headband of inspired wisdom +2, wayfinder
Mundane Gear masterwork heavy repeating crossbow 550 gp, falchion 75 gp, morningstar 8 gp, dagger (2) 2 gp each, cold iron dagger (2) 4 gp each, alchemical silver dagger (2) 22 gp each, Pathfinder's Kit (backpack, bedroll, belt pouch, clay mug, dagger, fishhook (2), flint and steel, sewing needle, signal whistle, 50ft of string, 50ft of thread, waterskin, 1 week worth of trail rations) 12 gp, healer's kit 50 gp, silver holy symbol of Iomedae, deluxe dungeoneering kit (2 candles, chalk, a hammer and 4 pitons, 50 feet of silk rope, 2 sacks, 3 sunrods, 4 tindertwigs, everburning torch) 130 gp, 50ft silk rope (knotted), case of 5 repeating bolts (20) 1 gp each, case of 5 alchemical silver repeating bolts (5) 11 gp, case of 5 cold iron repeating bolts (5) 2 gp, case of 5 heartstake bolts 100gp, Acts of Iomedae, black silk cloak, spell component pouch

Special Abilities:

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
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: +4 sacred to weapon damage
Healing: Fast Healing 4
Justice: +2 sacred to attack rolls
Piercing: +4 sacred to concentration / SR checks
Protection: +2 sacred to AC
Purity: +2 sacred to all saves
Resiliency: DR 2/magic
Resistance: 8 energy resist (acid, cold, electricity, fire, or sonic)
Smiting: Weapon counts as magic and good or lawful aligned
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.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
Shaman's Apprentice (City Scavenger): Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change oneof these judgments to another type
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.
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).
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Iomedae Paladin Code:

The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have a lost a tool. If I betray my heart, I have died.
I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
I am the first into battle, and the last to leave it.
I will not be taken prisoner by my free will. I will not surrender those under my command.
I will never abandon a companion, though I will honor sacrifice freely given.
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
I will suffer death before dishonor.
I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.