About Ezra CollinsEzra Collins
--Defense-- AC: 16 Touch: 12 Flatfooted: 14 (+2 Dex, +3 Armor, +1 Shield)
--Offense-- Speed: 30' Weapon 1: Masterwork Longsword- Attack(2-handed): +4 Damage: 1d8 + 3(+4); critical: 19-20/x2 Weapon 2: Dagger x3 (2 Hidden)- Attack(melee/ranged): +3/+2; Damage 1d4 +3; 19-20/x2 Weapon 3: Spiked Light Steel Shield- Attack: +3; Damage 1d3; 20/x2 Weapon 4: TWF Mwk Sword/Shield- Attack: +2/+1; 1d8+3/1d4+3; 19-20/x2|20/x2 Weapon 5: Light Crossbow- Attack: +2; Damage 1d8; 19-20/x2 CMB: 3 (3 str + 0 bab) --Statistics-- HP: 10 STR: 16 (14+2 racial) DEX: 15 CON: 14 INT: 10 WIS: 14 CHA: 8 FORT: 4 REF: 2 WILL: 4 BaB: 0 CMB: 3 CMD: 15 --Encumbrance-- Light Load: 76 lbs. or less Medium Load:77-153 lbs. Heavy Load: 154-230 lbs.
CLASS ABILITIES:
Inquisition: Zeal Zealous Surge (Sp): Once per day, when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your inquisitor level + your Wisdom modifier. Scourge of the Enemy (Ex): At 8th level, select one religion (Cult of Asmodeus) that is a rival or opponent of your religion. You treat members of this religion as if they were your favored enemy (as the ranger class ability), gaining a +2 bonus on the appropriate rolls. At 13th level, these bonuses increase to +4, and at 18th level, the bonuses increase to +6. These bonuses do not stack with other favored enemy bonuses (use the highest bonus that applies). Judgement (1/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: Inquisitor 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. Stern Gaze 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). SPELLS:
Orisons Create Water School conjuration (creation) [water]
Range close (25 ft. + 5 ft./2 levels)
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Detect Magic School divination
Range 60 ft.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Read Magic School divination
Range personal
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Stabilize School conjuration (healing)
Range close (25 ft. + 5 ft./2 levels)
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. First Level Shield of Faith School abjuration
Range touch
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level). Cure Light Wounds School conjuration
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage. FEATS:
Two-Weapon Fighting: (Human Bonus Feat) Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Improved Shield Bash: Prerequisite: Shield Proficiency Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC. Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment). SKILLS:
Climb: 7(3) (-4 ACP)
RACIALS:
Bonus Feat: TWF
ITEMS:
From: Starting Wealth of 140 GP MWK Longsword (free from trait)
Spent: 127; Remainder: 3 gp LANGUAGES:
Common(Taldane) TRAITS:
Chosen of Iomedae: At your birth, your parents dedicated your soul to Iomedae to mold into a sword of her light. The goddess blessed you, granting you a gift of light to brighten your path through darkness and a fine sword with which to spread her will. You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled. {fluffed as passed down from a mentor - light comes from sword} Light School evocation [light]
Range touch
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Ex-Asmodean (Campaign): You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church.
REASON TO ATTEND THE PROTEST:
Meeting a Contact: The Silver Ravens have long
BACKSTORY:
Will be polished up later, rough draft: Ezra Collins was born into a wealthy family of man-catchers, assistants to the Hellknight Order of the Torrent, in the Major Chellish city of Kintargo. The light greenish tint of his skin and slight orcish countenance (elongated canines and pointed ears) immediately marking him as a social outcast in the human dominated empire. He has come to believe that these features are a throwback to a distant ancestor; one of the trackers the Order of the Torrent used to hunt down wayward dissidents. The house servants tittered endlessly of a less romantic dalliance between the madam and the household slave; a brute named Xorb which the family kept on as a sort of Guard dog and sparring partner. Growing up Ezra enjoyed a varied childhood; he learned fencing and the martial prowess from his older siblings, and spent numerous hours sparring with the family guard-orc. He traveled the countryside around the city often, seeing various parts of the nearby islands and coast even traveling into nearby Nidal on occasion. Life was good for the family; business was ever booming, as there was never any shortage of villains to disobey the many strict laws of the Empire. The family’s many successes, coupled with their rigid diabolist tenets landed them jobs time and again Disaster struck late when a dangerous mark eluded the family’s grasp with the aid of the family’s orc slave, but not before killing several Hellknights in his escape. Unwilling to admit a felon could best their elite troops the Hellknights blamed the Collins’ family, denouncing them as traitors. As is typical in Cheliax, the proceedings were swept along in court with little by way of a defense and the family was pronounced guilty; their lives forfeit, their possessions taken, and their servants enslaved and auctioned off. Ezra should have been amongst those slain however, his orcish features and the tale of one of the serving women saved his life. Set upon the auction block, bereft of family and alone Ezra despaired. The bidding commenced, and a large portly man with soft childish features, and gem encrusted accouterments stared at him hungrily. Ezra didn’t understand, but he felt an instinctive loathing for this individual, and was relieved when a familiar figure stepped out of the crowd and offered a ridiculous sum of money for his life. Garrison Todd, former Hellknight paralictor and Paladin of Iomedae, an associate of the family from their time dealing with the order. Todd took Ezra’s fledgling skills and raw understanding of law and polished them into a fine foundation. Ezra set out to become a barrister, naively assuming that as a judge he could right some of the injustices seen in the city through the misuse of law. He was quickly disabused of the notion however, finding that the appointment of lawyers and judges was controlled by the state and House Thrune. It would be impossible to work directly in his chosen profession given the nepotistic and corrupt manner of the courts. Dejected, but determined to do what he can, Ezra works as a legal aid in the public courts. He does what he can to help pro-bono cases as a paralegal while struggling to make ends meet and has briefly considered going back into the family trade. When word spread of the artifact recovered by the Godsclaw he joined Todd and other worshipers in nearby Aria Park to venerate their goddess and discuss the discovery’s possible ramifications. Then word came of the Glorious Reclamation; the news was greeted with a mixture of joy and dismay. Many, Ezra amongst them thought that open rebellion would not fix any problems; that the artifact was a sign to change matters indirectly from within. Others however were of the opinion that the only way forward was to fight. Glory and valor are the trademark of the faithful after all, and the artifact was to be the sect’s call to arms. The group debated this throughout the night and the coming weeks as more and more news reached Kintargo of the Reformation’s actions, reaching no clear consensus. Then Barzillai Thrune came to town, and Ezra watched helplessly as his beloved Chelish legal system was perverted to fit the new lord-mayor’s desires. Complaining of this to Todd, the two decided to take action, and the Paladin set off to see about joining the cause. Ezra has not heard from Todd since, although more than a week has passed. His missing-persons report to the local constabulary has had no result, and he fears nothing will come of it. Anxious, he’s started rummaging through his mentor’s belongings, trying to find a link to find his missing master. So far he’s found two objects; a mysterious sword engraved with the icon of Iomedae which glows softly at the touch, and a letter—ink mostly smeared—with instructions to meet at Aria Park during a coming protest. Uncertain about the future, Ezra sets out to the Protest -- hopeful he will find his master and an inroad to change Kintargo for the better. More to Come: Detailed Thoughts on the Asmodean Sect {mixed, some positive}, Kintargo {general negative}, Thrune {strong negative}, Cheliax {patriotic}, Iomedae {love/duty} + The Glorious Reclamation {negative} APPEARANCE:
Despite a powerful physique kept fit by rigorous exercise, Ezra has a dusty, bookish air which puts him out of place outside in the company of others. He can often be seen peering hawkishly at others through his small spectacles, as if scrutinizing some obscure text. He can often be found wandering the halls of some library or other perusing odd bits of law---clad in a tightly pressed, simply adorned red tunic emblazoned with the sword of Iomedae, with matching kilt with gold (yellow) on red tartan, and a black cloak emblazoned with the symbol of Cheliax. His slightly pointed ears, and the light green tinge of his skin suggest an Orcish heritage somewhere in his heritage and the stigma from this contributes to Ezra's bookish ways. Two prominent physical features belie this normally humble demeanor; first he has a large gnarled scar over a small sunken crater where his left cheekbone should be - result of a youthful mishap, second his eyes hold a burning intensity which cannot be ignored or denied - they are the eyes of a jungle cat waiting to pounce. Size: Medium
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