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About Hazan RazzkaSheet:
Hazzan Razzka – Inquisitor 5 Init +4; Senses Perception +10 -------------------- DEFENSE -------------------- AC 21 (25), touch 12, flat-footed 19 [+8 armor, +2 dex, +1 deflection, (+4 shield)] HP 55 (5d8 + 2 con, +5 favored class) Fort +6, Ref +3, Will +6 -------------------- OFFENSE -------------------- Speed 20 ft. Melee +1 Silversheen Flachion +8 2d4+7 (crit 18-20 x2) Ranged Composite Longbow (+4) +5 1d8+4, range 110ft (crit x3) Inquisitor Spells Known (CL 3rd) 2nd (2/day) DC 14- Cure Moderate, Weapon of Awe, Litany of Defense 1st (3/day) DC 13- Cure Light Wounds, Inflict Light Wounds, Lend Judgement, Shield of Faith 0th DC 12- Acid Splash, Create Water, Detect Magic, Stabilize, Read Magic, Resistance Domain: Liberation -------------------- STATISTICS -------------------- Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8 Base Attack +3; CMB +7; CMD 19 Feats Shield of Swings, Power Attack, Cleave Traits Anatomist, Killer Armor Check Penalty 3 Favored Class Inquisitor (+5 HP) Languages Common, Orc Feats:
Shield of Swings: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn. 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. Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. 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. Special Abilities:
Race Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. 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. Darkvision: Half-orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Class Judgement: See below Monster Lore: 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: 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). Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment: 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. Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics: 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. 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. Bane: 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. Discern Lies: 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. Domain Liberation: You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. Judgment:
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). Skills:
Trained Kn: Arcana 8 (5+3) Kn: Dungeoneering 5 (2+5) Kn: Nature 8 (5+3) Kn: Planes 6 (3+3) Kn: Religion 8 (5+3) Perception 10 (5+2+3) Stealth 10 (5+2+3) Untrained Acrobatics 2 Appraise 0 Bluff 3 Climb 4 Disguise -1 Escape Artist 2 Heal 2 Ride 2 Sense Motive 4 Survival 2 Swim 4 Gear:
+1 Silversheen Falchion w/ weapon strap +2 Breastplate +1 Ring of Protection Composite longbow +4 Cold Iron Arrows (20) Blunt Silver Arrows (20) Cold Iron Morningstar w/ weapon strap 104p 5g 1s 7c
Story:
Growing up can be difficult for anyone. Growing up a half-orc orphan, never knowing your parents, in the slums of Coran could be considered slightly more difficult than the average childhood. For better or worse, these were the conditions Hazzan Razzka found himself growing up in. Everyday of his life was a fight. He would have to fight for his food, a place to sleep, even just to be left alone. Being a half-orc made him stand out and standing out made him a target. It wasn't unheard of for people to disapear in the slums. Rumor had it that the mages had a large demand for test subjects for whatever experiments they were doing. Hazzan had more than one friend that vanished in the night and was never heard from again. Being a half-orc, Hazzan was targeted more than once by opportunistic head hunters looking to sell a more resilient test subject. He usually managed to out run or out fight his attackers, but everyones luck runs out eventually. Hazzan was set upon and captured by a large group and taken to a warehouse. There he was thrown into a cage with other prisoners. He immedietly began looking for a way to escape. During the night he got the cage open and started to leave, when one of the other prisoners called out to him. Her name was Tilda, and she was a cleric that was part of a group that was trying to stop the abductions and arrest the gang members in charge. She had gotten herself captured on purpose to find out where the prisoners were being held but her partners has lost track of her. Tilda asked Hazzan to lead her partners to the warehouse so they could free everyone. Hazzan agreed, and the next night he lead a group of warriors to the warehouse. While the warriors fought the gang, Hazzan ran around opening the cages. While he was freeing the prisoners he was attacked by one of the thugs. As Hazzan doged around the sword wielding attacker, he spotted a dead man still holding a falchion. Hazzan grabbed the weapon, struck at his opponent with a strength he never knew he had, and burried the sword in the mans chest. Wrenching it free, Hazzan returned to freeing the prisoners. Once the fighting was over, Tilda came to check on Hazzan. She found him in a corner still clutching the sword. Tilda took the sword from him and tried to comfort the child, who thanked her by vomiting on her and passing out. The next day, Hazzan awoke to find himself in a real bed with Tilda sitting watch over him. She explained that this was her tavern, and that he was welcome to stay with her as repayment for his bravery. He agreed, but asked her to train him. He had spent his whole life fighting for his right to live, and he was tired of those with power trying to force their will on those without. He wanted to fight for those who couldn't. He wanted to be like Tilda. He wanted to be a hero. Description:
Height: 6'2 Weight: 276 Rust colored skin Black hair in a short mohawk Brown cloth head wrap Breast plate colored black Brown leather kilt Black leather leggings Black leather boots |