Valeros

Ian Black's page

239 posts. Alias of Zayne Iwatani.


Classes/Levels

Spells: 1st 2/2 | Judgement 1/1

Gender

Inquisitor(Sin Eater) 1 | HP 10/10 | AC 16(18), Touch 12, FF 14(16) | CMB +4 | CMD 16 | Fort +4, Ref +2, Will +6 (+8 vs Fear) | Init +2 | Perception +8 | Senses: Low-Light Vision

About Ian Black

Ian Black
Inquisitor(Sin Eater) 1
NG medium humanoid (human)
Init +2; Senses Low-Light Vision Perception +8
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Defense
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AC 16 (18 with shield), touch 12, flat-footed 14 (16 with shield) (+2 Dex, +4 Armor, +2 Shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6 (+8 vs Fear)
+2 trait bonus on saves against fear effects
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Offense
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Speed 30 ft, 20 ft. in armor
Melee: Claws +4 (1d4+4)
Melee: Scimitar +4 (1d6+4 18-20)
Melee: Weighted Spear +4 (1d8/1d6+6 x3/x2)
Melee: Dagger +4 (1d4+4 19-20)
Ranged: Dagger +2 10ft (1d4+4 18-20)
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Statistics
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Str 18, Dex 14, Con 15, Int 12 (-2 Racial), Wis 18 (+2 Racial), Cha 9
Base Atk +0; CMB +4; CMD 16
Feats: Intimidating Prowess (1st)
Traits: Making Good on Promises, Schooled Inquisitor
Languages Common,
SQ: Eat Sin, judgment 1/day, monster lore, orisons, stern gaze
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Skills:

Total: (6 class + 2 Int + 1 FC) x 1 = 9
ACP = -2
()Bluff (Cha)
()Climb (Str)
()Craft (Int)
()Diplomacy (Cha)
()Disguise (Cha)
(1)Heal (Wis) +8
(1)Intimidate (Cha) +8
(1)Knowledge (Aracana) +6 (+10)
(1)Knowledge (Dungeoneering) +6 (+10)
(1)Knowledge (Nature) +6 (+10)
(1)Knowledge (Planes) +6 (+12)
(1)Knowledge (Religion) +6 (+12)
(1)Perception (Wis) +8
()Profession (Wis)
()Ride (Str)
(1)Sense Motive (Wis) +9
()Spellcraft (Int)
()Stealth (Dex)
()Survival (Wis)
()Swim (Str)

Modifiers:
+2 trait bonus on all Knowledge (planes) checks made to identify the abilities and weaknesses of creatures
+2 trait bonus on all Knowledge (religion) checks made to identify the abilities and weaknesses of creatures
Half level (+1) to Intimidate
Half level (+1) to Sense Motive
Str (+4) to Intimidate
Wis (+4) to Knowledge skill checks to identify the abilities and weaknesses of creatures


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Gear:

--Equipped--
Weighted Spear 10
Scimitar 15
Heavy Wooden Shield 7
Dagger (2) 4
-Arrows (20) 1
Armored Coat 50
Adventurer's Outfit
--Backpack 2--
Crowbar 2
Hammer .5
Iron Spike (10) 5
Grappling Hook 1
100ft Silk Rope 20
bedroll .1
belt pouch 1
cheap holy text 1
flint and steel 1
iron pot .8
mess kit .2
spell component pouch
torches (10) .1
trail rations (6 days) 3
waterskin 1
wooden holy symbol 1
--Slotted Magic Items--
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Shoulders:
Wrists:
Slotless:
-
-
-

--Magic Items--

13.3 gp


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Racial Abilities:

Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP). While in their bestial form, they gain a +2 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape). Skinwalkers of specific heritages (see below) gain different ability score modifiers, as indicated.

Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.

Base Speed: Skinwalkers have a base speed of 30 feet.

Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Feat and Skill Racial Traits

Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Skinwalkers of specific heritages gain a +2 bonus to different checks as indicated.

Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
-2 claw attacks that each deal 1d4 points of damage
-Darkvision to a range of 60 feet.
-+1 racial bonus to natural armor.
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.

Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. Skinwalkers of specific heritages gain other spell-like abilities.

Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.


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Traits:

Schooled Inquisitor: You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.

Making Good on Promises: You gain a +2 trait bonus on saves against fear effects.


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Feats:

Intimidating Prowess:


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Special Abilities:

Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).

Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.

At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.

At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.

Judgment 1/day: 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: 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).


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Spells:

0th Level (4 Known) (DC 14):
Detect Magic
Light
Read Magic
Disrupt Undead
1st Level (2 Known) (2/Day) (DC 15):
Cure Light Wounds
Protection From X


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Background:
The rhythmic sound of stone on steel echos through the small room. The last rays of light of the day backlit a figure sitting on the bed, axe in one hand, whetstone in the other. Each slow pass of the stone was taken with purpose and focus. The cadence implied years of practice. The weapon really didn't need it, but it was a soothing sound. In fact, the monotonous tone and motion was relaxing. It was the only way he could recall the past without having nightmares or breaking out into a cold sweat. His life changed in single blood-soaked night of fear and violence. And is all started when they arrived.

The Crimson Host.

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They claimed they were vessels for divine beings and that their blood could heal you, or even make you stronger. Of course, everyone was skeptical of such outrageous claims. But when they were proven true, when they healed a persons cut before the very eyes of a gathered crowd, they began to believe. It was a lot easier to believe when they offered the healing for free. Many partook of their unique brand of healing. Ian Black used to be the son of a farmer and a rather energetic child. An accident was only a matter of time, and one of the Host just happened to be nearby. He healed the wound without need for payment or thanks. He said "Just happy to help," with a very toothy smile. No one in the town had any idea what awaited them a few months later, on the night of the blood moon.

It fell on a weekend night. As usual, the Black family went to town to sell their produce and buy supplies for the rest of the week. And as usual, as soon as they entered the gates, Ian ran off to find his friend Sadie. Her father owned the apothecary. She had a sister too but, they never got along. Aska was her name. Ian and Sadie ran through the town, playing games, getting into trouble and just generally being children. They even joked about getting married one day as kids sometimes do. They had no real understanding of what that meant but they were happy. As the sun set, they went their separate ways, Sadie headed home and Ian to the inn his parents always stayed at. They turned in early, knowing the would need to be up early the next day to head home. They would never get the chance.

Ian awoke to some feeling, some instinct deep in his gut that told him to run. The room was filled with red light. He turned to look out the window, to find the source, only to realize it was the moon, bigger and redder than he had ever seen. It called to him, a violent tone that sang in his blood. A song that conjured images of destruction, mayhem and how...fun it would be. It was ever so faint but it was rising steadily in volume. Before it built too loud, he heard another sound. Screams. First from down in the alley, then from inside the inn, then from the room across the hall. The panic returned. Little Ian ran from the room looking for his parents, but their room was empty. Blood stained the floor. Another scream, no a feral growl this time, sent him running down the hall and down the stairs.

The first thing he saw as careened down to the first floor was more blood. It splattered the walls and pooled on the floor below. And it smelled. Oh it smelled awful, like a carcass left in the sun. He slowed on the stairs and crept down far enough to see the common room of the inn. Violence was the only word to describe the scene. People tore into each other with primal fury. All manner of horrifying things went flying around the room. Things, even now, he tried to forget. The one image that was burned into his mind, the one that refused to be buried, was that of his own mother, looking up from the body of his father, blood and guts still dripping from her open mouth, with a face he didn't recognize.

He ran. Ran right out into the street where the town seemed to be ripping itself apart under the red light of the moon. Puddles of blood and gore dotted the cobblestone roads, almost black in the twilight. Fear gave his feet wings and panic gave his mind supernatural reflexes. Most people were fighting each other but some strayed toward the vulnerable youth. They clawed as he passed with actual claws. Only now, after analyzing the memories, did he realize he saw the transformation happening. The people of the town were not only acting feral, they were turning feral. They sprouted thick hair all over their bodies. Their nails and teeth elongated and turned sharp. Some people even grew larger and more animal-like. Wolves, tigers, snakes, birds. All kinds of creatures.

Ian dodged through the nightmare that was once his home, unwittingly headed for the only safe haven, the temple of Sarenrae. Upon its steps he saw several figures hacking away at any beast that dared to get too close. One of them spotted him and waved him over. "This way! Hurry!" He needn't have added the last part. Ian heard the beasts giving chase and surged faster than he'd ever run towards salvation. A spell and an arrow zoomed over his head and he heard a grunt of pain from behind. The man that saw him rushed to his aid and swing at something just behind the boy. There was a sickening crunch, but Ian never looked back. He run into the temple and collapsed on the floor, right in front of his friend Sadie.

"Ian," she cried as she ran over and hugged him. If he hadn't been so shell-shocked he might have had the presence of mind to feel happy, to hug her back, but his mind couldn't process what had happened. It was stuck reliving the horrifying images he saw on the way here. There was no time to come to grasps with the reality though. No time for a heartwarming reunion. The defenders from the front entered and began ushering the survivors to the back. "All I see is beasts." "I don't think there are anymore survivors. Sarenrae watch over them if there are." "Too many out there anyway. Have to get these people to the safety of the catacombs." Ian heard the parts of conversation between screams and howls outside. Something big hit the doors and the faithful of Sarenrae turned to it with nervous apprehension. But it held. They moved the townsfolk towards the back and onto the dais. One of them moved to the side of and pressed a hidden switch in a column.

With a jerk and loud, grinding noise, the dais began to descend slowly into the ground. Some people panicked, tried to climb back out. But a calm, strong voice halted escape. "Stay calm. You descend into the most sacred part of the temple. You will be safe there," said a man in white robes and the symbol of Sarenrae on his chest. His words seemed to sooth the people. But it wasn't him alone that convinced them. Just before sight of the doors disappeared, both were blown off their hinges by a large and terrible beast. It was larger yet than any Ian had seen that night. It's fur waved about as if it had a mind of its own and lightning danced across its body. It howled, long and terrible. Ian's blood froze in his veins and his heart threatened to stop from fear alone. His last vision before they sank below the floor was of Sarenrae's faithful engaging the terrible monster.

The dais ground to a halt and the first thing they noticed was the silence. The world above was a screaming, howling nightmare. Down here it was as silent as death. Torches lit a long tunnel with doors and more paths off to the left and right. "Well, guess were staying here tonight." The group jumped as the words rang loud in their ears and echoed off the walls. But they agreed and moved down the tunnel as one. Thankfully, one of the doors opened into a room with cots and bunks. Without a word, they filtered in and found a place to rest. Some people mumbled or conversed, but not for long. They feared the slightest sound might bring alert the beasts above to their presence. Ian, Sadie and Aska shared a bed in the corner. Sadie lay in her sister's lap and cried quietly as Aska stroked her hair. One hand gripped her older sister's hand while the other rested in her friend's. The touch helped comfort them, let them know someone was there. But it also anchored them to reality. That this was not just a nightmare. Together they sat in silence until sleep took them.

But it didn't last long. The first thing Ian heard was screaming. A pained cry coming from right beside him. Sadie. His childhood friend was screaming in pain, hands over her heart and a wild look in her eyes. He and Aska backed away, not knowing what was attacking her or what was happening. "She's changing, into one of them. I seen it," one of the survivors said. And it looked like he was right. Her teeth and nails grew long and sharp as they watched. Thick hair started to sprout along her arms and legs. Within minutes she was nearly unrecognizable. The pained cry turned to angry snarls. She turned. It turned. The hungry, feral eyes that looked at Ian no longer held any resemblance to his friend.

No. Please no. Not her too. His family was gone. He saw that. Saw them tearing into another family. Sadie was all there was left. Now she was turning too. She'd hurt people too. He couldn't let that happen.

Without thinking, Ian charged forward before she could pounce and held her to the bed. "No. Sadie please. Don't turn into them. Please don't be like them. Fight it. Please fight," he cried as he tried to hold her. Maybe if he subdued her, tied her up and waited it out, she'd turn back. But it soon turned into a pipe dream. She was growing stronger by the second. "Help. Please," he pleaded. But no one stepped forward. He looked right at Aska, eyes begging for help. She didn't move though. She stood, frozen in place, the same fear in his eyes mirrored in hers. He didn't blame her. He accepted now that it was a hopeless fight.

Ian was flung off the bed and landed hard against a wooden bed post. It was the last thing he remembered as Ian, as himself, that night. For when he awoke much later, tied to a bed and gagged, he knew he'd done something terrible. The blood on his hands was evidence of that. So was Aska's hateful look.

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Aska enters the room and pauses in the doorway. Though the light in the room was dim, he could see her perfectly, a side effect of that awful night. He was changed. Cursed. It helped with their new jobs but made talking to people difficult. And forgetting what happened. And he knew it did the same for Aska. He was a constant reminder of their mutual loss, which is why they were here.

She rolls her eyes at him but says nothing about the lack of light. "Come on. Let's go. We got a job," she says tersely. Ian pockets the whetstone and hefts the axe over his shoulder.

"What are we hunting?" he asks getting straight to the point.

"Multiple murders. Different descriptions on suspect. Possession or shapechanger probably."

"Better be sure then. Don't want to kill an innocent. Don't need anymore infamy after last time," he says as they walk own the stairs.

She grunts in annoyance. "We had to burn the church down. Nothing but ghouls left in it. You still good on potions?"

"Good." They exit the tavern and disappear into the darkness. The hunt was on.


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More Backstory:

Ian found out later that he had changed too. He and Sadie fought. Then Aska knocked him out. But it was too late to save Sadie. He'd wounded her mortally in his fury. Aska tied him up and defended him from the villagers that wanted to kill him before he got loose. But he never did. Ian changed back in the morning, with no recollection of what happened and apparently no different. He had only ever gotten blood aid from the cult once and the sacred ground stunted the effects of the blood moon. Thus the transformation seemed to be only temporary. He would find out later this was not the case. Those that got more blood, changed more quickly and into greater beasts.

Three days after being buried, they were finally dug out by clerics of Sarenrae. Apparently the defenders sent for help. The clerics helped them settle into a new a town while reinforcements tried to figure out what happened. The city was destroyed and most of the cult appeared to have been wiped out by whatever foul curse they cast. The survivors tried to move on but found it difficult. People heard what happened and treated them differently, avoided them like the plague. Being young, both Aska and Ian were still angry and bitter about what happened. But the cult appeared to have been wiped out by their own ritual. So what could they do?

After being rescued by the agents of Sarenrae and being transported to Ardis, someone let slip Ian's change. They all gave there part of the story and most left out the little altercation in the crypt. He hadn't shone any signs since but someone let the cat out of the bag. The clerics decided, forcefully if necessary, that they would watch over him. Make sure he was fine. He disappeared into their temple in Ardis for some time. The church hunters, their inquisitors, looked him over and they discovered his ability to change and the bloodlust that came with it. Being disciples of the Dawnflower, whose virtues were patience and compassion, they first thought to save him. They tried many things and eventually drove most the taint away. But a hunger was left behind. And a primal violence. They could be managed but nothing seemed to satisfy them.

Aska visited every week, though more out of habit than enjoyment. They had gotten so used to seeing each other on the weekends that they continued to do it. It reminded them of times before everything when to hell. One weekend she didn't visit, the weekend she failed to make it into the town guard, and he grew worried. Eventually he left to try and find her. He did, and the beast that had her cornered. She had tried to take on a missing person case without the consent or approval of the guard and got in over her head. Ian lost to the bloodlust and tore into the creature with nothing more than the scimitar all faithful of Sarenrae carried. He wasn't able to kill it but wounded it enough that Aska's explosive bolt finished it off. Without thinking, he took a bite from the creature and something like black mist flowed into him. It kept coming for a solid minute until finally dissipating. When it was over he noticed several things. His wounds had healed some, he felt calm, and he felt no hunger. He also had no idea what happened.

They went back to the temple and he told the clerics what happened. They looked appalled as Aska described the action but one older man nodded thoughtfully. He revealed an ancient tome describing a means of devouring the sin of fallen evil creatures. Horrifying as it sounded, it was actually a great and noble deed to take on that kind of burden and partially redeem the fallen. But none knew how to perform such a ritual. Apparently Ian was the first in a long time to be able to do it.