Fighter

Ignatius Hank's page

483 posts. Alias of ShadowyFox.


Full Name

Ignatius Hank

Race

Human

Classes/Levels

Inquisitor 1 | HP 11/11 | Init +2 | AC 12 T 10 FF 12 | F +4 R +2 W +4

Gender

Male

Special Abilities

Spells/day: Level 1 (2)

Alignment

CN

Deity

Besmara

Location

The Shackles

Languages

Common

Homepage URL

Black Spot Iggy

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

About Ignatius Hank

Sheet:

“Black Spot Iggy” Ignatius Hank
Male Human Inquisitor (Preacher) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +6,
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+ armor, +2 Dex)
hp 11 (d8+con[2]+bonus[1])
Fort +4, Ref +2, Will +4
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OFFENSE
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Speed 30 feet
Melee +5
Ranged +2

Spells
Orisons (4): Create Water, Detect Magic, Guidance, Light
Level 1s (2): Persuasive Goad, Shield of Faith
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STATISTICS
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Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 8
BAB +0; CMB +; CMD 1

Feats
Intimidating Prowess: Add Strength bonus to Intimidate, as well as other modifiers.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Trained/Important Skills
Bluff +6, Climb +4, Diplomacy -1, Intimidate +12, Knowledge (nature) +4/+6, Perception +6, Profession (Sailor) +9, Ride +2, Sense Motive +3, Stealth +2, Swim +6

Inquisition
Heresy:

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
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.
Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.

Special Abilities:
Judgment: 1/day (Can pronounce judgment as a swift action. Sacred bonus. 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.

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.

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).

Traits:

Buccaneer’s Blood (+1 trait bonus on Intimidate & Profession (sailor). One-time +1 trait bonus to Disrepute and Infamy scores)

Birthmark (serves as a divine focus; +2 trait bonus on saving throws against charm & compulsion effects)

Racial Traits: +2 to Strength, Heart of the Sea (Gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.)

Languages Common

Favored Class Bonus:
Lv 1:+1 HP

Missing Equipment:

Equipment

Weapons Rapier, Cestus

Armor Chain Shirt

Wealth

History:

Ignatius comes from a long line of pirates, the most recent being his mother. She, the great Esmeralda Hank, was the reason that he fell in love with the sea, despite bearing the mark of the Pirate Queen herself on his cheek. There have been many stories on what happened to his mother and her ship, The Banshee Queen, and how the young man was separated and left an orphan. From a run-in with Chelaxian slavers, to fellow pirates, sea monsters, even a storm summoned by the Black Lady to claim her newest servant; all are equally strange, equally wondrous, and all with just enough tinge of truth in the history of the region to be a plausible explanation.

Sadly, the young man has no knowledge of the night that his old world ended. All he truly remembers of that awful event is regaining consciousness, at the young age of 10, in the bay of Port Peril, scurvy-ridden and holding desperately to a rum barrel. He does have fond memories of his mother, the times he shared on ship, and the lessons that the cleric who birthed him taught about the dangers of the sea, its denizens, and the Queen who ruled over it all.

Now, Iggy is a grizzled adult, bearing a bitter, long-healed cross-hatched scar on his right cheek, to match the intimidating skull and crossbones birth mark on the left. His answers as to why he bears the scar is because someone decided it would be amusing to see just how protected by the great Besmara the youth was. Well, his flesh was marred, but Mr. Hank did meet out his own revenge, killing the drunken sailor in his sleep months later.

At the age of 23, this inquisitor of the sea found himself searching out those who would besmirch his goddess's name, and headed back to the realms of Port Peril to begin his journey as the most respected pirate to ever serve the Sea Banshee. The Formidably Maid seemed just the place to begin such a search. A noted pirate tavern, with equally as potent brew and fiesty women. Now if only he could remember why it all went black while he was searching for a certain female corsair...

Possible Feats:

Level 1 will be Improved Unarmed Strike and Intimidating Prowess
3: TWF
5: Enforcer.
7: Dragon Style.
9: Improved TWF
11/13/15: Stunning Fist, Precise Strike (Teamwork), Dragon Ferocity