Maroux

Inquisitor Isavara Bon'yea's page

99 posts. Alias of Nickadeamous.


Classes/Levels

Inactive

About Inquisitor Isavara Bon'yea

Physical Description:

Isavera stands just over 6 feet tall and weighs around 160 pounds. She is tall and covered in tattoos and piercings. Some are her own doing but most where done by her tribe when she was a child. Her flesh has been decorated for as long as she can remember. In those rare spots that she doesn’t have tattoos, she is heavily scarred from frequent torture sessions. She keeps her hair cropped close and wears clothing of average make.

Fluff:

The result of a brutal union between a human man and an orc woman, Isavara was raised in a savage tribe of orcs and half-orcs. Her mother was punished with banishment from the tribe for failing to resist Isavara’s father. He died several years later during a border skirmish between his village and the orc tribe. She never knew either of them. She was instructed by the half-orcs in the ways of the tribe. She was to be their next shaman, assuming she survived the trials, for even at a young age, even these savages could see the intelligence in her eyes.

Her tribal life was interrupted by a raiding party of slavers. Being less than a teenager, she was easily captured along with numerous others and sold into slavery. She ended up a house servant and plaything for the children. It was a much easier life than the orc tribe, and she was educated and learned much more than she new existed. She was content with this life for a while, but now exposed to so many things, she sought more. She escaped the family’s estate one night when a mysterious fire broke out. She did not wait to see the extent of the fire, she left as soon as she was clear of the property. She spent the next several years as a sewer rat, living off of whatever she could find and stealing the rest, until she happened upon a priest of Gorum. Intrigued, she sought out to learn more and eventually became a diligent follower of Gorum. She now spends most of her time in the churches libraries learning as much as she can about every creature listed in any book she can find.

Buffs:

Align Weapon: makes any weapon chaotic, evil, good, or lawful to overcome damage reduction; 13 minutes/standard action.
Bestow Weapon Proficiency: grant proficiency with any weapon to any one creature; 13 minutes/standard action.
Burst of Speed: +10 foot bonus to speed, movement does not provoke, can move through Large or bigger opponent’s squares, cannot end movement in opponent’s square; 1 turn/swift action.
Communal Resist Energy: 30 resistance to one element, share with allies;
Deadeye’s Lore: +4 sacred bonus to Survival checks, move at full speed when tracking; 13 hours/standard action.
Divine Favor: +4 luck bonus to hit and damage; 1 minute/standard action.
Divine Power: +5 luck bonus to attack rolls, damage rolls, strength checks, and strength-based skill checks, 13 temporary hit points, and one additional attack when making a full attack; 13 rounds/standard action.
Effortless Armor: Removes reduction to speed and reduces acp by 3; 13 minutes/standard action.
Greater Magic Weapon: +3 enhancement bonus to weapon touched; 13 hours/standard action.
Greater Stunning Barrier: +2 resistance to saves, +2 deflection to AC, stuns opponents that successfully attacks for 1 round if fails Will save; 13 rounds or stuns 13 opponents/standard action.
Linebreaker: +20 foot bonus to speed when charging, +2 to bull rush or overrun; 13 minutes/standard action.
See Invisibility: view invisible and ethereal creatures and objects; 130 minutes/standard action.
Wrath: +3 morale bonus to hit and damage, caster level checks to penetrate spell resistance, and improved critical; 1 minute/standard action.

Tactics:

Isavara will attempt to overrun to get into the middle of the enemies so she can flank with group members. She will buff up to help her to hit roll mostly and attack with power attack. If she hits while power attacking, she gets a free intimidate check on the target. If the intimidate check is successful, the target is shaken. If she hits a shaken target with her cruel greatsword, the target becomes sickened for a round. If a shaken opponent is knocked unconscious or killed, she gains 5 temporary hit points.

Isavara Bon’yea
Female half-orc Inquisitor of Gorum 13
CG Medium humanoid (human, orc)
Init +9; darkvision 60 ft.; Perception +26, Sense Motive +16
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Defense
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AC 29, touch 15, flat-footed 24
(+3 Dex, +12 Armor, +2 Luck, +2 Shield)
Hp 117 (13d8+39)
Fort +13 Ref +9, Will +16
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Offense
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Speed 20 ft. [Base 30 – medium armor]
Melee +1 cruel adamantine greatsword +13/+8 (2d6+5/17+) {slashing}
Melee +1 cruel adamantine greatsword +10/+5 (2d6+14/17+) {slashing} [Power Attack]
Melee +2 armor spikes +14 (1d8+5+1d2 bleed/x2) {piercing}
Melee mw silver heavy flail +13 (1d10+4/19+) {bludgeoning}
Ranged searing light +12 ranged touch (5d8/x2) [220 feet]
Combat Maneuver Overrun +14, doesn’t provoke, +2 with linebreaker
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Statistics
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Str 16, Dex 16, Con 16, Int 12, Wis 22 Cha 10
Base Atk +9/+4; CMB +12; CMD 25
Feats Simple Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Heavy Armor Proficiency, Combat Reflexes, Power Attack, Precise Strike, Improved Overrun, Outflank, Shielded Caster, Cornugon Smash, Improved Critical, Seize the Moment, Endurance, Charge Through
Trained Skills {-3 ACP; 84 skill ranks}
[+10] Bluff (1 rank, 3 class, 6 wis)
[+5] Climb (2 ranks, 3 str, 3 class, -3 acp)
[+5] Craft (weapons) (1 rank, 3 class, 1 int)
[+5] Diplomacy (2 ranks, 3 class, 0 cha) {+1 to gather information}
[+10] Heal (1 rank, 3 class, 6 wis)
[+28] Intimidate (13 ranks, 3 class, 6 wis, 6 morale)
[+6] Knowledge (arcana) (2 ranks, 3 class, 1 int) {+6 to identify creatures}
[+6] Knowledge (dungeoneering) (2 ranks, 3 class, 1 int) {+6 to identify creatures}
[+6] Knowledge (local) (1 rank, 3 class, 1 int, 1 trait) {+6 to identify creatures}
[+6] Knowledge (nature) (2 ranks, 3 class, 1 int) {+6 to identify creatures}
[+6] Knowledge (planes) (2 ranks, 3 class, 1 int) {+6 to identify creatures}
[+6] Knowledge (religion) (2 ranks, 3 class, 1 int) {+6 to identify creatures}
[+27] Perception (13 ranks, 3 class, 6 wis, 5 circumstance)
[+10] Profession (cook) (1 rank, 3 class, 6 wis)
[+5] Ride (2 ranks, 3 class, 3 dex, -3 acp)
[+18] Sense Motive (3 rank, 3 class, 6 wis, 6 morale)
[+17] Spellcraft (13 ranks, 3 class, 1 int)
[+16] Stealth (13 ranks, 3 class, 3 dex, -3 acp)
[+22] Survival (13 ranks, 3 class, 6 wis)
[+5] Swim (2 ranks, 3 class, 3 str, -3 acp)
Untrained Skills
[+0] Acrobatics (3 dex, -3 acp)
[+1] Appraise (1 int)
[+0] Disguise (0 cha)
[+0] Escape Artist (3 dex, -3 acp)
[+0] Fly (3 dex, -3 acp)
[+0] Perform (0 cha)
Languages Common, Goblin, Orc
Traits Fate’s Favored (Faith), Focused Mind (Magic), Truth’s Agent (Social)
Inquisition Heresy
Drawback Overprotective
Combat Gear
Other Gear
Encumbrance 0 – 86 lbs; 87 – 173; 174 – 260; [Current Weight: Load]
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Special Abilities
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Bane (Su) – as a swift action, grant one weapon the bane property for inquisitor level rounds per day
.. Greater Bane (Su) – increases the damage to 4d6
Blessed Infiltration (Ex) – Roll twice for Bluff, Diplomacy, or Stealth checks and take the better roll, Wisdom modifier times per day; (6/day).
Chain Fighter – proficient with flails and heavy flails, treat dire flails and spiked chains as martial weapons
Cunning Initiative – adds Wisdom modifier as well as Dexterity modifier to Initiative
Darkvision – see in the dark out to 60 feet.
Detect Alignment (Sp) – use detect chaos, detect evil, detect good, or detect law at will, one at a time
Discern Lies (Sp) – as the spell for inquisitor level rounds per day
Judgment (Su) – swift action; 5/day; lasts for entire combat
.. Second Judgment (Ex) – can activate two judgments at once with one swift action
Monster Lore (Ex) – add Wisdom and Intelligence modifiers to Knowledge checks when identifying creatures
Righteous Infiltration (Ex) – use Wisdom modifier instead of Charisma modifier when making Bluff and Intimidate checks.
Sacred Tattoo – gain +1 luck bonus to saving throws. {replaces orc ferocity}
Shaman’s Apprentice – gain Endurance as a bonus feat. {replaces intimidating}
Solo Tactics (Ex) – allies are considered to possess same teamwork feats as the inquisitor for the inquisitor’s benefit
Stalwart (Ex) – avoids all effects when making a successful Fortitude or Will saving throw
Stern Gaze (Ex) – add ½ inquisitor levels as morale bonus to Intimidate and Sense Motive
Teamwork Feat – gains a teamwork feat every 3rd level and may change the most recently acquired teamwork feat for another that she qualifies for, Wisdom modifier times per day
Track (Ex) – add ½ inquisitor levels to Survival checks to follow or identify tracks
Word of Anathema (Sp) – target within 60 feet must Will save or suffer -4 penalty on attack rolls, saves, ability checks, and skill checks for 1 minute, once per day, as bestow curse.
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Magic
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Inquisitor Spells Known (CL: 12th; Concentration: +18; DC 16 + spell level)
5th (2/day) - flame strike, righteous might
4th (4/day-1) – cure critical wounds, dismissal, divine power, freedom of movement, restoration
3rd (5/day-5) – burst of speed, cure serious wounds, communal resist energy, dimensional anchor, dispel magic, greater magic weapon, greater stunning barrier, remove curse, searing light
2nd (7/day-5) – align weapon, bestow weapon proficiency, blistering invective, cure moderate wounds, effortless armor, knock, see invisibility, silence
1st (7/day-2) – alarm, comprehend languages, compel hostility, cure light wounds, deadeye’s lore, divine favor, linebreaker, wrath
Orisons – brand, create water, detect magic, detect poison, guidance, light, read magic, sift, stabilize

Favored Class Bonuses:

1 brand (0)
2 detect poison (0)
3 sift (0)
4 compel hostility (1st)
5 alarm (1st)
6 effortless armor (2nd)
7 align weapon (2nd)
8 blistering invective (2nd)
9 greater magic weapon (3rd)
10 burst of speed (3rd)
11 greater stunning barrier (3rd)
12 dispel magic (3rd)
13 freedom of movement (4th)

Feat Progression:

1st – Combat Reflexes
3rd – Power Attack (3rd)
3rd – Precise Strike (Teamwork, 3rd) (when flanking)
5th – Improved Overrun
6th – Outflank (Teamwork, 6th) (when flanking)
7th – Cornugon Smash
9th – Heavy Armor Proficiency
9th – Shielded Caster (Teamwork, 9th) (must be adjacent)
11th – Improved Critical
12th – Seize the Moment (Teamwork, 12th) (threaten same opponent)
13th - Charge Through

Ledger:

$16,000 - Headband of Inspired Wisdom +4 [headband] {1 lbs}
$16,000 – Belt of Physical Perfection +2 [belt] {1 lbs}
$19,550 – +3 Mithral Full Plate w/ armor spikes [+12 AC; +3 Dex; -3 ACP; 30 lbs; 25% ASF] [armor] {30 lbs}
$11,050 - +1 Cruel Adamantine Greatsword [weapon] {8 lbs}
$5,000 – Jingasa of the Fortunate Soldier [head] {3 lbs}
$4,000 – Inquisitor’s bastion vambraces [wrists] {3 lbs}
$10,000 – Bane Baldric [chest] {1 lbs}
$2,500 – Eyes of the Eagle [eyes] {0 lbs}
$8,500 – Ring of Force Shield [finger] {0 lbs}
$14,350 – Demonspike Pauldrons [shoulders] {8 lbs}
$495 – MW silver heavy flail {10 lbs}
$50 – MW backpack {2 lbs}
$30 – Inquisitor’s kit {34 lbs}
$2 – cold iron dagger {1 lbs}
$250 – Traveler’s Any-Tool {2 lbs}

Starting Stats:

Str: 14 (5)
Dex: 14 (5)
Con: 13 (3)
Int: 12 (2)
Wis: 14 (5) +2 racial bonus
Cha: 10 (0)