Death Initiate

Kira Valerious's page

623 posts. Alias of Nevynxxx.


Full Name

Kira Valerious, Knight of Mendev

Race

Human

Classes/Levels

Inquisitor 4 HP: 31{31} AC: 18 Judgement 2{2}:, T: 12 FF: 16 XP Treasure

Gender

Mythic Power: 5{5}Wand Female

Size

Medium 5'4"

Age

22

Deity

Iomedae

Languages

Common, Abyssal

Strength 13
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 18
Charisma 10

About Kira Valerious

Bio:
Kira's parents were both Crusaders. Born to Crusader families that traced their roots proudly to the beginning of the First Crusade. Her bedtime stories were of the valour of famous crusaders and if she was naughty, she was told she'd be taken by demons in the night. It was assumed throughout her childhood that Kira would follow in this line, to become a knight, or Paladin and fight for her family’s honour. Kira was an unexceptional child. Unusually wilful, but that was a trait praised as being useful to fight the attention of Demons. She was taught the language of the abyss and the study of demons, and how to identify and defeat them. She was never the best at these studies though, and neither was she unusually strong. By her teenage years Kira's wilfulness became a curse. Tired of expectation, she sneaked off one night, and headed for far away Varisia,

Her travels took her along the Storval Plattaue; To Korvosa and teh border of Cheliax; To free Magnimar; Even a short time in the inns of Riddleport. As she travelled and grew, Kira recognised the truth of her Parents belief, and how much the world would lose if the demons of the world wound were not defeated. She contacted the church of Iomedae and became an Inquisitor in Magnimar. Her time in Kenabres gave her a head start and son she was in a position to ask to be transferred to her home city.

When she returned, Kira learnt her parents were both away fighting, but was given the task of handler for a strangely deformed man whom all investigations showed to be human, despite horns and tail.


Mythic Notes:

Trait: Child of the Crusades.
Mythic Path: Marshall

STATS:
Kira Valerious
Female Human inquisitor 4
LG Medium humanoid (human)
Init +5, Senses Perception +9
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 dodge, +1 shield, )
hp 31 ((4d8)+9)
Fort +5, Ref +2, Will +8, +2 trait bonus vs. fear

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OFFENSE
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Speed 20 ft.
Melee shield (light/wooden) +0 (1d3)
Melee longsword +1 (bane (outsiders (evil))) +5 (+7) (1d8+2(+2d6)/19-20)
Melee gauntlet +4 (1d3+1)
Melee cold iron longsword +5 (1d8+1/19-20)
Melee longsword +4 (1d8+1/19-20)
Ranged crossbow (light) +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4+2/19-20), within 30 ft. +5 (1d4+2)
Special Attacks Decisive Strike, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,
Inquisitor Spell-Like Abilities detect chaos (at will)detect evil (at will)detect good (at will)detect law (at will)

Inquisitor Spells Known (CL 4th; concentration +8)
2nd(2/day)-castigate(DC 16), zone of truth(DC 16)
1st(4/day)-cure light wounds(DC 15), lend judgment(DC 15), magic weapon(DC 15), protection from evil(DC 15), shield of faith(DC 15)
0th(at will)-acid splash, guidance(DC 14), light, read magic(DC ), resistance(DC 14), sift, stabilize(DC 14), virtue

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TACTICS
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STATISTICS
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Str 13, Dex 13, Con 13, Int 12, Wis 18, Cha 10,
Base Atk +3; CMB +4; CMD 16
Feats Coordinated Shot, Dodge, Mythic Paragon, Point-Blank Shot, Precise Shot
Skills Acrobatics -4 , Acrobatics (Jump) -8 , Appraise +2 , Bluff +5 , Climb -4 , Escape Artist -4 , Fly -4 , Handle Animal +1 , Heal +10 , Intimidate +9 , Knowledge (Arcana) +5 , Knowledge (Arcana) (ID monster) +9 , Knowledge (Local) +5 , Knowledge (Local) (ID monster) +9 , Knowledge (Planes) +9 , Knowledge (Planes) (ID monster) +13 , Knowledge (Religion) +8 , Knowledge (Religion) (ID monster) +12 , Perception +9 , Ride -4 , Sense Motive +6 , Spellcraft +8 , Stealth +0 , Survival +8 , Survival (Follow or identify tracks) +10 , Swim -4
Traits Scholar of the Great Beyond (Knowledge (Planes)),
Languages Abyssal, Common
SQ bonus feat, bonus inquisitor spell (3x), cunning initiative, detect alignment, hard to kill, judgment (sacred), marshal, monster lore, mythic power, mythic surge, mythic tier 01, press the advantage, skilled, solo tactics, touch of law (7/day), track, , ,
Combat Gear Wand (Cure Light Wounds//1st) (11 charges), scroll (cause fear) (2), scroll (comprehend languages) (2), torch (2), rations (trail/per day) (4), potion of cure light wounds, potion of cure moderate wounds (2),
Other Gear shield (light/wooden), longsword +1 (bane (outsiders (evil))), gauntlet, outfit (explorer's), scale mail, bolts (crossbow/10) (2), backpack, common, whetstone, flask (empty), blanket, bedroll, bolt, crossbow (cold iron) (20), cold iron longsword, longsword, crossbow (light), dagger, 252.2 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Bonus Inquisitor Spell (3x) Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Child of the Crusades Your parents stood strong against the demons of the Worldwound, facing down the worst of this world and the Great Beyond. You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear.

Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Decisive Strike As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier (+3) as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.

Detect Alignment (Sp) 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.

Domains

Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Inquisitor ~ Domains

Inquisitor ~ Judgment

Inquisitor ~ Teamwork Feat

Inquisitor Spell Level 0 (2x)

Inquisitor Spell Level 1

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / 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.

Judgment (Sacred) (Su) 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. An inquisitor can use this ability 2 times 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.

Law

Marshal Inspiration and courage make the marshal the greatest leader, capable of leading troops to victory over any challenge. The powers of the marshal allow her to inspire others, which grants bonuses and additional opportunities to all of her comrades. Characters with a high Charisma score and an above-average Intelligence score will gain a variety of useful abilities by becoming marshals. The path of the marshal is suitable for those who continually aid others.

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.

Mythic Level 01

Mythic Level Tracker

Mythic Paragon Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. [Currently at 5/day]

Mythic Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Mythic Tier 01 You have reached Mythic Tier 1

Press the Advantage (Ex) When an ally seriously harms a foe, you seize the moment. When an ally within 30 feet confirms a critical hit against a creature you threaten, the target of the critical hit provokes an attack of opportunity from you. If you hit with your attack of opportunity, all of your allies gain a +2 bonus on attack rolls against that creature for 1 round.

Scholar of the Great Beyond (Knowledge (Planes)) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Solo Tactics (Ex) 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.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks.

Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability 7 times per day.

Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.