Heir Apparent

Krystae Stormcrow's page

508 posts. Organized Play character for Faelyn.


Full Name

Krystae Stormcrow

Race

Ulfen

Classes/Levels

4th Level Inquisitor (Witch Hunter) | HP 27/27 | AC 20 | T 15 | FF 15 | CMD 19 | Fort +6 | Ref +6 | Will +6 | Init +6 | Perc +9 | Sense Motive +11 | Judgement: 1/2 | Spells: 1st - 3/4, 2nd - 2/2

Gender

Female

Size

Medium

Age

20

Special Abilities

Inquisition - Witch Hunter; Judgement; Spell Sage; Orisons; Stern Gaze; Cunning Initiative; Knowledgeable Defense; Track; Solo Tactics

Alignment

Chaotic Good

Deity

Desna

Location

Taldor

Languages

Common, Skald

Occupation

Witch Hunter

Homepage URL

Character Sheet

Strength 13
Dexterity 20
Constitution 12
Intelligence 13
Wisdom 14
Charisma 10

About Krystae Stormcrow

Krystae Stormcrow
Female Human Inquisitor (Witch Hunter) 4
CG Medium Humanoid
Init +6; Senses Perception +9
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Defense
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AC 20, touch 15, flat-footed 15 (+5 Dex, +5 Armor)
hp 27 (4d8+4)
Fort +6, Ref +6, Will +6
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Offense
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Speed 30 ft.
Melee
Dagger +4 (1d4+1/19-20/x2)
Spear +4 (1d8+1/x3)
Starknife +4 (1d4+1/x3)
Ranged
Dagger +9 (1d4+2/19-20/x2)
Composite Longbow +1 +9(+10) (1d8+2(+3)/x3)
Starknife +9 (1d4+2/x3)
Spear +9 (1d8+2/x3)
Special Attacks Deadly Aim, Pierce Concentration
Inquisitor Spells Known (CL 4th):
0 (At Will) - Acid Splash, Brand, Detect Magic, Disrupt Undead, Light, Resistance
1st (4/day) - Divine Favor, Hex Ward, Shield of Faith, Wrath
2nd (2/day) - Blistering Invective, Silence
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Statistics
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Str 13, Dex 20, Con 12, Int 13, Wis 14, Cha 10
Base Atk +3; CMB +4; CMD 19
Feats Point-Blank Shot, Precise Shot, Deadly Aim, Friendly Fire Maneuvers
Skills
Adventuring Acrobatics +4, Bluff +4, Climb +4, Diplomacy +6, Intimidate +9, Knowledge (Arcana) +8, Knowledge (Nature) +6, Knowledge (Religion) +5, Perception +9, Sense Motive +11, Spellcraft +10/12, Stealth +11, Survival +11
Background Knowledge (Nobility) +4, Craft (Talismans) +6, Lore: Witches +8
Languages Common, Skald
SQ Inquisition - Witch Hunter, Judgement 1/day, Spell Sage, Orisons, Stern Gaze +1, Cunning Initiative, Knowledgeable Defense, Track, Solo Tactics
Gear Composite Longbow (+1 Str) w/ 80 arrows, 20 Cold Iron arrows; Starknife; Cold Iron Spear; Dagger; Studded Leather +2; Cold-Weather Outfit; Masterwork Backpack (Bedroll; Blanket; Rope, Silk (50 ft); Soap; Trail Rations (5 days); Flint & Steel; Mess Kit; Adventurer's Outfit); Bandolier (Scroll of Magic Weapon x2; Scroll of Protection from Evil x2; Scroll of Deadeye's Lore x2; Potion of Cure Light Wounds); Belt Pouch (Compass; Scroll of Disguise Self x2, Potion of Interrogation, Potion of CLW), Talisman Necklace* (Hex Nail x3)
82gp 2sp 0cp
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Special Abilities
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Witch Hunter Inquisition::
You belong to a sect within your church that holds a high level of contempt for witches.

Knowledge is Power: You gain a +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks with dealing with arcane casters.

Pierce Concentration: At 4th level, when you hit an arcane spellcaster or a creature that uses spell-like abilities with a ranged attack, that creature must succeed at a Fortitude saving throw (DC 10 + Wis mod + 1/2 Inquisitor level). If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.

Suppression: At 8th level, you add Dispel Magic to your list of spells known and gain a +2 bonus to the dispel check when used to counterspell. Once per day, you can counterspell as an immediate action.

Spell Sage (Ex): At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.

Judgment (Su): 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.

Judgements:
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).

Stern Gaze (Ex): 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).

Knowledgeable Defense: At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the witch hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the witch hunter’s next Spellcraft check as a swift action while under the effect of this ability.

This ability replaces detect alignment, discern lies, and true judgment.

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): 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.

Ranger VMC:
A character who chooses ranger as his secondary class gains the following secondary class features.

Track (EX): At 3rd level, he gains the track class feature, treating his character level as his effective ranger level. A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Favored Enemy: At 7th level, he gains the 1st favored enemy class feature.

Favored Terrain: At 11th level, he gains the 1st favored terrain class feature.

Expert Tracker: At 15th level, he gains the woodland stride and swift tracker class features.

Quarry: At 19th level, he gains the quarry class feature.

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Traits
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Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.
Benefit: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Lesser Noble: You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.
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Background:
Krystae was raised in Heldren, though she was born far to the northwest in the Lands of the Linnorm Kings; her father had once been an Ulfen ranger turned tanner when he left behind his ancestral lands for the warmer and safer lands of Taldor. It was there her father met Krystae’s step-mother and married into a once notable family from old Taldor; the family had long ago lost most of their prestige. Of her birth mother Krystae knew nothing, her father would not speak of her; she always assumed her mother had died sometime shortly after she had been born.

When Krystae was seven, her step-mother contracted a wasting illness and died a slow, bitter death; Krystae was deeply saddened, as her step-mother had always been a caring woman to her. After the death of her step-mother, Krystae’s father gave her a small wooden charm of a raven and began to teach her the history of her people and the lands they came from. He especially told her about the White Witches and the dreaded land of Irrisen. He also taught her how to shoot a longbow. One day when she was twelve, she returned to her home to find her father missing and their home ransacked; the only clue she found was a crow feather that tingled her fingers when she picked it up.

Krystae turned to the people of Heldren for help, but most were unable to help; however, a wizard recognized the tingle of arcane magic upon the crow feather. Through the use of divination magic he determined the crow feather had come far from the frozen lands of Irrisen; however, beyond that the wizard could offer her no more. Krystae believed her father had been taken by a witch… but to what purpose she could not fathom. With nowhere else to turn, Krystae sought refuge with a nearby temple of Desna, her patron goddess. It was there she learned and honed her skills as an inquisitor. She also learned all she could about witches, and how to combat them. One day she would follow after her father… and she would find him

Description:
Krystae is friendly around those she knows, taciturn and cryptic around those she does not. She is quick to make friends, but slow to trust. Like many Ulfen, she's superstitious and enjoys simple pleasure in life; good food, lively music, and dark ale. Krystae always enjoyed the outdoors and was not raised to be a proper lady. She is at her favorite during the cold seasons and has a yearning to see the lands of her ancestors. Part of her relishes the thrilling dance of combat, but she does not seek out a fight if more preferable options present themselves.

Krystae's Ulfen blood is readily apparent; she is tall and lean, standing nearly a head taller then most women. Her dark green eyes create for a striking contrast against her long, pale blonde hair. Her skin is fair with a tendency to tan as opposed to burn with long exposure to the sun.

Krystae's Talismans:

Raven Charm - Carved from a winteryew by Krystae's father and given to her step-mother as a gift. The charm was then passed down to Krystae after her step-mother's death. Her father told her it would help ward her from witches hex...

Crow Feather - Found by Krystae in her home following the disappearance of her father. Divination magic indicated the feather came from the lands of Irrisen...

Holy Symbol of Desna - This simple, wooden holy symbol was presented to Krystae from her mentor at the temple before she returned home to Heldren...

Tiny Ice Bow - Dropped by a frost fey sprite in the Border Woods. This was Krystae's first indication of northern encroachment from Irrisen...

Arctic Tatzlwyrm Claw - Taken from the tatzlwyrm that had slain her childhood friend, Hyporia...

Giant Weasel Claw - Taken from the giant weasel that tried to ambush the party as they set out on their quest to close the portal to Irrisen...

Troll Claw - Claw from the ice troll that was the guardian of the portal to Irrisen...

Ice Key - Taken from the Ice Tower...