Anevia Tirablade

Lawmaster Malora's page

225 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Lawmaster Malora Nagovya

Race

| HP: 15/15 | AC 15 (T12, FF 13) | CMB: +3 CMD: 15 | F:+4 R:+2 W:+6 | Init +5* | Perc +8, SM +9, Diplo/Intim +5

Classes/Levels

| Speed 30 ft. | Spells: 1st: 2/2 | Caging Strike:6/6, Judgement: 1/1 | Active Conditions: None

Gender

Female Human Inquisitor (spell breaker) 2

Size

Medium

Alignment

LG

Deity

Abadar

Languages

Common, Dwarven, Elven, Sylvan

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 16
Charisma 8

About Lawmaster Malora

Statistics:

PFS # 276820-9
Faction The Exchange
Experience 4
Fame 8, Prestige 6

Lawmaster Malora Nagovya
Female Human Inquisitor (spellbreaker) 2
LG Medium Humanoid (human)
Init +5 (or +6 while in Cheliax); Senses Perception +8

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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex, +0 shield)
hp 15 (2d8+2)
Fort +4, Ref +2, Will +6 (roll twice against mind-affecting effects)
…+1 vs. charms and compulsions, +2 vs. warm and hot weather
Defensive Abilities Lover of the Law, Strong-Willed

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OFFENSE
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Speed 30 ft.
Melee masterwork heavy mace +4 (1d8+2)
...light mace +3 (1d6+2)
Ranged masterwork light crossbow +4 (1d8/19-20)

Spells Known (CL 2nd, Concentration +5)
1st—3/day—comprehend languages, cure light wounds, shield of faith
0—At Will—detect magic, guidance, light, read magic, stabilize

Spell-Like Abilities (CL 2nd, Concentration +5)
At Will--detect chaos, detect evil, detect good, detect law

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STATISTICS
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Str 14, Dex 14, Con 12, Int 14, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 15
Traits Lover of the Law, Upstanding
Feats Point-blank Shot, Precise Shot
Skills Appraise +4 (+5 to identify the cultural significance of art and art objects), Climb +6, Diplomacy +5, Intimidate +5, Knowledge (arcana) +5, Knowledge (engineering) +3, Knowledge (history) +4 (+1 extra to identify the cultural significance of art and art objects, +2 extra regarding Cheliax), Knowledge (local) +2 (+2 extra regarding Cheliax), Knowledge (nobility) +2 (+2 extra regarding Cheliax), Knowledge (religion) +7, Linguistics +2, Perception +8, Sense Motive +9, Spellcraft +5, Survival +7 ( or +8 to track)
(10 points; 6 class, 2 INT, 1 race, 1 favoured class)
Abilities caging strike, cunning initiative, detect alignment, domain (imprisonment inquisition), judgement (1/day), orisons, stern gaze, strong-willed, track
Languages Common, Dwarven, Elven, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Caging Strike (Su): With a devastating weapon strike, spectral chains wrap around your target for a short period of time. Whenever Malora confirms a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), she can choose to also entangle that target for 1d4 rounds (Fortitude negates). She may use this ability a number of times per day equal to 3 + her Wisdom modifier (6/day).

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

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.

Judgement (Su)—Lawmaster Malora can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, she receives a bonus or special ability based on the type of judgment made. She may use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. She 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 she uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Destruction: She 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: She is surrounded by a healing light, gaining fast healing 1. This causes her to heal 1 point of damage each round as long as she 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 her 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 her 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: She 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: She 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 her 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: She 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 her weapons in a divine light. Malora’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, her weapons also count as one alignment type (good or lawful) for the purpose of bypassing damage reduction. At 10th level, her weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Stern Gaze (Ex): Lawmaster Malora is skilled at sensing deception and intimidating her foes. She receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Strong-Willed (Ex): Lawmaster Malora is able to stand strong against magical effects that seek to control, compel, or persuade her. She rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

Lover of the Law (trait): Lawmaster Malora has a strong belief in the righteousness of law and justice. She receives a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if she is directed to break the law.

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

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear: masterwork heavy mace, light mace, masterwork light crossbow, bolts (18), studded leather armor, wooden holy symbol of Abadar, spell component pouch, wand of cure light wounds (35 charges), acid (10), holy water (4), potion of cure light wounds
Gear: backpack, bedroll, belt pouch, charcoal (4), explorer’s outfit, hot weather outfit, flint and steel, grooming kit, ink, inkpen, holy texts (The Order of Numbers, Manual of City-Building), journal, mess kit, noble's outfit (including 50 gp of bracelets and earrings), parchment (10), scroll case, silk rope (50 ft.), trail rations (2 days), traveller's any-tool, waterskin, wayfinder (Delvehaven Star)

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 62 lbs.
Money 964 GP 6 SP 0 CP

Temporary Gear:

Boons:

[] [] [] - Ally of the Green - You have communed with the fugitive leashes of Angelmire and demonstrated your respect for their humble treasures. As a parting gift, the fleshy Harvest Stripe gave you three gourd seeds imbued with some of the meshy's primal magic. As a standard action, you can check off one of the boxes that precede this boon and consume one of these seeds as if it were a gooseberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check this last box, cross the entire boon off your chronicle sheet.

Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and art objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history) or Profession (archaeologist) check (DC = 10 + twice your character level). If you succeed you make a small but significant discovery that allows you--and only you--to earn the Prestige Point reward anyway. You cannot take two on this check.

[] Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make I especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

Completed Scenarios:

#7-14: Faithless and Forgotten Part I: Let Bygones Be
#7-16: Faithless and Forgotten Part II: Lost Colony of Taldor
#7-18: Faithless and Forgotten Part III: The Infernal Inheritance
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#5-04: The Stolen Heir
IN PROGRESS - None

Background:

Lawmaster Malora Nagovya is a bold inquisitor of Abadar intent on discovering all she can of past civilizations, so that the lessons learned from their successes and their failures can be applied to modern-day cities. She always fights against lawlessness and corruption, but is no stranger to battle. When diplomacy and intimidation fail she passes judgement upon lawbreakers with her crossbow and heavy mace.

Appearance and Personality:

Despite being a staunch supporter of the law, Malora is tough, bold, and adventurous. She has brown, short cropped hair, brown eyes and well-maintained, practical clothes and armour. She’s honest, proud and unapologetically herself. She never represents herself dishonestly, and always gives lawbreakers a warning and a chance to surrender before passing judgement upon them. She’s smart, and hopes that through knowledge, society and civilization as a whole can be improved and brought closer to Abadar’s Perfect Form.