Selaxasp

Lemma Vodice's page

82 posts. Alias of rdknight.


Full Name

Lemma Vodice

Race

Tiefling Inquisitor (Sanctified Slayer) 3 / Fighter 1| HP: 41/41 | AC: 19 (T: 13, F: 156 | CMB: +6, CMD: 19 | F: +7, R: +5, W: +6 | Init: +5 | Perc: +7, SM: +7 | Speed 30'

Size

Medium

Age

24

Alignment

CG

Deity

Nocticula (Redeemed)

Location

Kintargo, Cheliax

Languages

Taldane, Infernal, Varisian

Homepage URL

Lemma Portrait || Toon Lemma

Strength 16
Dexterity 16
Constitution 15
Intelligence 10
Wisdom 15
Charisma 10

About Lemma Vodice

Statistics:
Female Tiefling Inquisitor 3 / Fighter 1

CG Native Outsider (Tiefling)

Init +5; Senses Perception +7
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DEFENSE
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AC 19, Touch 13, Flat-Footed 16 (+4 Armor, +3 Dex, +2 Natural)

HP 41

Fort +7, Ref +5 Will +6
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OFFENSE
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Speed 30'

Melee +6 (+7 Estoc)

Ranged +6
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STATISTICS
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Str 16, Dex 16, Con 15, Int 10, Wis 15, Cha 10

Base Atk +3; CMB +6; CMD 19
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TRAITS:

Star Struck:
Growing up in Kintargo, it’s hard not to become obsessed with one of the city’s celebrities. There are so many to choose from, and they’re all so glamorous, rich, and successful! Wouldn’t it be amazing to, perhaps some day, meet one of them? Or even better, to be a Kintargan celebrity yourself?
Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day. Or perhaps your interest is more akin to an obsession, in which you hope to some day live a life like that you imagine your idol lives,or perhaps even to some day meet and become friends (or perhaps more than friends) with your idol. Keep in mind, though, that sometimes a celebrity’s public persona and real personality are two very different things, and if some day you were to meet your idol, you might be surprised at the truth! That said, the fact that, by all accounts, your idol has been missing since House Thrune instituted martial law has you worried; you hope he or she is all right! The fact that all five of the local legends listed below have been rumored to have ties to the Silver Ravens further concerns you, considering how that group seems to have been particularly targeted by Barzillai Thrune’s agents over the past week. The fate of all five of these Kintargan icons
will be revealed at some point during the Hell’s Rebels Adventure Path, but keep in mind that some of those fates might not be pleasant discoveries for you!
You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result.
Strea Vestori (female tiefling; Dexterity): Strea is often regarded as the face of the slums known as the Devil’s Nursery. As Kintargo’s most outspoken and public tiefling citizen and leader of the Cloven Hoof Society, she has nearly as many admirers as she has political enemies in Cheliax.

Reckless:
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

FEATS:

Armor of the Pit:
Prerequisites: Tiefling.
Benefit: You gain a +2 natural armor bonus.

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Deific Obedience:
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Obedience
Spend an hour in a secluded location while crafting a work of art. If your hour of work begins at, ends at, or includes the stroke of midnight, then the subject of your art is up to you. Otherwise, your art must include the concept of midnight in some way. When you aren’t adjacent to an ally, gain a +1 morale bonus to your AC and on all saving throws.

Escape Route:
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

SKILLS: (28 points; 20 class, 8 Background)
ACP -1

Acrobatics* +8=DEX+3+1+3+1 (+1 Trait)
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Appraise +3=INT+3+0+0
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Bluff +6=WIS+2+1+3 (Wis Based, Inquisition)
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Climb* +3=STR+3+0+0
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Craft (Drawing/Sketching) +5=INT+0+2+3 (+2 Background)
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Diplomacy +7=WIS+2+2+3 (WIS Based, Inquisition)
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Disable Device +3=DEX+3+0+0
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Disguise +6=CHA 0+1+3+2 (+2 Gifted Detective)
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Escape Artist +3=DEX=3+0+0
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Fly +3=DEX+3+0+0
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Handle Animals 0=CHA 0+0+0
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Heal 2=WIS 2+0+0
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Intimidate +7= WIS 2+1+3+1 (+1 Stern Gaze, Inquisition)
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K (Arcana)† +3 = INT 3+0+0
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K (Dungeoneering)† +3 = INT 3+0+0
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K (Engineering)† +4 = INT 0+1+3 (+1 Background)
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K (Geography)† +0 = INT 0+0+0
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K (History)† +5 = INT 0+2+3 (+2 Background)
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K (Local)† +6 = INT 0+2+3+1 (+1 Trait)
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K (Nature)† +3 = INT 3+0+0
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K (Nobility)† +3 = INT 3+0+0
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K (Planes)† +4 = INT 0+1+3
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K (Religion)† +6 = INT 0+3+3
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Linguistics† +1 = INT 0+1+0 (+1 Background)
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Perception +7 = WIS 2+2+3
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Perform +0 = CHA 0+0+0
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Profession† +2 = WIS 2+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +7 = WIS 2+1+3+1 (+1 Stern Gaze)
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Sleight of Hand*† +5 = DEX 3+2+0 (+2 Background)
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Spellcraft† +0 = INT 0+0+0
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Stealth* +8 = DEX 3+2+3
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Survival +2 = WIS 2+0+0 (+3 to Track)
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Swim* +7 = STR 3+1+3
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UMD +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Infernal

Special Abilities:

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SPECIAL ABILITIES
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Tiefling (Hellspawn):

Darkvision:
Tieflings see in the dark for up to 60 feet.

Skilled:
Hellspawn Tieflings gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Spell-Like Ability:
Hellspawn Tieflings can use Pyrotechnics once per day as a spell-like ability (with a caster level equal to the tiefling’s character level).

Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

INQUISITOR (Sanctified Slayer / Urban Infiltrator):

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells:
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Conversion Inquisition:
Deities Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.

Sneak Attack (Ex):
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability.

Class Skills:
An urban infiltrator adds Disable Device, Knowledge (history), Knowledge (local), and Knowledge (nobility) to her list of class skills in place of Knowledge (dungeoneering) and Knowledge (nature).
This alters the inquisitor’s class skills.

Gifted Detective (Ex):
An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour.
This ability replaces monster lore.

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).

Cunning Initiative (Ex):
At 2nd level, 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.

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.

Spells:

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Spells
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Spell Like Ability (1/day)

Pyrotechnics

Orisons (At Will)

Detect Magic
Disrupt Undead
Guidance
Light
Oath of Anonymity
Stabilize

1st (3+1/day)

Cure Light Wounds
Divine Favor
Heightened Awareness
Protection from Evil

2nd (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Estoc (MWK, Silversheen)
Daggers (2)
Dagger (CI)
Battle Aspergillum (Alch Silver)
Light Crossbow
Chain Shirt (MWK)
Buckler (MWK)
Wrist Sheath
Silver Holy Symbol
Wooden Holy Symbol
Outfit
Backpack
Belt Pouch
Chalk (2)
Thieves Tools (MWK/Concealable)
Flint & Steel
Whetstone
Rope (silk, 50')
Soap
Mirror
Grooming Kit
String (50')
Candle (2)
Journal
Vial of Ink
Pen

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Consumables
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Acid Flask (2)
Caltrops
Crossbow Bolts (10)
Scroll: Bless Water
Scroll: Disguise Self
Scroll: Forced Quiet
Scroll: Expeditious Retreat
Scroll: Ears of the City (2)
Scroll: Magic Weapon
Wand: CLW (50)

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Magic
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Cloak of Resistance +1
Bag of Holding (Type 1)

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Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 140 GP 7 SP 8 CP

Background:

The earliest portion of Lemma’s life is a mystery. Her exact place of origin and her parents are unknown. Presumably she was born in Kintargo and her parents were citizens of the city. But this because she was found in a wicker basket sitting against a building on a heavily trafficked street in Kintargo’s Devil’s Nursery neighborhood. She was already a few weeks old so her birth in the city is only the most likely guess.

Lemma was well placed, and found quickly. But naming a particular adoptive parent would be a misplaced thing to do. In The Devil’s Nursery, things can change quickly. As they changed, so did Lemma’s residence. Destitution, illness, death, all kinds of misfortune would put Lemma back in the street, but there was always a new place where there was room at the table found for her.

Moving about as she did, Lemma didn’t tend to form close relationships often. Instead she turned to books. It was sad when she left had to leave people behind, but if her new home had some books there was something good to look forward to. Lemma wasn’t unusually bright, but some things from her reading stuck. Over time her independent reading contributed as much to her education as formal instruction, which was sometimes spotty or absent depending on the circumstances at the time.

Although her various caretakers were well intentioned or at least not malicious, Lemma did stray into some dodgy behavior in her teens. With age her luck finding caretakers declined and she found herself on the streets for longer stretches between places to stay. She also wasn’t immune to the lure of having a little money in her purse. Although she was never in a gang or anything of the sort, she learned the basics of petty theft, pick pocketing, shoplifting, minor scams, and panhandling.

Lemma’s real talent though was as muscle. By the time she reached adulthood, Lemma was surprisingly strong, quick, and hardy. Her devil’s blood probably contributed to her physical prowess because she didn’t necessarily look the part. It could be an advantage. If someone felt they needed some extra protection or leverage in a situation she could be brought along for it without her presence seeming like an escalation to whoever happened to be standing across from them.

Lemma was not a professional criminal. She took jobs that came along. She also worked in Bleakbridge market stalls selling pumpkins or soap, or whatever somebody needed sold. Lemma did some bouncing at bars, construction, and sometimes fenced stolen goods for the real losers who had nobody else they could go to.

Looking back now, Lemma would describe this earlier part of her life as one of mental slavery and failure. She would do or be whatever it took to make some money. Her thinking was limited, never leaving the confines of Kintargo’s established order.

Lemma came to know of Nocticula’s cult through acquaintances who were involved already. Once she began to understand what Nocticula offered her though, she quickly became one of the new religion’s most enthusiastic and engaged adherants in Kintargo. She eagerly took on a protector’s role, as she had so often before, but this time not in exchange for money.

She asked more questions, and thought more deeply about what Nocticula represents and offers than most of the cult’s members. If condensed to single, simple statements, Lemma believes that Nocticula represents one’s own ability to determine one’s fate, regardless of what external forces have taught one about one’s proper place and role. Nocticula offers only one thing, permission. Of course such permission is not needed. It is not a blessing that makes self-actualization possible, it is a wakeup call needed by most, who are blinded to their own ability to remake themselves as they desire.

As she wrestled with the questions, realizations, and doubts involved in beginning her own transformation and ascendance (metaphorically, she is not on the path to godhood, but her true self), Lemma became close to both Aula and Vylas, who recognized her potential as an acolyte. Under their tutelage Lemma fully entered Nocticula’s service, and she has learned much since, especially from Vylas given her nature and physical gifts.

One subject on which Lemma parts ways with Aula and Vylas is the question of how to respond to Cheliax’s seizure or Kintargo. While she agrees with them that their small cult must be careful and remain in the shadows or be crushed, Lemma does not agree that there is no room for a proactive response. She believes the Silver Ravens offer a chance to strike back. If her help could increase the chances the Silver Ravens will succeed, Lemma will give it, going off book and isolating herself from the Redeemer Queen’s cult while she does so of course.

Appearance and Personality:

Height: 5'7 Weight: 155 Hair: Black Eyes: Yellow

Lemma is a bit above average in her height, and has a well toned muscular build. But she is considerably more agile and slightly stronger than her appearance would suggest. Perhaps this is the result of her heritage. She has black hair that falls past her shoulders. Her skin tone is a deep red. Lemma’s eyes are yellow with easily discernable pupils, irises, and whites. Her horns are bilaterally symmetrical and a dark, graphite gray color. Like many Hellspawn, Lemma has a tail, which is more than long enough to easily reach the ground if she lets it.

Lemma hardly ever wears dresses, favoring inexpensive shirts, trousers and boots. She prefers darker colors; black, gray, and brown, with splashes of blue or white for contrast. She favors silver jewelry, but has only a few inexpensive items.

Personality