Tsadok Goldtooth

Lienhardt's page

1 post. Alias of Helix Missionary.


Race

Yggdrian

Classes/Levels

Inquisitor (Spellbreaker) 2 | HP 20/20 | AC 19, touch 12, FF 17 | Fort +5, Ref +2, Will +6 | Init +5, Perception +8 (darkvision 60 ft)

Gender

Male

Size

Medium (6'3", 190 lb.)

Age

24

Special Abilities

Judgment

Alignment

Lawful Neutral

Deity

Parcivald

Languages

Common, Yggdrian

Occupation

Temple Watch

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Lienhardt

Lienhardt
Male yggdrian inquisitor (spellbreaker, spheres of might) of Parcivald 2
Lawful Neutral Medium humanoid (yggdrian)
Initiative +5; Senses Perception +8, darkvision 60 ft.
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DEFENSE
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Armor Class 19, touch 12, flat-footed 17 (+2 Dex, +6 armor, +1 shield)

Hit Points 20/20 (2d8+4)
Nonlethal Damage 0
Condition Normal

Fortitude +5, Reflex +2, Will +6
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OFFENSE
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Speed 30 feet

Melee Greataxe +6 (1d12+6/x3) OR
Melee Gauntlet +5 (1d3+4) OR
Melee Bite +5 (1d6+4)

Ranged Heavy crossbow +3 (1d10/19-20/120 ft.)

Special Attacks Bashing Shield, Judgment
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STATISTICS
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Strength 18, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 16, Charisma 8

Base Attack Bonus +1
Combat Maneuver Bonus +5
Combat Maneuver Defense 17

Feats Disruptive, Intimidating Prowess

Traits Inexorable Authority, Sharp Reflexes

Trained Skills
Intimidate +11 (+2 ranks, +3 class, -1 Cha, +4 Str, +1 stern gaze, +2 racial)
Knowledge (arcana) +4 (+1 rank, +3 class)
Knowledge (local) +4 (+1 rank, +3 class)
Knowledge (religion) +5 (+2 ranks, +3 class)
Perception +8 (+2 ranks, +3 class, +3 Wis)
Sense Motive +9 (+2 ranks, +3 class, +3 Wis, +1 stern gaze)
Spellcraft +4 (+1 rank, +3 class)
Survival +9 (+1 rank, +3 class, +3 Wis, +2 racial) (+10 to track)

Languages Common, Yggdrian
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EQUIPMENT
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Armor, Clothing, and Worn Equipment:

Steel lamellar armor

Weapons, Ammunition, and Accessories:

Gauntlet
Masterwork greataxe
Heavy crossbow
--10 bolts

Miscellaneous Gear and Funds:

327 gp

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CLASS AND RACIAL FEATURES
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Yggdrian Racial Features:

Darkvision: 60 feet
Evolved Predator: +2 racial bonus to Intimidate and Survival
Natural Weapon: Primary bite attack, 1d6 damage
Steadfast Heart: +2 racial bonus on saves against mind-affecting effects
Weapon Familiarity: Proficient with greataxe, shortbow, and throwing axe, treat yggdrian weapons as martial weapons

Inquisitor (Spellbreaker) Class Features:

Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: 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.
Domain: Spellkiller Inquisition
--Granted Power: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred bonus to AC for 1 minute per level. When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.
Judgment: 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.
--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: 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).
Strong-Willed: At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Spheres of Might:

Martial Tradition: Knightly Arts (Adapted). While trained to use heavy armor and classic weapons in combat, Lienhardt prefers an unorthodox method of defending himself with a gauntlet, rather than a shield. [Armor Training, Gauntlet Shield, Knightly Training talents; Shield sphere]

Shield Sphere: Bashing Shield


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BACKGROUND
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The Headsman:
They already had a nickname for him, one that had come up far before graduating from being simple aspirants and recruits for the Temple Watch. Like most nicknames thought up in those situations, it was a mixed bag of insult and a sort of unknowing reverence. The name was probably intended to evoke simplicity, brutishness, a lack of civility and propriety, at least in the beginning. And it did bring to mind those things--but also respectful fear, wariness, and the ultimate threat of the law's long arms.

They called him the Headsman.

It was born originally from his preference for a heavy axe during weapons drills and training fights in the halls. Most recruits--most full members of the See--preferred more modern and well-respected weapons, or at least those more associated with their duties. Swords were common, as were maces and hammers. Even a flail might have received only a curious eye. But while Lienhardt, the ophan boy, the yggdrian, the already outcast, hefted a massive axe in his hand, it was just another reason for the others to see him as different. Savage. A seeming paradox in this place.

Lienhardt bore it all in stride. Being given a name was nothing new to him; his formal name was equally thrust upon him, although when he was much younger. A good old-fashioned proper name, better to shape him from savagery, he thought they'd said. Supposedly some old knight or hero had gone by the name, and so it was chosen for him by the wards who took in a squawling yggdrian infant, left in the wreckage after a raid on rebellious, shamanic Hedgers. The Watchman leading that mission had heard of yggdrians' proclivity for violence, their naturally tuned senses, and their resistance to dangerous magics. So the child had been cared for, nurtured, raised into a fine young recruit for the Watch--if an unorthodox one, in some ways.

Lienhardt met and exceeded those expectations, growing tall and broad-shouldered, capable and menacing. He wasn't the quickest study, but he was talented, and the hand of Parcivald did touch him. On an early mission, with other initiates, he showed his capacity for meting divine justice in the field, when a rogue mage tried to cast the young Watch members into an eldritch slumber. His three fellows succumbed to the magic, but Lienhardt--watched by their sergeant from outside the door--pushed forward with grim determination. As he neared the mage, they tried to cast a spell, but Lienhardt struck them across the jaw with one gauntleted hand. They fell to the floor, Lienhardt set one heavy boot on their chest, and that heavy axe rose and came down, decisive.

They called him the Headsman before then. But afterwards, it was usually whispered by his fellows. It's a fitting name, one that doesn't seem to bother him, and his loyalty to the Watch is without question; he would never strike a fellow for such a trivial reason.

But all the same, they whisper. Because like any Headsman, Lienhardt is regarded by his peers with respect and no small measure of healthy fear.