Sadly I'm going to withdraw my entry from this wonderful game. I'm getting super busy, and so between the games I'm currently in I think I'm filling up my RP potential. I'll still be keenly reading along.
Hahah, I play an "Ex-Chelaxian" lawyer inquisitor in PFS. The character I designed and suggested for this is meant to be his much younger sister, the Asmodean torture expert...
I see us getting along well.
(NOTE: there no Chelaxian in this campaign setting, as there's only three super continents)
I don't know how I'll go with running this Gestalt stuff, but here is the character I'd love to run. I'm still working our her stats, so this is very rudimentary.
Lucelia Deskari Wright
Human Enforcer 8
LE Medium Humanoid (human)
Init +6; Senses Perception +15
defense:
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 77 (8d10+18); judgement of profane healing 3
Fort +8, Ref +4, Will +10 (+2 vs. fear)
Defensive Abilities bravery +2, judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Resist judgement of profane purity +2, judgement of profane resistance 6 (cold)
Offense:
Speed 30 ft.
Special Attacks bane (+2 / 2d6) (8 rounds/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic, evil), weapon trainings (weapon training: axes +0)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (8 rounds/day)
Enforcer Spells Known (CL 8):
3 (3/day) Deadly Juggernaut, Litany of Entanglement (DC 17), Terrible Remorse (DC 17)
2 (5/day) Invisibility, Zone of Truth (DC 16), Flames of the Faithful (DC 16), Instrument of Agony
1 (5/day) Inflict Light Wounds (DC 15), Interrogation (DC 15), Remove Fear, Cure Light Wounds, Interrogation (DC 15), Litany of Weakness
0 (at will) Stabilize, Create Water, Light, Read Magic, Detect Magic, Detect Poison
Statistics:
Str 18, Dex 14, Con 14, Int 9, Wis 18, Cha 7
Base Atk +8; CMB +12; CMD 24
Feats Antagonize, Cleave, Enforcer, Great Cleave, Intimidating Prowess, Power Attack -3/+6
Skills Bluff +15, Diplomacy +15, Intimidate +23, Knowledge (religion) +8 (+12 to identify the abilities and weaknesses of creatures), Perception +15, Profession (torturer) +15, Sense Motive +19, Survival +4 (+8 to track) Modifiers monster lore
Languages Common
SQ domains (conversion inquisition), judgement (3/day), solo tactics, swaying word (1/day) (dc 18), teamwork feat (change 4/day), track
Other Gear 150 GP
Special Abilities:
Antagonize Use Diplomacy or Intimidate to goad creatures
Bane (+2 / 2d6) (8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bravery +2 (Ex) +2 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Enforcer Domain (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.
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6 (Cold) (Su) Energy Resistances
Judgement of Profane Smiting (Magic, Evil) (Su) DR bypass
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Swaying Word (1/day) (DC 18) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Track +4 Add the listed bonus to survival checks made to track.
Weapon Training: Axes +0 (Ex) +0 Attack, Damage, CMB, CMD with Axes
FULL BACKSTORY TO COME
In short, Lucelia is an excessively pious Inquisitor/Fighter cross who specialises in converting her opposition through her powers of diplomacy, intimidation and straight up torture. She was the youngest of twelve children, and was always treated as the baby of the family. It was this yearning that lead to her dealings with Asmodeus and to her training in the art of physical manipulation. Despite all this, her childlike upbringing still sneaks through: She keeps a bright pink journal in which she writes about her future husband, has a chamber of kittens to snuggle with, and likes to paint water colours.