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![]() I don’t think anyone has put together an inquisitor, and my previous alias wasn’t bad, so I’ll submit a modified version here instead of the cleric. I have some updates to do to adjust the crunch to apply for fewer build points, a different ancestry, and no “elephant in the room” but otherwise the general tenor of the character is the same. Edit: A handful of changes to the background, crunch to be properly fixed in a bit. Background: Marin Grigore
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![]() A change to the previous entry on Lorrimor:
Spoiler:
Marin dropped out of the university before accomplishing much in the realm of medicine or arcane magic, due to some horrible circumstances. He learned much of his monster lore from Professor Lorrimor and became good friends with another student, Dorio, a fellow varisian training to be an investigator. Lorrimor came across a valuable book and asked for volunteers to help him handle and examine it for curses and haunts. Brimming with unearned confidence, the cocky Marin and Dorio volunteered enthusiastically. A haunt manifested due to an identification mistake (Marin believed it to be much less powerful than it ended up being) on the part of Marin and caused Dorio to become controlled in such a way that he attacked Lorrimor with supernatural strength while manifesting spectral tentacles. Marin was terrified beyond anything he had seen before and was unable to act for some time before managing to shake off the fear and barely keep the haunt from murdering Lorrimor. The price was the death of his friend, as Marin was seemingly incapable of channeling enough energy to expunge the haunt without killing Dorio. Lorrimor said that he was forever in Marin’s debt for Marin’s help but the circumstances of the events led to his expulsion from the university. Lorrimor blamed himself for the events, for putting too much faith in his students’ abilities, but the reagents saw it differently and needed to assign blame to someone. Who better than the scholarship kid from the wandering clan? So, this changes the character a bit, and I'd swap out the drawback “naive” for “bitter” due to his bitterness at his own failure and at the university for shifting blame on to him for what was a tragic accident. Marin is still haunted by the death of his friend, though most of the time he acts boisterous and overconfident, he has a lingering fear of tentacled things (-2 on saves vs fear effects created by tentacled creatures?) and while he is obligated to continue working for Nicolaj he does so with some reluctance. He is still valuable as a royal accuser due to his unique abilities as an expulsionist, but he is watched carefully by his superiors lest he be found wanting again. He chafes under their more diligent eye, and secretly resents having to document his actions as extensively as he does now. Personally I find tentacled stuff pretty gross and creepy (despite liking most actual cephalopods - tentacles belong on *them* thanks) so it might be a good hook to weird me out. I'm not sure if that comes up in the game, but since you're modifying some things maybe if I were chosen it would be included. The mild optimizer in me doesn't want to give my character additional drawbacks, but this makes a bit of sense if the additional background information is interesting. ![]()
![]() That's a good point. My original plan was for Marin to get his first experience with real danger early on in the game itself but it would be better if he didn't run away automatically in the first encounter and leave the other PCs hanging. I'll think about it and get back to you if I can come up with anything appropriate. Sorry, that bit of text was accidentally copied from the mod that I used for HeroLab that applies the elephant in the room house rules. I don't know why it gets exported to the stat block, it shouldn't have been included. ![]()
![]() I'd like to throw a hat into the ring. Hopefully this fits with your aesthetic. I tried to avoid doing a direct Lastwall-esque crusader or something like it. Let me know what you think! Background (10-minute):
Spoiler:
Marin Grigore
Background 1) Marin is a Royal Accuser working for the royal house of Ustalav. 2) Marin is a cheerful, friendly, and trusting varisian male from the County of Varno in Ustalav. Marin is handsome, with a close-cropped black beard and a scruffy head of similarly colored hair. His complexion is tanned, and his eyes are hazel. 3) Marin was raised without a permanent home in a Varisian caravan that travelled around Varno. Marin is a follower of Desna, and has “itchy feet” if he stays in one place for more than a short time, though this is usually sated by a few days travel. Marin got a thrill from scary stories that his parents told him about the history of the country, and constantly tried to explore nooks and crannies to find odd creatures and unexplained phenomena, sometimes with life-draining effects. 4) Marin managed helped Prince Aduard Ordranti III when the prince was visiting the county on one of his tours. The prince found his caravan stuck in a rut on the road, a rut that was caused by a haunt that Marin had become familiar with. This haunt liked to play jokes on nobility that used the road. Marin and his family were camped in the woods nearby and Marin spotted the prince’s wagon. He convinced the haunt to let the Prince go, who noticed and appreciated the teenage Marin’s help. 4) Marin was conscripted for a “scholarship” by one of Aduard’s advisors to train at Lepidstadt university as a thanks for helping and to conscript a recruit with a different perspective than some of the typically dour Pharasmans into the Royal Accusers. Realizing that a Desnan with a touch of the divine would not easily fit in with the science and logic oriented populace of Lepidstadt, the advisor had Marin’s education supplemented by the occasional teachings of Azra, the wandering Desnan priestess. 5) Marin dropped out of the university before accomplishing much in the realm of medicine or arcane magic, but he learned enough to appreciate the knowledge that is required to be an Accuser. He learned much of his monster lore from Professor Lorrimor when the traditional teaching methods did not sit easily with Marin. Lorrimor came across a valuable book cursed with a haunt, and it was only Marin’s natural expulsionist abilities that managed to repel the ghost long enough for Lorrimor to seal the haunt away. Lorrimor said that he was forever in Marin’s debt for Marin’s help and they finished their tutoring. Goals
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Statblock:
Spoiler: Marin Grigore
Human (Varisian) inquisitor (expulsionist, royal accuser, sanctified slayer) of Desna 1 (Pathfinder Campaign Setting: Inner Sea Intrigue 45, Pathfinder Player Companion: Haunted Heroes Handbook 14, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38) CG Medium humanoid (human) Init +5; Senses Perception +7 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 9 (1d8+1) Fort +3, Ref +3, Will +4; +2 trait bonus vs. death effects -------------------- Offense -------------------- Speed 30 ft. Melee longspear +2 (1d8+3/×3) or . . morningstar +2 (1d8+2) Ranged shortbow +1/+1 (1d6/×3) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks channel positive energy 5/day (DC 13, 1d6), studied target +1 (1st, move action) Inquisitor (Expulsionist, Royal Accuser, Sanctified Slayer) Spells Known (CL 1st; concentration +3) . . 1st (2/day)—divine favor, heightened awareness[ACG] . . 0 (at will)—detect magic, disrupt undead, guidance, oath of anonymity, sift[APG] -------------------- Statistics -------------------- Str 14, Dex 16, Con 12, Int 13, Wis 14, Cha 14 Base Atk +0; CMB +3; CMD 15 (13 vs. dirty trick) Feats Agile Maneuvers, Alignment Channel, Precise Shot, Rapid Shot, Turn Undead Traits chance savior, inured to death, sacred conduit Skills Bluff +6, Diplomacy +6, Knowledge (local) +5, Knowledge (religion) +5 (+6 to identify the abilities and weaknesses of haunts and incorporeal creatures), Perception +7, Sense Motive +6 (+7 to determine whether a creature is possessed, under the effects of an enchantment or curse, or otherwise magically controlled), Stealth +6, Survival +6 Languages Common, Undercommon, Varisian SQ expel spirit, expulsionist lore +1, finesse weapon attack attribute, meticulous inspection +1, naive, rules changes Other Gear studded leather, heavy wooden shield, arrows (20), longspear, morningstar, shortbow, backpack, bedroll, canteen[UE], masterwork backpack[APG], spell component pouch, trail rations, wooden holy symbol of Desna, 4 gp, 2 sp, 1 cp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment. Expel Spirit (Su) You can channel energy, but only to harm or turn evil outsiders or undead. Expulsionist Lore +1 (Ex) Bonus to notice haunts and incorporeal creatures, identify their abilities and weaknesses. Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li Inquisitor Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Meticulous Inspection +1 (Ex) +1/2 level to Perception Naive -2 to AC vs. improvised weapons. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Turn Undead (DC 13) Your Channel Energy can make undead in 30 ft flee for 1 min. |