Full Name |
Meraim Noch"Barz |
Race |
Tiefling |
Classes/Levels |
Inquisitor 1 |
Gender |
Female |
Size |
Medium (5'8"; 160) |
Age |
96 |
Special Abilities |
resistance Cold/Fire/Electricity 5, Darkness 1/day |
Alignment |
LE |
Deity |
Asmodeus |
Languages |
Common, Infernal |
Strength |
12 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
16 |
Charisma |
13 |
About Meraim Noch"Barz
20 points buy:
Str 12 (2) Dex 12 (2) Con 12 (2) Int 10 (0) Wis 15 (7) Cha 15 (7)
25 points buy :same as above but Wis 16 (10) Int 12 (2)
Racial mod +2 Dex/Int, -2 Cha
Name Meraim Noch"Barz
Sex Female
Race Tiefling
class Inquisitor
level 1
God Asmodeus
Alignement LE
Init +2 ; Senses Darkvision 60; Perception +6
Favored Class: Inquisitor
FC bonus:+1 skill
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, + 2 Dex)
hp (9/9)
Fort +4
Ref +2
Will +5
Defensive Abilities
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
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Offense
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Speed 30
Melee
Heavy Mace, +1, 1d8 (crit*2)
Dagger +1,1d4 (crit 19,*2)
Ranged
Thrown dagger +2, 1d4, range 10 (max 50), Crit 19 (*2)
Special Attacks
Judgment (1/day):
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
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.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
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.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
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.
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.
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Statistics
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Base Atk +0 (Melee +1/ Ranged +2)
CMB +1; CMD 12
Feats
Scribe Scrolls
Traits
Campaign-Addicted to Shiver (+1 on Fort saves)
Asmodean Demon Hunter (+3 on Know-Planes on Demon, +2 Will saves vs Demon magic)
Child from the streets (+1 to Sleight of Hand, SoH becomes Class skill)
Drawback Paranoid have hard time trusting people, DC15 to be Aided
Skills (6 base+ 1 Int+ 1 FC+ 0 Race= 8)
Bluff +5
Diplomacy +5
Disguise +5
Intimidate +5
Know planes +5
Perception +7
Stealth +6 (+5 with armor)
Profession-Lawyer+7
Languages Common, Infernal, Abyssal
SQ
Monster Lore: Add Wisdom bonus to Know check for identifying monsters
Stern gaze: +1 to Intimidate/Sense Motive
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Equipment & Money
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Starting Money:140 GP
Combat Gear:
Defense: Studded Leather (Armor Penalty -1) 25GP/20 lbs
Offense:Heavy mace (12GP, 8lbs), 2 daggers (2GP, 1lbs)*2
Other gear:Backpack (2GP, 2 Lbs); Belt pouch (1gp, 1/2 lbs), wooden holy symbol (1 Gp), common manacles (15 GP,2 lbs), 5 Parchment sheet (1GP), Law book (15 GP, 3 lbs), spell component pouch ( 5Gp, 2lbs), ink&quill (8.1 GP),2 CLW scrolls (25 GP)
(spend so far 81.1 Gp)+25 GP
Spare money:
PP:
GP
SP:
CP:
Other valuables:
Carried weight
Encumbrance:
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Magic
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Domain: Fire
power: Firebolt, range 30, 1d6+1 fire, 5/day
Spell known
Orisons:(4)Daze, Disrupt Undead, Acid Splash, Detect Magic
Lvl 1:(2)Cure Light wounds, Protection from Chaos
Looks & Personality
Meraim is a troubled one. She feels superior to nearly everyone, and is more proud than ashamed of her fiendish heritage, feeling that this set her apart from the common people. She tries to accentuate her Hellish side, just for shock value, but is adept at disguising herself to pass for someone more human. She enjoys red and fitting clothes, and uses maybe a little more perfume than needed. Her skin is paler than the norm,she has pale blue eyes and jet black hair which conceal her small horns most of the time. She enjoys jewellery and wealth as signs of power.
She is loyal to her few friends (well, she will be loyal as soon as she will be able to make friends, at least), but can be quite blunt sometimes in her interactions. She has a dark sense of humor, enjoying to shoot barbs at her opponent's ego or to crack a joke at them. She loves to annoy paladins and other goodwilled creatures, but she is cautious that things don't get physical. She is, first and foremost, a foe to all things Chaotic, and especially demons, and will fight side by side with a holy knight against them.
On a mission for the Church of Asmodeus, she will lie, steal and cheat if needed, but is honest and scrupulous in her everyday life.
Background 
Daughter of a Cheliax slave, she was raised by the Church of Asmodeus as soon as her Hellish heirloom became apparent. Not really fit for the rigors of battlefield, she trained to be a subtler agent, on the hunt for demon worshippers and agents of Chaos.
A little more than 10 years ago, Meraim spend a few months tracking Lamm, disguising herself as a street orphan, trying to get information about him. She even took some Shiver, hoping to infiltrate his gang. She became addicted to the drug, but managed to fight the addiction, even if the drug left some mental scars.She had an harder time trusting others, and worked solo most of the time.
She got under cover for the last seven years, establishing herself as a small time lawyer, ready to answer the call of the Asmodean church.