Female Ifrit inquisitor 1 Archetypes Immolator,
CG Medium outsider (native)
Init +2, Senses darkvision (60 ft.); Perception +1
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield, )
hp 10 ((1d8)+2)
Fort +4, Ref +2, Will +3, +2 trait bonus on saves against fear effects, +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Resistances fire 5,
Speed 20 ft.
Melee battleaxe +2 (1d8+2/x3)
Melee shield, heavy wooden -2 (1d4+2)
Ranged alchemist's fire (flask) +2 (1d6)
Special Attacks Fire Bolt (4/day), Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Stern Gaze,
Innate Spell-Like Abilities burning hands (DC 10,1/day),
Inquisitor Spells Known (CL 1st; concentration +2)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Desert Child (desert) You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Energy Resistance (Ex) Ifrits have fire resistance 5.
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Fire Bolt (Sp) As a standard action, you can unleash a scorching bolt of divine fire from your hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+1 points of fire damage. You can use this ability 4 times per day.
Immolation The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target's fire resistance as 5 lower than normal (minimum 0).
Inquisitor ~ Domains
Inquisitor ~ Judgement
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / 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.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / 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.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / 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.
Judgment (Sacred) (Su) 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. An inquisitor can use this ability 1 times 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.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Schooled Inquisitor Your additional training aids in identifying the wiles of your faith's enemies. You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
Servant of the Flame An immolator must worship a deity whose portfolio includes the Fire domain. An immolator who selects the Fire domain (or one of its associated subdomains, if available) uses her domain powers at +1 caster level (this stacks with the ifrit's fire affinity racial trait).
Spell-Like Ability (Ex) Burning Hands 1/day.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
Wati Native You were born and raised in the city of Wati, and you know its streets and secrets well. Although it's frowned upon by the city's authorities, you have sneaked into the necropolis on multiple occasions to wander its dusty, abandoned streets. Out of respect for the deceased, you've never actually entered one of the necropolis's silent tombs, but you have no fear of what might lie inside. You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.
Geniekin are quite common in Osirian, even in Wati where Meresu, an ifrit, was born. Orphaned at a young age, she was taken in by a group of librarians and book collectors. Working in the dusty old library, cataloging books, scrolls, and tablets, she eventually discovered a set of old scrolls describing the faith of Sekhmet, written in both Ignan and Ancient Osiriani. Curious, the young ifrit began reading and translating these scrolls, becoming fascinated and thrilled as she learned more about this ancient goddess. As she grew, she sought even more knowledge about Sekhmet, and even went so far as to sometimes venturing into the necropolis hoping to find more about the Lady of Slaughter, although she never did venture into any of the tombs. She occasionally did find papers or scrolls about Sekhmet from time to time. The more she read about the Mistress of the Red Linen, the more she grew to love and adore the lioness-headed goddess.
One night, as she was returning from exploring a bit of the Necropolis, a group of local thugs, drunk and in need of excitement, decided to use her to sate their boredom. Afraid and angry, she called for Sekhmet and suddenly fire leapt from her fingertips and burned several of the thugs causing them to run away in terror. Meresu enjoyed the thrill and excitement of seeing her enemies flee in terror of her. She would use Sekhmet’s blessings to burn wicked hearts to ash while relishing in the destruction she would inflict on them! Upon learning that the Necropolis of Wati would be opened up for exploration, she was extremely thrilled and excited: here was her chance to find a great deal of knowledge of her goddess, as well as burning a few undead to ashes!
However, she knew that without allies, she would not last long, no matter how strong her faith was. She decided to look for a group of adventurers , possibly foreign treasure hunters or local archaeologists, to join, in the hopes of exploring the Necropolis safely, while bringing the blessings of Sekhmet to others, for why should she be the only one to bask in the glory that is Sekhmet?
Meresu possesses skin the color of polished brass as well as orange colored eyes and pointed ears. Like some Osirions, she has thick black lines around her eyes. She also has red horns on her brow, and her fiery red hair flickers and waves as if it were fire itself, despite being plaited and adorned with hairpins, clasps, beads, and gold strands. Her lower arms and lower legs are covered by charcoal-hued scales. Her nails appear clawlike, although they aren't actually claws. She goes barefoot, like most Osirians, and she wears a long close-fitting red and bright orange tube dress that reaches slightly below her breasts and ends right above her ankles, although the dress is a bit loose near the ankles allowing her to move. The dress is held up by two greenish blue straps that go between her breasts. The straps are decorated with rosettes, a common icon of Sekhmet.
She also wears a copper gorgerine, which is an assembly of metal discs worn on the chest and attached at the back. On her wrists, she wears leather bracers decorated with ankhs, while around her ankles and upper arms she wears lapis lazuli and gold anklets and armbands. She also wears several earrings, too. She wears lamellar leather armor that covers her upper chest, and carries a battleaxe and shield, while also wearing an iron holy symbol of Sekhmet, which she found in the Necropolis while growing up.
Meresu is a thrill seeker and seeker of knowledge. Having been stuck taking care of a dusty old library for most of her life, she is ready to go forth and enjoy a great deal of excitement and fun while learning more about the One Before Whom Evil Trembles. She relishes combat, setting her enemies on fire, while cleaving through the rest. She sees to it that her comrades and allies stay alive, hoping to share in the lust for battle and blessings of Sekhmet with them. She is friendly, although she tends to be a bit boisterous, proudly proclaiming how mighty and great her goddess is to anyone who asks, but she means well, knowing that having friends at your back can mean the difference between victory and defeat.
Despite her lust for battle, she is also scholarly as well, having been around books and scrolls for a long time. Thus, she has learned much about her faith as well as the glories of Ancient Osirion, along with other pieces of knowledge that could be vital to her fellow adventurers. Her greatest hope is to restore the worship of Sekhmet to modern Osirion.