Falconer

Mirel's page

161 posts. Alias of Krash4031.


Full Name

Mirel

Race

Human (Varisian)

Classes/Levels

Inquisitor 3 |HP 19/19 | Init +11 | Perc +9 | AC 16 |FF 12 |Touch 14 | Fort +3 | Ref +3 | Will +6 |

Spells:
1-level: 4/4 Copycat 1/1 Divine Retribution 6/6

Gender

Female

Size

Medium

Alignment

CG

Deity

Calistria

Languages

Common, Varisian, Abyssal,

Occupation

Temple Courtesan

Strength 13
Dexterity 15
Constitution 10
Intelligence 10
Wisdom 16
Charisma 12

About Mirel

Mirel
Female CG Human (Varisian) Inquisitor, Level 2, Init +11, HP 13/13, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 14, Fort +3, Ref +2, Will +6, CMB +2, Base Attack Bonus 1
Whip (disarm, nonlethal, reach, trip) +2 (1d3+1, x2)
Dagger (2) +2 (+3 Thrown) (1d4+1, 19-20x2)
Unarmed Strike +2 (1d3+1, x2)
Mwk Studded Leather, Buckler (+3 Armor, +1 Shield, +2 Dex)

Background:

Mirel was born in Egorian, in Cheliax. Her mother was a slave from Varisian who had been abused by her Chelaxian Tiefling master. That master became Mirel's father. While being taught about the different religions of Golarion, she found no interest in Asmodeous. Instead, she had a strange affinity toward the Savored Sting, Calistria; goddes of lust, guile, and revenge. Her father/master often beat her and bullied her, attempting to force her to follow Asmodeous, but she never developed an offensive response. Instead she bided her time, and promised her revenge.

When her father told her he was going to sell Mirel into slavery for her insolence, Mirel prayed to Calistria for aid. She vowed her service to the Savored Sting, if only the goddess would help her get away. She vowed vengeance on all people like him, and all those who have the taint of Hell or the Abyss in their blood, especially demons and devils themselves.

Calistria answered.

The night before her father was going to set sail for Okeno and the Flesh Fairs, he got extremely drunk. In his inebriated state, he forgot to lock the door to her or her mother's room. Mirel waited until he heard the man snoring, and then silently crept out of her room to her mother's. Together they fled.

They traveled on foot all the way from Egorian toward Korvosa. The journey was long, and arduous. On the way there, a young cleric took pity on them and fed and lodged the two figuitves. After a few days, he agreed to take them in his wagon the rest of the way to Korvosa. Once there, Mirel kept her promise.

She went to the temple of Calistria almost immediately. The clerics provided Mirel's mother a home and gave Mirel her own chambers within the temple to conduct her business. Mirel became a temple courtesan, and quickly became one of the most successful. She began training immediately to become an inquisitor for the Savored Sting and to elimate demons and devils all over Golarion.
To further keep her promise, Mirel has traveled to Mendev to join the Crusades and stop the evil entering the world through the Worldwound.


Appearance:

Mirel wears tight fitting leather pants and a studded leather vest with a plunging neck line that leaves her midriff exposed. Beneath the vest, she wears a thin lace bodice. On her navel, circling her belly button is a tattoo of the holy symbol of Calistria. She wears her red hair in a loose pony tail, and has deep green eyes.
Mirel wears tight fitting leather pants and a studded leather vest with a plunging neck line that leaves her midriff exposed. Beneath the vest, she wears a thin lace bodice. On her navel, circling her belly button is a tattoo of the holy symbol of Calistria. She wears her red hair in a loose pony tail, and has deep green eyes.

Descriptions of Abilities and Such
Feats:

Impproved Initiative:You get a +4 bonus on initiative checks.
Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Traits:

Touched by Divinity: As long as you can remember,
you’ve had an unexplainable interest in one deity in
particular. One of your parents may have been a priest
of this deity, or you may have been an orphan raised
by the church, but these alone cannot explain your
deep connection to the faith. You’ve always felt calm
and at ease in places holy to the deity, and often have
dreams about the god or goddess visiting you—most
often in the form of a sacred animal or creature. Your
faith is strong, even if you don’t happen to be a divine
spellcaster—if you are a divine spellcaster, you should
be a worshiper of this deity. You begin play with a silver
holy symbol of your chosen deity for free. In addition,
choose one domain associated with your chosen deity.
You gain the use of that domain’s 1st-level domain spell
as a spell-like ability usable once per day (CL equals
your character level). Associated Mythic Path: Hierophant.
Multiple Characters: If other characters choose this trait,
you should all work together to decide what deity you’re
associated with—it should be the same deity shared by
all of you. You might even share the same dreams.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.


Class Stuff:

Judgment (Su): 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).

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.

Stern Gaze (Ex): 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).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): 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.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Vengeance Inquisition


Spells and Powers:

Copycat (Sp):(from Touched By Divinity, Trickery Domain) You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell.
1/day

Divine Retribution (Sp): As a standard action, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1 point for every two inquisitor levels you possess (Reflex half). The GM decides whether this damage is bludgeoning, piercing, or slashing damage. 6/day

SPELLS
0-Level (Infinite/day)

Acid Splash:You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Daze:This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect Magic:You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Disrupt Undead:You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Guidance:This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

1-Level (2/day)

Command:You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails

Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Lend Judgment: You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you have multiple judgments active, the ally gains only one, chosen when you cast this spell.


Skills:

Acrobatics: +1 (-1 from ACP)
Bluff: +1
Craft: +1
Climb: +5 (-1 ACP)
Diplomacy: +6
Disguise: +1
Escape Artist: +2 (-1 ACP)
Fly: +1 (-1 ACP)
Heal: +3
Intimidate: +7 (+1 from Stern Gaze)
Knowledge (Planes): +3 + Wis Mod to ID weakness of Monsters (+6)
Linguistics: +2
Perception: +8
Ride: +1 (-1 ACP)
Sense Motive: +8 (+1 Stern)
Stealth: +4
Survival: +9
Swim: 0 (-1 ACP)

Equipment:

Whip 2 (self)
Dagger (2) 2 (self)
Mwk Studded Leather 20 (self)
Buckler 5 (self)
Mwk Backpack 4 (Backpack)
Bedroll 5 (backpack)
Wooden Holy Symbol 0 (self)
Trail Rations (5) 5 (backpack)
Waterskin 4 (backpack)
Spell Component Pouch 2 (self)
Entertainer's Outfit 4 (self)
Potion of Cure Light Wounds 1 (self)
Terendelev's Scale - Shield 3/day
Studded Leather (not worn)
Total Weight: 54lbs (with backpack) (Light Load)
36 without Backpack (Light Load)
Carry Capacity:
Light 50(58 from Mwk Backpack)
Medium 100(116)
Heavy 150(175)
Over Head 150
Off Ground 300
Drag/Push 750