NG Female Human Inquisitor (Ravener Hunter) of Sarenrae 7 | 55/55 HP | AC22 T16 FF17 |
About Miruna Blackthorn
Miruna Blackthorn
Female human inquisitor (ravener hunter) of Sarenrae 7
NG Medium humanoid (human)
Init +7; Senses Perception +11
Defenses AC 22, touch 16, flat-footed 17 (+4 Armor, +1 Deflection, +5 Dex, +1 Natural, +1 Shield)
HP 55 (7d8+17)
Saves Fort +8, Ref +8, Will +8
Offense Speed 30 ft.
Melee+1 scimitar +10 (1d6+10) or +12 (1d6+6)
Special Attacks Spell-Like Abilities (CL 7th, concentration +6)
7/day—discern lies (DC 13)
At will—detect chaos, detect evil, detect good, detect law
Known Inquisitor Spells (CL 7th, concentration +9):
3rd (1/day)—channel vigor, second wind
2nd (4/day)—burst of radiance (DC 14), see invisibility, shared training, spiritual weapon, tactical acumen
1st (5/day)—divine favor, heightened awareness, hide from undead, keep watch, lend judgment, protection from evil, shield of faith, wrath
0th (At will)—acid splash, detect magic, disrupt undead, guidance, light, read magic
Statistics Core Stats: Str 10, Dex 21, Con 14, Int 12, Wis 14, Cha 8
Base Atk +5; CMB +10; CMD 21
Feats Demon Hunter, Dervish Dance, Divine Fighting Technique (Sarenrae's Mercy), Enforcer, Healer's Hands, Outflank, Signature Skill (Heal), Weapon Focus (Heavy Blades)
Skills Climb +4, Diplomacy +6, Heal +15, Intimidate +12, Knowledge (Dungeoneering) +7, Knowledge (Geography) +8, Knowledge (Nature) +9, Knowledge (Planes) +11*, Knowledge (Religion) +11*, Linguistics +3, Perception +12, Perform (Dance) +1, Ride +11, Sense Motive +15, Survival +6, Swim +4
*+2 bonus on checks to identify demons or recognize followers of deities with the Demon domain
SQ bane, bonus feat, charged by nature, cunning initiative, demon hunter, detect alignment, discern lies, fate's favored, frontier healer, judgment, holy magic, monster lore, skilled, solo tactics, stern gaze, track, weapon mastery (heavy blades)
Languages Common, Skald, Celestial, Draconic, Aklo
Combat Gear+1 scimitar Other Gear masterwork buckler, mithral chain shirt, +1 amulet of natural armor, +1 ring of protection, +1 cloak of resistance, +2 belt of incredible dexterity, specialized healer's satchel, bedroll, mess kit, 5 trail rations
Currency 430 gp
Feats:
Demon Hunter
You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.
Dervish Dance
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Divine Fighting Technique (Sarenrae's Mercy)
Initial Benefit: You take no penalty on attack rolls for using a scimitar to deal nonlethal damage. If your attack with the scimitar would normally deal additional damage (such as via sneak attack, the flaming weapon special ability, or the like), this additional damage can be nonlethal damage. You can also alter spells with the fire, good, or light descriptor and inflict spells so that the damage they deal is nonlethal damage instead. You can choose to apply this effect as the spell is cast.
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.
Healer's Hands
You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
Outflank
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Signature Skill (Heal)
Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.
Heal 5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
Weapon Focus (Heavy Blades)
You gain a +1 bonus on all attack rolls you make using the selected weapon group.
Special Abilities:
Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Charged by Nature (Battle)
Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
This ability replaces domain.
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Demon Hunter
At 3rd level, a ravener hunter gains Demon Hunter (Pathfinder Campaign Setting: The Inner Sea World Guide 286) as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the DemonAPG subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity.
This ability replaces the teamwork feat gained at 3rd level.
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.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Favored Class Bonus
Standard FCB for +1 hp: 3x
Human FCB: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast. Spells chosen in this fashion: hide from undead, lend judgment, shared training, wrath
Holy Magic
A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast spells with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
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.
Judgments:
Spoiler:
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.
Solo Tactics (Ex)
At 3rd 6th level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. A ravener hunter gains this ability at 6th level instead of 3rd level.
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).
Teamwork Feat
At 3rd 6th level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Weapon Mastery (Heavy Blades)
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon group. At 8th level, you gain Improved Critical with that weapon group. At 12th level, you gain Greater Weapon Focus with that weapon group. You do not need to meet the prerequisites to receive these feats.
Traits:
Fate's Favored (Faith)
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Frontier Healer (Campaign]
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Background:
WIP
Appearance:
Slim and wiry, the build of a long-distance runner, or perhaps a dancer. Miruna's dark hair is cut short to keep it out of her face, and the dark red cloak she wears over her chain shirt and traveling leathers is loose enough that she can use it as a face scarf to protect herself from snow or road dust.
Miruna openly and proudly wears a well-cared for holy symbol of Sarenrae around her neck, along with a scimitar at her hip. The blade is clearly magical; when drawn, it shines like a torch.
Personality:
Always smiling and quick to offer a kind word to those who need it, Miruna projects an aura of confidence and optimism, but this can be a brittle façade, especially when she is without the support of her comrades.