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About Nerissia VaelNerissia Vael:
Female Tiefling (Oni-Spawn) inquisitor 5 Archetypes Sacred Huntsmaster, LE Medium outsider (native) Init +6, Senses darkvision (60 ft.); Perception +8 ================================================= DEFENSE ================================================= AC 20, touch 14, flat-footed 16 (+3 Dex, +5 armor, +1 shield, +! def) hp 36 ((5d8)+5) Fort +6, Ref +5, Will +7 Resistances cold 5, electricity 5, fire 5, ================================================= OFFENSE ================================================= Speed 30 ft. Ranged +1 composite longbow +7 (1d8+2/x3), within 30 ft. +8 (1d8+3)
Ranged cold iron dagger (thrown) +6 (1d4+3/19-20), within 30 ft. +7 (1d4+3) Melee longspear +5 (1d8+3/x3/brace, reach)
Special Attacks Stern Gaze,
Inquisitor Spells Known (CL 4th; concentration +6)
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Inquisitor's kit:a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, a wooden holy symbol
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. Animal Companion (Ex) A hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. Animal Focus (Su) A sacred huntsmaster can take on the aspects of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 4 minutes per day. The animal companion gets a constant benefit. This ability works as the hunter's animal focus class feature, with her inquisitor level serving as her hunter level. =Traits=
Hellknight Inquisitor: If you are an inquisitor, you can select any inquisition associated with your preferred Hellknight order (see below), as long as you and your patron deity are of a lawful alignment. Additionally, you gain a +1 trait bonus on saving throws against spells and effects with the chaos descriptor. Questing Hellknight: You are a quick study when it comes to local laws. Once per day, you can attempt a Knowledge (local) check untrained to recall information about local laws, rulers, and popular locations. Additionally, you gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. You must be of a lawful alignment to take this trait. Bloody-Minded: You gain a +1 bonus on initiative and Intimidate checks. Criminal (Disable Device): You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Favored class bonus: Bonus Inquisitor Intimidate and Knowledge (4x) Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures. Conversion Inquisition:
Cunning Initiative (Ex) 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. Domains Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Hunter Tactics (Ex) A sacred huntsmaster automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats. Inquisitor ~ Teamwork Feat: Distracting Charge- Benefit: When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost. 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. Oni-Spawn (Hungerseed) The stocky, muscular oni-spawn tieflings hail from Tian Xia. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage. Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage. Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage. Skilled Hungerseed have a +2 racial bonus on Disguise and Intimidate checks. Spell-Like Ability Hungerseed gain alter self as a spell-like ability. Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks. Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Alocer, Firefoot Fennec companion:
Alocer
Male Companion Dog animal 4 Archetypes Auspice, NE Medium animal Init +3, Senses scent, Perception +5 ================================================= DEFENSE ================================================= AC 22, touch 13, flat-footed 19 (+3 armor, +3 Dex, +6 natural, ) hp 56 ((5d8)+20+5) Fort +8, Ref +7, Will +2 =================================================
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AC Bonus 2 Aligned (Ex) Even though an auspice is an animal, its connection to its associated deity allows it to be chaotic neutral, lawful neutral, neutral evil, or neutral good, whichever is closest to the deity's alignment, or it can remain true neutral. Animal Companion Auspicious Boon (Su) (Sp) The auspice can cast guidance as a spell-like ability at will as a full-round action. The auspice can access a spark of its associated deity's favor. Choose one of that deity's domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user's Wisdom modifier. The auspice can use that power once per day. Magic (Divine) Domain power (1/day): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. Combat Reflexes You may make 3 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed. Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Power Attack You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Stat Bonus 1 =================================================
Appearance:
Nerissia is an oni-spawn tiefling (although she doesn't know that), and as such is slightly more well-built than most of the stock standard tieflings originating from Cheliax.
Her ram-like horns start at the crest of her brow and sweep back before turning to make a large imposing pair of arcs behind her head. Her skin is only slightly pink as opposed to the bright red skin that is more typical of tieflings from hellish origins, a sign of her ogre mage ancestor being farther back than a generation or two. Her eyes are the typical blood red, however, adding to the intimidating allure of her attitude. She almost always wears her black darkleaf armor, specifically crafted by her masters back in Citadel Ordeial in order to help her remain somewhat armored but also plenty mobile while on the move. Her not wearing hellknight armor itself is a small point of contention for Nerissia, but she wouldn't ever admit it. Alocer, meanwhile, is a firefoot fennec, a fox-like creature native to southern Isger and northern Cheliax. Unlike most others of her kind, she has grown in size to the size of a large dog, and her fiery orange fur is only marred by her red-tinted legs and a fur pattern that looks suspiciously like the five pointed star of Asmodeus on her right side back leg. Background:
Nerissia was born in Senara (in the heart of the Whisperwood) to a pair of Molthune Armsrunners, a nefarious criminal group that deals in high-quality arms and infernal weaponry. As with many children born in Serana her family's bloodline was tainted by the touch of the hells, although her specific blood is tainted by the influence of an ogre mage, a type of oni that Cheliax employeed as mercenaries for a wide variety of tasks and campaigns.
Shortly after her birth, however, her parents were captured by some Hellknight of the Order of the Scourge that were hunting down the unruly smugglers. They were imprisoned and ultimately tortured before being killed, but Nerissia never knew them or cared about them. She spent many years on the streets of Senara (spending time performing some criminal activities that would have made her long-forgotten parents proud) before eventually being taken in by the Asmodean orphanages and taught the religion. She never did enjoy her experiences there (outside of her newfound Asmodeus worship that is), finding herself much more apt at spending time alone with the forest and animals than with people. Eventually she acquired a job escorting a trade caravan through the Whisperwood that would take her away from Senara for the first time in her relatively short life. The job went horrifically bad almost immediately, however, as within the first day of leaving Senara the caravan was attacked by a monstrous griffon and nearly everyone was slaughtered before the Hellknights of the Order of the Pike could track it down and kill it. During the fight she showed adequate levels of care in her reaction to the attack, and helped the Hellknights kill it. In return they were surprised by her willingness to fight such a beast with so little experience, and the trip ended with her being taken back to their base at Citadel Ordeial at the northeastern edge of the Whisperwood to see if she could be trained in their ways. She wouldn't fit in as a normal Hellknight of the Pike, but she would eventually discover that the comfort and power Asmodeus could provide her suited her quite nicely in her usual habitat: the wilderness, hunting down those beasts that dared to threaten society's expansion. He even sent her a boon in the form of a divinely touched companion: a firefoot fennec she would name Alocer after the Infernal Duke of the Hunt. The fennec was unusually large for its kind, and first attracted Nerissia's attention when she saw its unusal fur marking depicting Asmodeus' pentagram. Seeing it for the sign it was, Nerissia took the fennec as her lifelong companion, and the two have spent many years since hunting down prey together. When the Goblinblood wars erupted across Isger, Nerissia was one of the first Hellknights dispatched to fight back against the goblinoid invasions. They weren't her usual prey, but she found that they died just as easily to her arrows and Alocer's claws. The things she saw during those awful years did more damage to her mental state than she'd like to admit, leaving her with a slight tendency to dip into the alcohol a bit too much when not 'on duty'. She carries a flask full to the brim with Corentyn wine at all times, and has two spare bottles of the stuff that she keeps safely wrapped up in her blanket inside Alocer's saddle packs. Since that day in the forest with her first ill-fated job and her time served in the Goblinblood wars, Nerissia has slain countless dangerous beasts in the forests of both Cheliax and Isger. Yet, she is not satisfied, for there are always monsters to hunt in the corners of the world that no one else will pay attention to. Personality:
Nerissia is a hardened war veteran with nearly three full years of service on the frontlines of the Goblinblood wars, and a trained monster hunter both before and during that. She is very much a no-nonsense kind of person before you get to know her, but can be quite the conversationalist once you get past the first wall of ice she holds up in order to avoid getting too attached to someone before they die horrifically. Because she has known too many people to go out that exact way in her line of work, and surely expects to end her life similarly.
Her time with the Asmodean orphanages and schools has led her to a life inside the religion, though she doesn't put much faith in the organized church. Too much potential for corruption that leads to damaged societal structure. Regardless, her faith still plays a large part in her life and she holds His tenets as near and dear to her heart as she does those of her Order. Outside of matters of faith and philosophy, Nerissia is personable enough. She is willing to work with just about anyone outside of those actively wishing to harm any aspect of the civilization and/or society she is actively protecting at the time, not even caring that much who her allies worship while on a mission. She doesn't pick fights over her religious beliefs, as she knows they aren't super popular with a lot of the people she'll deal with in her day to day life. But neither does she hide her unholy symbol of Asmodeus, or her Hellknight order symbol emblazoned on the shoulder pads of her armor. Animal Focus Options:
-Bat (Advanced Class Guide pg. 27): The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
-Bear (Advanced Class Guide pg. 27): The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level. -Bull (Advanced Class Guide pg. 27): The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level. -Falcon (Advanced Class Guide pg. 27): The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level. -Frog (Advanced Class Guide pg. 27): The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level. -Monkey (Advanced Class Guide pg. 27): The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level. -Mouse (Advanced Class Guide pg. 28): The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent. -Owl (Advanced Class Guide pg. 28): The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level. -Stag (Advanced Class Guide pg. 28): The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level. -Tiger (Advanced Class Guide pg. 28): The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level. |