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About Netoa SebahraQuick View Stats for Combat:
Initiative: +4 (+2 Dex, +2 trait bonus)
SPELLS
Netoa's Background:
Netoa was a favored human nganga of Gulg, trained in the ritual art of the gouge, a specialized combat dance-style that developed in Gulg to awe and mesmerize the Gulgites.
Captured by Balican slavers, Netoa has spent the past year or so as a Gladiator - her evocative gouge style was seen as a crowd-puller, and she has won a few bouts, slowly making a name for herself.. Netoa longs to return to Gulg, but has realized more and more that Lalali-Puy has not tried to rescue her, nor does her own power appear to derive from her goddess. STATS:
Ability Scores Score (modifier) (point buy) (racial creation bonus) (level up) Str : 14 (+2) (2)(+2 Human) Dex: 14 (+2) (5) Con: 14 (+1) (5) Int: 14 (+2) (5) Wis: 16 (+3) (5) (+2 Human) Cha: 13 (+1) (3) DEFENSE:
AC: 18, touch 10, flat-footed 16 (+5 armor, + 2 Dex, +1 shield, +0 size) HP: 14 Full first level = 8, +2 Con, +1 Favored Class, +3 Toughness)
OFFENSE:
Initiative: +4 Speed 30 ft. Melee: Fragile Agafari Wood Gouge +3, 2d6 +2, x3 [BAB +0, Str +2, Weapon Focus +1] [+2 Strength] Ranged
Base Atk: +0 CMB: +2 (+0 BAB, +2 str) CMD: 14 (10, +0 BAB, +2 str, +2 dex)
Favored Class Bonus Inquisitor: Hit points
Feats:
[2: 1 human, 1 1st level]
Weapon Focus: Gouge
Toughness
SKILLS:
inquisitor’s class skills are Bluff (Cha), Climb(Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge(nature) (Int), Knowledge (planes) (Int), Knowledge(religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skills: (8 ranks - 6 x Inquisitor 1, +2 Int)
TRAITS :
Reactionary Benefit: You gain a +2 trait bonus on initiative checks. Undead Crusader (reflavored from MM PG): Your goddess reveres life and living things, and the threat of an undead army pouring out of Nibenay is a constant rumor in Gulg. Having studied captured undead creatures, you have assessed their strengths, weaknesses and forms. You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. Languages: Common, Halfling, Thri-Kreen CLASS ABILITIES:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shield Inquisition: Heresy (see Righteous Infiltration, below) Judgment 2/day
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. Stern Gaze : Add ½ level to Intimidate and Sense Motive Inquisition ability:
Witch-Hunter/Nganga Templar ability:
Judgment:
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). Human Racial Abilities:
Racial Modifiers: +2 to any two separate Ability scores. Breadth of Experience: Athasian humans choose two skills at first level. These skills are always considered class skills for them. Chosen skills: Acrobatics, Appraise Emissary: Once per day, humans can roll twice when making a Bluff or Diplomacy check and take the better roll. Eternal Hope: Athasian humans gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, humans may reroll and use the second result. Urbanite: Humans gain a +2 bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. Wild Talent: Humans begin play with a psionic talent, determined by a roll on the Wild Talent table (p. 45).
GEAR:
Weapons: Fragile Agafari Wood Gouge 2d6, x3, P; brace, 6 lbs*., 20 cp Comes with a special harness. When worn, the harness grants the wearer a +4 bonus to your CMD against being disarmed. Full round action to put on the harness. Move action to remove it. * Made from the boughs of the great agafari trees of the Crescent Forest, weapons made from this wood are incredibly hard, but lightweight. They weigh half as much, have hardness 7, and reduce the armour check penalty by 2, just as if they were made from pauliel. Chitin Spiked Gauntlet 1d4 x2, .5 lbs. P 2.5 cp. Fragile Dagger 1cp 1d4 19-20, .5 lb.
124.5 cp, 11.5 lbs. Armor:
32.5 cp, 17.5 lbs. Skill Equipment: Miscellaneous: Total equipment cost: 157 of 240 cp cp
Capacity: 150 lbs; less than 50 lbs = light load. Carrying 67 lbs. Load: Medium
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