About NevitashName: Nevitash
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hp: 71 (7d8 (8, 5, 5, 5, 5, 5, 7)+14 Con, 7 Toughness Feat) Fort +10, Ref +7, Will +11 [All Saves +1 per adjacent ally up to +4] Defensive Abilities: --------------------
Melee: Greataxe +11 [1d12+8; x3] Or Longspear +11 [1d8+7; x3] Ranged: Acid Splash +7 [d3] or Spiritual Weapon +8 [d8+2; 19+ x2] Special Attacks Studied Target: +2 to Hit and Damage; Bane [10/10 rounds], Sneak Attack +1d6 Spells (CL 7; Concentration +10) Level 0 (-):[6] Acid Splash, Guidance, Detect Magic, Light, Create Water, Stabilize Level 1 (5/5): [5] Bless, Cure Light Wounds, Divine Favor, Shield of Faith, Ear Piercing Scream Level 2 (4/4):[4] Align Weapon, Spiritual Weapon, See Invisibility, Communal Protection from Evil Level 3 (2/2):[2] Communal Resist Energy, Magic Vestment --------------------
Base Atk +5 ; CMB +10; CMD 22 Racial Abilities: Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait. Sacred Tattoos: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Class Abilities: Spells: I can cast spells using Wisdom. Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below). Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less. At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level. In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy. At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability. This ability replaces an inquisitor’s domain. Studied Target: At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. Monster Lore: 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. Orisons: I have cantrips. Stern Gaze: 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: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment: At 2nd level, 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: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics: At 3rd 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. Sneak Attack: At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment. This ability replaces the later iterations of the judgment ability. Bane: 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. Discern Lies: 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 Speak with Dead: At 6th level, when the inquisitor eats an enemy’s sins, within 10 minutes of doing so, she can ask the remnants of the enemy’s soul questions as if using speak with dead, with a caster level equal to her inquisitor level. She does not need the enemy’s corpse to use this ability (she can eat sin, move away from the corpse, then use speak with dead), though the soul gets a saving throw just as a corpse would. This ability replaces the bonus teamwork feat gained at 6th level. Traits
Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Feats:
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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Focused Target: When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action. Extended Bane: Add your Wisdom bonus to the number of rounds per day that you can use your bane ability. Shake it Off: 3rd Level Bonus Teamwork Feat- When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). Skills: Acrobatics +3 [0], Bluff +9 [7], Climb +6 [0], Craft: Traps +6 [0], Disable Device +20 [7], Intimidate +2 [0], Knowledge: Arcana +9 (12) [5], Knowledge: Dungeoneering +9 (12) [5], Knowledge: Nature +9 (12) [5], Knowledge: Planes +9 (12) [5], Knowledge: Religion +9 (12) [5], Perception +18 [7], Sense Motive +14 [5], Survival +14 [5] (Armor Check Penalty -3; not on Climb or Acrobatics checks) Languages: Common, Orc, Ancient Osiriani Combat Gear: +1 Greataxe (2320 gp/ 12 lbs), Spiked Gauntlet (5 gp, 1 lb.), Headband of Inspired Wisdom +2 (4000 gp/ 1 lb), Belt of Giant Strength +2 (4000 gp/ 1 lb), MW Agile Breastplate (550/ 25 lbs), MW Longspear (305 gp/ 9 lbs), +1 Cloak of Protection (1000 gp/ 1 lbs), Ring of Maniacal Devices (5000 gp, - lbs), Eyes of the Eagle (2500 gp/ - lbs), Wand of CLWs (750 gp, - lbs), MW Thieves Tools (100 gp/ 2 lbs) Gold: 470 Silver: Copper: --------------------
Total Weight 85 lbs (57 lbs without backpack) / 133 lbs or less light/ 134-266 medium / 267-400 lbs heavy Background:
Nevitash grew up in a small village about a day's walk from Sothis. His family were half orcs from several generations before. Although much of the orcish blood was removed over the generations living near Sothis, Nevitash still faced grave judgment from the people in the area due to some Orc bandits that terrorized the local village when he was a small child. His mother caught a wasting disease and passed away when he was only 5. Nevitash found himself in the care of an old priestess named Saida. Saida wanted little to do with the small half-orc, but he had no other family and no human in the village felt like bringing someone who might be tied to the orc bandits into their home. Because of this, Nevitash was taken in by the shrine. Saida treated him as a servant more than an adopted child. Nevitash thus grew up as a member and servant of Pharasma. During that time, he grew fascinated by the idea that only Pharasma could judge others. The judgment he faced seemed wrong to him, and in studying the texts of Pharasma, he grew concerned that such actions would weigh on people when they passed on to Pharasma’s final judgment. When he came of age Nevitash joined the church’s inquisitors. There he began to seek out those whose sins would weigh heavily upon them so that he could try and relieve them of their sins. Where many inquisitors used the power of their deities to judge those they faced, Nevitash focused on hunting those who went against the grand design of Pharasma and the other civilized deities.
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