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About Obsidilan PitchInitiative: +1
Special Abilities: -------
Weapon and Armor Proficiency 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 shields). Domain (or Inquisition) Death Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. Bleeding Touch (Sp) As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 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. Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. 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 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 (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics (Ex) 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. Teamwork Feat At 3rd 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.
Racial Traits +2 to any Ability Score (Wis), Medium, Normal Speed, Shadowhunter (replaces Bonus Feat), Skilled, Languages. ------- Traits (Race) Tongues of Many Towns, (Social) Influence, (Religion) Demoralizing Presence Drawback Secret Shame ------- Items An inquisitor's kit (includes 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, and a wooden holy symbol.), an explorer's outfit, muleback cords and a battle mask which looks like an enraged crow. Combat Gear An armored coat, a morningstar, two daggers, and a hand crossbow with 20 bolts in a quiver. ------- Wealth (17 gp) Carrying Capacity Light (133 lbs or less); Medium (1344-266 lbs.); Heavy (267-400 lbs.) Current Load: 65.2 Height 6'2", Weight 210 lbs, Eyes Black, Hair Black ============================================== Backstory: I’d like a paragraph or two of backstory. Give me a reason your character would be taking a boat from Pitax to the south River Kingdoms. I’d also like a description of your character, both appearance and personality.
Obsidilan Pitch was born a son of minor Brevic nobility. His family decided to give him to the Pharasman faith for education. The clerics noticed the young Pitch had a distinctive personality: full of guile and determination. The elders of the Brevic Pharasman decided to change Obsidilan's education from acolyte to inquisitor. Pitch spend his formative years training in Ustalav with the inquisitors there.
Personality: At 6'2", Obsidilan Pitch stands tall and formidable, having practiced his intimidating demeanor in Ustalav. But as a Pharasman inquisitor, Obsidilan knows sometimes a more personable touch is required: so the inquisitor isn't always so heavy-handed as asmodean inquisitors. Pitch has few friends, but cherishes the ones he has, most of them within the faith. His training has exposed the young inquisitor to many different languages and cultures, though of them are human. While he tries to maintain a Pharasman neutrality, sometimes his training slips and goes above and beyond to help those in need around him; a trait he still struggles with. Secret Shame (Adult): In his training as an inquisitor, Obsidilan Pitch had been exposed to heretical materials. Some of these contraband had created a place in Pitch's soul. The pharasman inquisitor secretly enjoy reading and looking at heretical pornographic materials, many of them have Pharasma and sometimes comely psychopomps like like catrinas and morrignas in lurid poses or sexual positions. Whenever Obsidilan finds some, he secretly stashes them away to view later. Appearance:
Odsidilan Pitch is a varisian human male of 6'2", black shoulder-length hair and eyes. Pitch often wears his wide-brimmed hat and black armored coat. The inquisitor keeps his hand crossbow on his hip, at the ready. In battle, Obsidilan prefers to wear his black crow battle mask to help demoralize his opponents. |