Respect to why Ohrmizd ever ended being affiliated to the Sarenrae church, it all descends to his childhood. When he was barely a teenager travelling the trade caravan routes with his family, they were attacked by gnolls. The result was he ended up captured and enslaved by the gnolls, maybe even those in service to the Carrion King. He was sold in Katapesh to the owner of a tapestry workshop where he had to toil day and night. Unable to accept and endure that life, Ohrmizd made his escape. The problem was life was not good for a lone teenager escaping from a former slave owner in Katapesh. He had to wake up and make his life as an urchin. When people was not giving up enough food, fortunately he met with a girl that changed his life. She was named Haleen. The girl gave Ohrmizd bread and taught him everything needed to survive in the Nightstalls. When things were bad, Ohrmizd and Haleen were forced to steal. And so they ended up enrolled in a criminal group devoted to steal magical artifacts, whose leader abused of the precarious needs of both of them.
During one of his robberies, Ohrmizd was arrested by a cleric of Sarenrae. This changed his life for a second time, as instead of being punished this cleric showed true mercy while she spoke of words of goodness. With a mixture of curiosity and inspiration on the teachings of such a god, Ohrmizd requested the cleric to show him about this divinity. The cleric took him as her acolyte, and so, Ohrmizd has slowly grown to become a full follower of Sarenrae while wandering through Katapesh.
After a recent mission to recover an old statuette from an ancient shrine near Solku they returned to Katapesh capital. There, Ohrmizd decided to visit her old friend Haleen. Whether they met again or not, Haleen left the city leaving almost no trace. Following the hints of a note, Ohrmizd finally traced back his old friend to Kelmarane. Fearing she might be in trouble, he decided to come to her help as she has made so many times before in the Nightstalls. Leaving behind his mentor, so far, the man has travelled to Bronze Hook, where he expects to join some of the caravans or groups of mercenaries travelling to Kelmarane. Ohrmizd hopes this will also become an opportunity to remember his childhood with the caravans and perhaps discovering more about the origin of his family.
STATISTICS Str 20, Dex 14, Con 16, Int 10, Wis 18, Cha 8
Ability increments +2 Str (racial), +2 Str (4th, 8th, 12th), +4 Wis (item), +2 Con (item)
Base Atk +10/+5 CMB +15 CMD 28 (10 BAB, 5 Str, 2 Dex, 1 dodge)
FeatsEnforcer, Toughness*, Weapon Focus (scimitar), Shake It Off*, Power Attack, Precise Strike*, Dodge, Outflank*, Shield Focus, Covering Shield, Blades Above and Below*, Heaven’s Light Traits Blade of Mercy (religion - Sarenrae): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Finding Haleen(campaign): You never knew your parents—perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen. She could be your sister or merely a childhood companion, but whatever your relationship to her, she took care of you and protected you. Several months have passed since she disappeared, and you’ve spent those months searching for clues to her location, and you’ve finally found a lead—a mysterious note, a strange dream, the result of a back-alley divination, or a report of a sighting of a woman matching Haleen’s description has come to you, placing Haleen in the vicinity of an old ghost town named Kelmarane. Although Haleen chose to become a swashbuckling adventurer, she always encouraged you to seek your own path, and her support is the primary reason you chose the class you did at 1st level. This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
Skills (6 class, 0 Int, 1 human, 1 haleen, 2 background skills; x14 = 140 ranks + 3 favored class; -2 ACP)
Acrobatics +10 (2 Dex, 8 rank)
Appraise +1 (0 Int, 1 rank)
Bluff +14 (4 Wis, 7 rank, 3 class)
Climb +11 (5 Str, 3 rank, 3 class)
Craft* (1 Int, class)
Diplomacy +21 (4 Wis, 14 rank, 3 class)
Disguise +3 (-1 Cha, 1 rank, 3 class)
Handle Animal* +0 (-1 Cha, 1 rank)
Heal +8 (4 Wis, 1 rank, 3 class)
Fly +8/+13 (2 Dex, 6 rank; +5 carpet)
Intimidate +27 (4 Wis, 14 rank, 3 class, 6 stern gaze)
K. arcana +5/+9 (0 Int, 2 rank, 3 class; +4 monster lore)
K. dungeoneering +4/+8 (0 Int, 1 rank, 3 class; +4 monster lore)
K. engineering* +1 (0 Int, 1 rank)
K. history* +12 (0 Int, 12 rank)
K. local +1/+5 (0 Int, 1 rank, +3 monster lore)
K. nature +4/+8 (0 Int, 1 rank, 3 class; +4 monster lore)
K. nobility* +1 (0 Int, 1 rank)
K. planes +17/+21 (0 Int, 14 rank, 3 class; +4 monster lore)
K. religion +9/+13 (0 Int, 6 rank, 3 class; +4 monster lore)
Linguistics* +11 (0 Int, 11 rank)
Perception +21 (4 Wis, 14 rank, 3 class)
Profession - (4 Wis, class)
Ride +2 (2 Dex, class)
Sense Motive +21 (4 Wis, 8 rank, 3 class, 6 stern gaze)
Spellcraft +4 (0 Int, 1 rank, 3 class)
Stealth +6 (2 Dex, 1 rank, 3 class)
Survival +16/+22 (4 Wis, 9 rank, 3 class; +6 track)
Swim +12 (5 Str, 4 rank, 3 class)
* background skill
Languages Common, Kelish, Gnoll, Ignan, Celestial, Aklo, Osiriani, Auran, Terran, Aquan, Ancient Osiriani, Draconic, Infernal
Favored class bonus (inquisitor) skillx3, spell (L1x3, L2x3, L3x3, L4x2)
SPECIAL ABILITIES AND RACIAL TRAITS Bonus feat: Toughness
Skilled: Humans gain 1 extra skill rank per level.
Domain: Conversion Inquisition Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Variant SpellcastingISG: Inquisitors of Sarenrae can learn sun metal as a 1st-level spell, and flame blade as a 3rd-level spell, sunbeam as a 5th-level spell, sunburst as a 6th-level spell.
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.
Destruction: +1 sacred weapon damage (+⅓ levels)
Healing: 1 fast healing (+⅓ levels)
Justice: +1 sacred to hit (+⅕ levels). At 10th level bonus is doubled to confirm critical hits. Piercing: +1 sacred bonus on Concentration and vs Spell Resistance (+⅓ levels)
Protection: +1 sacred to AC (+⅕ levels). At 10th level bonus is doubled against confirmation of critical hits. Purity: +1 sacred to saves (+⅕ levels). At 10th level bonus is doubled against curses, diseases and poisons. Resiliency: DR 1/magic (+⅕ levels). At 10th level magic changes to an opposed alignment. Resistance: resistance 2 vs one type of energy (+⅔ levels). Includes sonic.
Smiting: Weapons count as magic vs DR. At 6th level they also count as one alignment type in line with the inquisitor alignment. At 10th level they count as adamnatine, but only against DR and not vs 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.
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 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.
Bane (Su): 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 (Sp): 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.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Shazathared's mantle Permanent resist fire 30 for the whole party.
Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Exploit Weakness (Ex): Whenever the inquisitor scores a critical hit, she ignores any damage reduction, if the target has regeneration, the creature loses regeneration for 1 round (creatures whose regeneration always functions are immune), and adds +1 damage per die rolled when applying vulnerability to energy damage.
EQUIPMENT:
Worn
(armor) +3 mithral chainmail [p] (9 AC, 4 Max Dex, -2 ACP)
(shield) +1 heavy relicary mithral shield (+3 enchanted with magic vestment) with Sarenrae emblazoned, 2420 gp (counts as holy symbol) AC +6 (2 heavy, 3 enhancement, 1 shield focus)
(belts) belt of constitution +2, 4000 gp [p]
(body)
(chest)
(eyes)
(feet) boots of speed (BSP 10/day), 12000 gp
(hands) disliquicent gloves, 8000 gp
(head/face)
(headband) headband of wisdom +4, 16000 gp [p]
(neck) amulet of natural armor +4
(shoulders) cloak of resistance +4, 15000 gp
(wrist)
(ring - left) ring of feather falling [p]
(ring - right) ring of minor energy resistance (fire 10), 12000 gp [p] (overtaken by Shazathared's mantle)
(other - feet) carpet of flying (40' fly; Leviosa command word; +5 to fly, auto-hovers)
Weapons
Zenzirad: +1 ebon flame fire outsider bane frost scimitar [p] (enchanted to +3 by greater magic weapon)
+1 scimitar, 2315 gp [p]
masterwork composite longbow (+4 Str) [p]
arrows x40, [p]
silver heavy flail, 180 gp [p]
+1 heavy mace, 2312 gp [p]
sling, - gp
Belt
parchment with holy text (component)
firefly (component)
goat whool (component)
ebon flame flask [p]
wand of cure light wounds (48/50), [p]
wand of cure light wounds (8/8), [p]
wand of lesser restoration (19/19), [p] (not claimed in sheet)
Bandolier 1 (4/8)
scroll of cure light wounds, 25 gp
scroll of disguise self, 25 gp (gnoll's ruse vs pugwampis)
scroll of remove fear, 25 gp
potion of enlarge person, 50 gp
acid flask, 10 gp
Bandolier 2 (0/8)
scroll of protection from chaos (CL 5) [p]
Backpack
eye of the kraken beast of Rovagug [p]
pilgrim outfit, 1 gp
inquisitor’s kit, 30 gp (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) symbol given to Manuun The Birth of Light and Truth poor copy of the Kakishon map
Other spoils
leather armor (Father Zastoran)
scimitar (Father Zastoran)
light wooden shield (Father Zastoran)
heavy wooden shield (gnoll) [p]
Undrella's keys [p]
scimitar, 15 gp
club, - gp
scale mail, 50 gp
heavy wooden shield, 7 gp(shattered)
Gold earned: 240 gp + 3378
Gold spent: 238 - 3000 (amulet/cloak +1)
Current gold: 2 gp
Crafting:
Crafting a heavy wooden shield 70 sp. Current progress: 27.43 sp
Items: mwk Intimidate kit, potion of enlarge person (also because of the Intimidate bonus), ring of eloquence, circlet of persuasion (may well allow to pick a different inquisition), howling helm