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About Oriana ZeruDescription:
Tall (6'2"), willowy with muscle honed from swordplay, her skin is alabaster white. Her shoulder-length hair is straight and glossy ebony and her eyes are a vivid golden hue. She is beautiful in a striking, fierce way. Oriana Zeru
Spells Known (CL 9, Concentration +12)
Skills: (6 skill pts/level x 9) Bluff +7 (4 ranks)
[*Wisdom based skills -- higher modifier due to +2 Headband of Inspired Wisdom.] Languages Common, Celestial Special Domain/Inquisition, judgement 1/day, monster lore, orisons, stern gaze, cunning initiative, detect alignment, track, solo tactics, 1st teamwork feat, judgement 2/day, bane, discern Lies, 2nd teamwork feat, judgement 3/day, second judgement, 3rd teamwork feat
Gear & Equipment:
Starts with Explorer's Gear valued at 10gp and a free silver holy symbol of Iomedae (due to Touched by Divinity trait).
Additional: +2 Amulet of Natural Armour (8000gp), +2 Ring of Protection (4000gp), +2 Headband of Inspired Wisdom (2000gp), 3 Potions of Bull's Strength (900gp), Masterwork Manacles (50gp), Superior Lock (150gp)
Judgements 3/day:
Judgement (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). PERSISTENCE Inquisition & granted powers:
Persistence Inquisition Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world’s end if necessary. Bonus: You receive Step Up as a bonus feat. Granted Powers: Relentless Footing (Ex) 6/day: As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1). Inner Strength (Su) 1/day, heal 4d6 hp: At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.
Monster Lore:
Monster Lore (Ex) The inquisitor adds her Wisdom modifier (+3) on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze:
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:
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment:
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:
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics:
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 Feats:
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 (3 times/day). At 3rd level: Chosen: Precise Strike Precise Strike (Combat, Teamwork)
Prerequisites: Dex 13, base attack bonus +1. Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. At 6th level: Chosen: Back to Back
Prerequisite: Perception 3 ranks. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. At 9th level: Chosen: Coordinated Reposition
Prerequisite(s): Step Up. Benefit(s): Whenever an ally with this feat who is threatening a creature you are threatening takes a 5-foot step, you can move 5 feet as an immediate action. This movement does not provoke attacks of opportunity. Reference: Teamwork Feats
Bane 9 rounds/day:
Bane (Su): 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 9 rounds/day:
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. Second Judgment:
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. Bonus feat to come:
Strike Back (bonus feat per dm, prereq: bab +6): You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you. Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. Hero Points:
3 Touch by Divinity - Campaign Trait:
Touched by Divinity As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.
Background:
Paladin (Human): Danele Zeru (mother) had been a great sword mistress, following in the footsteps of her beloved goddess, Iomedae. Cleric (Human): Luken Zeru (father) had been a priest of The Church of Iomedae. With other devout Iomedaeans, the Zerus were Holy Knights who fought in the Mendevian Crusades, doing battle with the demons of the Worldwound. They instilled in their angel-blooded twins (and adopted angel-blooded son, Maelchar) a deep-seeded sense of righteous valor, justice, and honor, which was only strengthened by the potent celestial blood flowing through their respective veins. So'rien and Oriana were raised among the clergy and champions of the goddess, as was their adopted sibling, Maelchar. Oriana was the youngest (as fate would have it, by mere minutes), yet like her mother and maternal ancestors before her, she had a natural affinity with the sword and her dedication to Iomedae was true, choosing to honor the goddess by chasing down enemies of the faith and researching emerging threats. She was cunning and resourceful and her faith never faltered. Her beloved twin, a brother, was her opposite, and completed her. So'rien was extraordinarily social, magnetic in his charm and presence, a powerful personality, only enhanced by his angelic, breathtaking beauty. Oriana was quieter, stronger, reserved, with a highly acute intuition and sensibility. A different kind of force of nature. She rarely smiled, portraying a fierce visage to the world. She was very loyal to her family and cause, and that honed determination was reflected in her piercing, golden eyes. Her physical beauty was no less than So'rien's, just not as profoundly highlighted by a pleasing outward demeanour. She had her fair share of suitors, yet she rarely had time to dally with infatuations and courtly politics. The angelic blood was said to have come through a male angel ancestor, generations long, by the name of Izar Zeru. The Zeru line was potent and produced numerous Aasimar descendants; of which So'rien and Oriana were the only twin angel-blooded offspring -- a rarity even among the Aasimars. This was seen as a sign by Danele and Luken, that Iomedae had bestowed a great honor upon their family for their unfaltering dedication throughout the years. When the twins were 8 years old, they met another child at Iomedae's Temple -- a boy who coincidently resembled So'rien. His name was Maelchar and he was just a little older than the brother and sister. The three formed a bond, a strong connection, and Danele and Luken decided to adopt the angelic-blooded Maelchar and so the siblings became three. Oriana had grown to love and respect Malechar for the person he was -- and did not distinguish between her blood-brother and adopted brother. Maelchar fit into their dynamic and characters like it was fated -- a nice medium between So'rien's outgoing charm and Oriana's stoic reflection. |