Holy Guide

Orik Reznov's page

1 post. Alias of Chuck8.


Full Name

Orik Reznov

Race

HP 12/12| AC 18 T11 F17| F +5 R +1 W +4| Perc: +3| Stealth -5

Classes/Levels

speed 20| Active Conditions none

Gender

CG Male Human Inquisitor (Witch-Hunter) 1|

Size

Medium

Age

24

Special Abilities

Liberation 1rd/day, Judgment 1/day, Spell Sage, Stern Gaze

Alignment

CG

Deity

Milani

Languages

Common

Strength 16
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Orik Reznov

Statistics:
Male Human Inquisitor (Witch-Hunter) 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +6
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
HP 12/12
Fort +5, Ref +1, Will +6
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OFFENSE
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Speed 20 ft.

Melee Morningstar +3 (1d8+3/x2)

Ranged Light Crossbow +1 (1d8/19-20x2)
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STATISTICS
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Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +3; CMD 14
Traits
Reactionary
Vigilante Witch Hunter
Feats
Heavy Armor Proficiency
Iron Will
Skills (7 points; 6 class, 1 race, +0 INT)
ACP -6
Acrobatics +1 (-5 with armor)
Appraise +1
Bluff -1
Climb +3 (-3 with armor)
Diplomacy -1
Disguise -1
Escape Artist +1 (-5 with armor)
Heal +2
Intimidate +0
Knowledge (arcana) +6
Knowledge (dungeoneering) +0
Knowledge (engineering) +0
Knowledge (geography) +0
Knowledge (history) +0
Knowledge (local) +0
Knowledge (nature) +6
Knowledge (nobility) +0
Knowledge (planes) +6
Knowledge (religion) +6
Linguistics +0
Perception +6
Perform -1
Ride +1 (-5 with armor)
Sense Motive +8
Spellcraft +6
Stealth +1 (-5 with armor)
Survival +2
Swim +1 (-5 with armor)
Use Magic Device -1

LanguagesCommon

Special Abilities:

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SPECIAL ABILITIES

Judgment 1/day
(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.

Liberation 1rd/day
(Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Spell Sage
(Ex): At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. This ability replaces monster lore.

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).

Domains
Liberation
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Spells:

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Spells (CL1 Concentration +3
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0th (at will)
Guidance, Light, Stabilize
1st (2/day)
Cure Light Wounds, Divine Favor
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GEAR/POSSESSIONS
Morningstar
Scale Mail
Heavy Steel Shield
Light Crossbow
Bolts x20
Backpack
Bedroll
Belt Pouch
Candles (10)
Flint and Steel
Iron Pot
Mess Kit
Rope
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin
Holy symbol of Milani
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 55 lb.

Money 0 GP 0 SP 0 CP

Background:

“Thou shalt not suffer a witch to live” Those were the words that Orik had learned when he was training with a warriors to fight witches, but they expressed a hatred that Orik had carried with him his entire life. As a child, Orik was born in Irrisen to one of the many families that had the misfortune of being peasants living under the rule of the Winter Witches. But one day, his family grew tired of living in Irrisen, suffering through the cold and the abuse of the Jadwiga and their underlings. So, in their desperation, they took flight, heading towards the border of Irrisen, to warmth and freedom.

But the witches were too cruel to even let the people living under them have freedom, so Orik’s family encountered the soulbound dolls that served as the border guards for Irrisen. The men in Orik’s family stayed to fight, so that his mother could flee with Orik, who was only a toddler at the time. She took him and ran as fast as she could, burying his face in her shoulder so that he wouldn’t see what happened, but the screams he heard fading in the distance were enough to let him know that his father and older brothers didn’t survive. Orik didn’t know how long his mother ran, nor how far, but he knew that at the end of it, his mother had run until her boots were ruined and her feet bloody, but they were finally out of Irrisen, having made it to Varisia, where they felt the warmth of spring for the first time in their lives.

Orik’s mother did her absolute best to leave Irrisen behind her, remarrying, starting a new family, and getting a job as a seamstress. But Orik couldn’t move on, as much as he tried to. When his mother took up the Desnan faith, he continued to worship Milani, the goddess that many of the freedom fighters in Irrisen prayed to. He couldn’t let go of the memory of his father and brothers, even though his stepfather and half-siblings loved him very much growing up. And he couldn’t let go of the hate in his heart for the White Witches of Irrisen, who oppressed and murdered his family.

When Orik turned 18, he left home and met an inquisitor from Lastwall that had a penchant for hunting arcane practitioners who abused their magical abilities. For weeks, Orik would beg the man to take him as his apprentice until he finally relented. Over the course of the next few years, he would travel with this Inquisitor, learning how to fight, how to call upon Milani to use some of her power, and how to identify the spells of witches and other users of arcane magic as they fought against those who used them to perform acts of wickedness.

At 24 Orik was a fully trained Inquisitor, ready to hunt witches and anyone else that used their magic to oppress the weak as he sought to bring justice on the Winter Witches that oppressed and destroyed his family. Already far from home, Orik began to make his way to Taldor, as he had heard rumors that parts of that country were suffering from unseasonal winters, something that he believed could only be the work of arcane practitioners doing something they shouldn't.

Appearance and Personality:

Orik is a tall man with short red hair, a beard and fair skin. He is rather stern after his years of training to become an Inquisitor and is not terribly personable. But he is a trustworthy man that will fight alongside anyone who proves to be a dependable ally.

Role:

Orik is a frontline fighter that will use his divine casting abilities and judgements to give himself a boost in combat, but can also serve as a healer. In addition to that, he has a fair bit of utility outside of combat, as he is knowledgeable when it comes to arcana, nature, planes, and religion, can identify spells and magical items with his high Spellcraft, and is capable of discerning when someone is being deceitful.