Verik Vancaskerkin

Osric Barnesdale's page

175 posts. Alias of Derek Weil.


Race

Human

Classes/Levels

Inquisitor 2 | HP 17/17 | AC 18 T 13 FF 15 | Saves: F: +4 R: +3 W: +5 | CMD: 16 | Init: +5 Percep: +7 | SM: +8

Gender

Male

Size

Medium

Age

26

Alignment

Neutral Good

Deity

Iomedae

Languages

Common, Celestial

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 14
Charisma 10

About Osric Barnesdale

Initiative: +5
Perception: +6
Speed: 20/30

Defense
AC: 18 Touch: 13 FF: 15
(+3 Dex, +5 armor)
HP: 17/17
(Favored class bonus here)
Fort: +4
Ref: +3
Will: +5
CMD: 16

Offense
BAB: +1

Melee
Club +3 / 1d6+2 / x2 / B
Cold Iron Dagger +3 / 1d4+2 / 19-20 / x2 / P or S

Ranged
Longbow +4 / 1d8 / x3 / P

Abilities:
Aura of Good

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.

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.

Spells:
Level 1 (3/day): Bless, Cure Light Wounds, True Strike
Level 0 (at will): Detect Magic, Guidance, Light, Sift, Stabilize

Traits:
Armor Expert
Touched by Divinity

Feats:
Point-Blank Shot: +1 to hit, +1 to damage < 30 feet.
Precise Shot: no penalty shooting into melee

Skills:

16 skill points (6 + 1 Int + 1 human)

-3 Armor Check Penalty included

Class skills in bold.

Acrobatics +0
Appraise +1
Bluff +4
Climb +3
Craft +1
Diplomacy +4
Disguise +0
Escape Artist +0
Fly +0
Heal +6
Intimidate +5
Know: Dungeoneering +5
Know: History +5
Know: Planes +5
Know: Nature +5
Know: Religion +5
Perception +7
Perform +0
Ride +0
Sense Motive +8
Stealth +4
Survival +2
Swim +3

Equipment:

Scale Mail 30.0 lbs.
Club 3.0 lbs.
Cold Iron Dagger 1.0 lb.
Longbow 3.0 lbs.

20 arrows 3 lb.
Backpack 2 lbs.
Bedroll 5 lbs.
Waterskin 4 lbs.
Rope, hemp 10 lbs.
Trail rations (2) 2 lbs.
Silver Holy Symbol 1 lb.

64.0 lbs. - Medium Load

Background:
Growing up in Kenabres was never easy. Life under the shadow of the Worldwound colored Osric's life from the very beginning. His father was a carpenter who always found work due to the constant state of war. Something always needed to be re-built. Osric worked with his father and brothers in the family business from the time he was big enough to swing a hammer.

Osric's male relatives all served in the city militia, as is customary in a metropolis under constant threat of attack. He trained especially with the bow, as militiamen can rarely spare the time to learn the intricacies of hand-to-hand fighting. He became quite skilled with this weapon, and helped to defend the city on a handful of occasions.

His father and mother were both devout followers of Iomedae, and they instilled a tradition of faith in young Osric. During the Third Crusade, the city leaders had become very concerned with rooting out internal enemies. Many common folk lived in fear of the inquisition, and put some at odds with the church. The Order of Heralds did curb the worst of these witch-hunts, but did not end them completely. One day the inquisitors came looking for Osric's youngest brother. They claimed to have evidence that he was a cultist in league with the forces of the Abyss. Fortunately, the young man was out for the day. Osric was able to help smuggle his brother out of the city, knowing that if he was caught there his life would be forfeit.

This experience shook Osric's faith to the core. He was sure his brother was innocent, so how could the church have been led to him? Surely the Inheritor wouldn't steer he faithful wrong. So Osric went outside the city walls and found a peaceful glade where he could be alone. There he prayed fervently to his goddess to know who was right: the Order of Heralds or the inquisition?

As he prayed, a pillar of light appeared above his head, and inside he saw the shining image of a tall woman clad in full plate armor, carrying a sword and shield. She spoke to him: "Osric, my faithful servant, be at peace. Know that even now I have not forgotten my followers. Neither faction is as close to the truth as I would like. You must join my clergy and help guide them to the true faith."

After experiencing his vision, Osric returned to the city and shared what he saw with his family. Though reluctant to lose another son from the family business, especially after losing one so soon before, Osric's father agreed to let him go join the priesthood. He knew the city needed more devout men, and he knew none better than his son. Osric then traveled to Nerosyan to take orders and receive his ministerial training.

Osric continued to experience visions form time to time in which Iomedae appeared to him, guiding his choices. Eventually, he took on the role of an inquisitor in order to seek out the unrighteous and unjust within the faith. After his training was complete, Osric was guided to return to Kenabres and work on improving things there. Even though the furor of the witch-hunts has died down, Osric's work has is still quite valuable. The church in Kenabres remains quite radical, and so he keeps a close eye on things, reporting to his superiors in Nerosyan.

He also spends time defending the walls, as do all the Inheritor's servants who are able. He has learned an abiding hatred of demons and the destruction that they bring in this time. In one instance, Osric was trying to shoot down an evil wasp. Before he could land a blow, he watched the creature swoop over the wall and slay a young woman in the street. After witnessing similar destructiveness many time, Osric takes his duty to protect the weak and innocent very seriously.