Mercenary Healer

'Pious' Janus Shepherd's page

227 posts. Alias of Louxman.


About 'Pious' Janus Shepherd

Human Male Inquisitor (Preacher) 2
LN Medium Humanoid (Human)
Init +3; Perception +8;
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AC 16, TAC 10, FAC 16,
(+6 Armour, +0 Dex)
HP 16/16 (2 HD)
Fort +4, Ref +0, Will +6
Base Atk +1; CMB +5; CMD 15
Abilities: Str 18(+4), Dex 10(0), Con 12(+1), Int 10(0), Wis 16(+3), Cha 8(-1)
Speed: 30/20 ft. (6/4 squares)
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Daily Uses: Level 1 Spells 3/3
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Skills:

Ability + Ranks + Class Skill + Other
Climb +8 (4+1+3)
Craft: Tattoo +7 (3+1+3)
Diplomacy +7 (3+1+3)
Intimidate +10* (3+2+3+2)
Knowledge (Nature) +7 (0+1+3+3*) (*+3 when IDing creatures)
Knowledge (Planes) +7 (0+1+3+3*) (*+3 when IDing creatures)
Knowledge (Religion) +7 (0+1+3+3*) (*+3 when IDing creatures)
Knowledge (Dungeoneering) +7 (0+1+3+3*) (*+3 when IDing creatures)
Perception +8 (3+2+3)
Perform: Oratory +7 (3+1+3)
Sense Motive +9 (3+2+3+1)
Survival +9* (3+2+3+1*) (*+1 when tracking)

ACP: -5

Feats:
Dirty Fighting, Weapon Focus (Longsword),

Abilities:

Reformation Inquisition:
Granted Powers:

Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Awaken Discontent (Su): At 8th level, you can deliver a stirring speech condemning the mistakes of those in power and calling for reform, causing the target of your rhetoric to be affected by charm person with a caster level equal to your inquisitor level and a save DC of 10 + 1/2 your inquisitor level + your Wisdom modifier. You may use this ability a number of times per day equal to 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.

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)::
The 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:
An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Spells:

CL 1
Concentration +4

Cantrips:
DC 13
Brand
Create Water
Detect Magic
Read Magic
Light

Level-1:
DC 14
Cause Fear
Cure Light Wounds
Divine Favor

Other:

Equipment:

Traveller’s Outfit 4lbs
Masterwork Longsword 4lbs
Chainmail 40lbs
Heavy Wooden Shield 10lb (Carried, not equipped by default)
Dagger 1lb
Dagger 1lb
Sling -
3x Alchemist’s Fire 3lbs
3x Holy Water 3lbs
Masterwork Backpack 4lbs
Bedroll 5lbs
Chain 2lbs
Holy Symbol (Silver) 1lb
Holy Text 2lbs
Scrivener’s Kit 1lb
Masterwork Tattooist Tools 5lbs
Waterskin 4lbs
Whetstone 1lb
10x Trail Rations 10lbs

195gc 8sp 8cp in loose change
90lbs Carried Light

Other Character Stats:
Languages: Common,

Traits
Omen (Y You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.)
Fate’s Favoured (Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.)
Scarred (Tattooed) (You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.)

Racial Traits:
Skilled (Gain an additional skill point at level ups).
FCB (SP2 / HP0 / Add one spell known from the Inquisitor spell list. This spell must be at least one level below the highest spell level the Inquisitor can cast. 0)

History and Appearance:

Background:
”Pious,” as he is known and as he introduces himself, is a fervent and zealous devotee of Galicien. He has taken tales he has heard of Galicien and the legends of old and rolled them all into one narrative. Pious takes the established church teachings to the extreme. He sees regular followers of Galicien as decadent and showy, easy-lifers who pick and chose from the tenets and teachings. Pious' Galicien is fire and brimstone. All men must live by The Laws. The one true way must be brought to the heretic and the ignoramus.
Interestingly, Pious does not demand others be devoted to or even believe in Galacien, merely that all must live truthfully and wholesomely according to The Way. Pious has spent his adulthood collecting teachings and trace stories, anything that has remotely chimed with his image of his god has been added to his book/tattoos and become part of The Way and The Law. Anything that doesn't fit is discarded as apocryphal. The portents and half-stories have begun to form a pattern: Galicien or one of Their chief heralds will return to/visit the mortal realm, and Caldova is the place.
Whether Galicien is truly returning or if Pious gets his power from some ‘other’ source is unclear...

Personality:
Pious is a grim and dour man, but he is not terse. He is constantly mumbling the holy words that cover his flesh, over and over. Neither is he shy about proselytising his holy message, or indeed ramming his own opinions down other’s throats.

Appearance:
Of average height and build, nothing stands out about Pious that is not born of his own artifice. His hair and clothes are grubby to say the least. His skin is entirely covered in tattoos of Holy Scripture; he copies the script from a tatty copy of The Way and The Law. The armour he habitually wears consists of a chain shirt with piecemeal and irregular plate armour strapped on. In juxtaposition to his grimy demeanour is the exquisitely crafted longsword he carries; the blade is attached to one end of the chain he wears about his waist, on the other end hangs his copy of Aroden’s holy book.