About Sister Asmodia Voralius
Asmodia Voralius
Tiefling level 1st Iquisitor(Living Grimoire Preacher) NG Diety: Shelyn
age:25 Hgt:5'6" Wgt:1 Hair: Black Eyes: Goat like Golden Ethnicity: Crimson Skinned
Languages:Common,Infernal,Celestial, Cheliaxian,Abyssal
Str:10 Dex:16 Con:14 Int:16 Wis:10 Cha:8
Init:+3 HP:10 (1d8+2)
BAB:+0 melee: +0, Ranged:+3]
CMB:+0
CMD:13(10+0(bab)+0`(Str)+3(dex))
AC:19(10+4(armor)+3(dex)+2(Shield))
Armor:Armored Coat: +4 Max Dex +3 Check Penalty: -2 Price:50 gp Spell Fail:20%
Speed:20ft Wgt.20lb.
Heavy Wooden Shield +2 Max Dex - Check Penalty:-2 Price:7gp Spell Fail:15% Speed- Wgt.10lbs
Fort:+4[2+2(Con)]
Reflex:+3[0+3(Dex)]
Will: +2[2+0(Wis)]
Traits:
Weapons:
Melee:+0
Sickle +0 1d6 Crit:x2 - 2pd Slashing
Daggers(x6)+0 1d4 Crit: 19-20/x2 10ft. 1pd Piercing
Holy Text+1 1d6 Critx2 Bludgeoning Bonus:Cold Iorn Light Mace
Ranged:+3
Shortbow:+3 1d6 Crit:x3 2lb 60ft Piercing
Ammo: 20 Arrows 5pds
Feats: Persuasive
Level:
Skills:
Acrobatics +0(+4) [1+3(Dex)-4(Armor)]
Bluff +9 [1+3(Int)+3+2]
Diplomacy +9 [1+3(Int)+3+2]
Intimidate +8[1+3(Int)+3+1*]
Linguistics: +4 [1+3(int)]*
Perception: +4 [1+0(Wis)+3]
Stealth: +5(+9) [1+3(Dex)+3+2-4]*
Sense Motive:+5 [1+0(wis)+3+1]
Craft(Calligraphy) +7 [1+3(int)+3]
Perform(Oratory)+0[1-1(Cha)]
Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, short bow and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields)
Spellcasting:
A living grimoire must prepare his spells ahead of time and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.
The living grimoire receives the same number of spell slots per day as a war priest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.
At 1st (level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.
This ability alters orisons and spellcasting and replaces cunning initiative.
Holy Book:
At 1st (level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon.
When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus and can be enchanted as a magic weapon.
He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.
This ability replaces monster lore.
Sacred Word:
At 1st (level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor benefits from the war priest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a war priest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).
At the 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at the 20th level).
These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the war priest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the war priest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.
This ability replaces judgment.
Stern Gaze
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)
Domain/Inquisitions:
Conversion
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.
Racial Abilities:
+2Dexterity +2Intelligence -2Charisma
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
Equipment:
Pathfinders’ Kit:(12gp 22lb.)
Backpack, Bedroll, Belt Pouch, CLay Mug, Dagger,2 Fish Hooks,Flint and Steel, Sewing Needle, signal whistle,50 feet of String, 50 feet of Thread , Water Skin,1-week Rations, whetstone
Grooming Kit(1gp)
Comb, scissors,nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, tooth powder
Holy Symbol: Wooden
Book Lariat
Ink
Journal
Inkpen
Explorers outfit. This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Magic gear:
PP-
GP- 5
SP-
CP-
Spells per day:
0-3
1-2 [1+1]
2- [+1]
3- [+1]
4-
5-
6-
Spells Book:
0- Acid Splash, Bleed, Brand, Create Water , Daze, Detect Magic, Detect Poison, Disrupt Undead, Guidance, Light, Read Magic, Resistance, Sift,Stabilize, Virtue
1-Cure Light Wounds, Detect The Faithful, Disguise Self, Inflict Light Wounds, Magic Weapon, Shield Of Faith
2-
3-
4-
5-
6-
History/Background: