Imrijka

Tessa Greenskin's page

109 posts. Alias of Misroi.


Race

(AC: 15 [T:10 F: 14] [HP: 10/10] Fort: +3 Ref: +0 Will +3 Perc: +5 Init: +0)

About Tessa Greenskin

XP: 0
Female Half-Orc Inquisitor (Sarenrae) 1
TN Medium Humanoid (human, orc)
Init +0; Senses Perception +5, Darkvision 60'
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DEFENSE
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AC 15, touch 10, flat-footed 14. (+5 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +3
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OFFENSE
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Spd 30 ft.
Melee +3 greataxe (1d12+4, 20/x3)
Melee +3 club (1d6+3, 20/x2)
Ranged +0 light crossbow (1d8, 19-20/x2, RI 80')
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STATISTICS
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Str 16, Dex 11, Con 13, Int 11, Wis 13, Cha 9
Base Atk +0; CMB +3; CMD 13
Feats Bludgeoner (may make non-lethal attacks with bludgeoning weapons with no penalty)
Skills Bluff (1) +5, Intimidate (1) +8, Knowledge (local) (1) +4, Knowledge (religion) (1) +4, Perception (1) +5, Sense Motive (1) +5, Spellcraft (1) +4.
Languages Common, Goblin, Orc.
Combat Gear Scale mail, light crossbow, 20 bolts, greataxe, club
Other Gear Inquisitor's kit (backpack, bedroll, belt pouch, candles (10), cheap holy text of The Birth of Light and Truth, flint & steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, wooden holy symbol of Sarenrae), cat-o'-nine-tails (for flagellation), vial of acid
Money: 2 gp.
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SPECIAL ABILITIES
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Favored Class: Inquisitor (Extra HP: 1, Extra SP: 0)

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Intimidating: +2 to Intimidate checks.

Weapon Familiarity: treat weapons with "orc" in the name as martial weapons, proficient with greataxes and falchions.

Orc Blood: Count as both human and orc.

Spells (DC=11+SL, concentration +2)
0 (at-will): acid splash, brand, detect magic, guidance
1 (2/day): true strike, wrath

Inquisition: Heresy
Righteous Infiltration: Use Wisdom modifier instead of Charisma when making Bluff or Intimidate checks.

Judgment:

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: Add Wisdom modifier to all monster knowledge checks as well as Intelligence modifier.

Stern Gaze: morale bonus to all Sense Motive and Intimidate checks equal to half inquisitor level (min +1, current +1).

Backstory:

You ask why I do what I do. It is because I care.
Diamond Lake is dying. There is a cancer in this town that eats away at everyone in it. The virtuous have no place here - they either leave or are consumed by the scum that ply their trade here. Life is cheap, and as long as the ore flows, the nobles don't care who lives or dies.

Take my mother. She wanted to be a seamstress, move to the city, get out of Diamond Lake before it took everything from her. Someone got word that she was looking to leave, so somebody made sure that that didn't happen. She was attacked on the street, dragged into an alley, and beaten horribly. Stole all her money. Left her destitute. Left her with nothing.

Nobody cared about her plight. Nobody but the whorehouses. There was still one trade she could ply, and they snapped her up as quick as they could. Being a prostitute comes with certain occupational hazards. I was one of them. I suppose I should be grateful she didn't take poison to make sure I didn't come to term, but whatever. Maybe she didn't know what was growing in her.

So she gives birth to the half-breed inside her, takes one look at me, and gives me over to the church. Makes sense, who wants their trick to be chasing after a child? Of course, the church of the Dawnflower isn't exactly well-respected in town. Doesn't matter to me. I'm used to it. The father taught me to hate what I was, what I represented. Taught me that the flog can whip the Belkzen out of me. I'm not sure if that's the case. I still try, though.

Not everyone sees the light, though. There's bad people here, all the way from the murderers and thieves in the alleys all the way up to Balabar Smenk and the rest of his ilk. There's days I wish that the plague would just take this town and be done with it. The nobles would have to build anew, start over from scratch. They couldn't do any worse than they already have. But this is the town I was born in, and someobdy has to do something to make it better. And if that means bringing the Dawnflower's word to the pious and the profane, then by Sarenrae herself, that's what's going to happen, and may the Upper Planes help those that stand in my way.

That is why I do what I do. I do it because I care.

Description:

Tessa is squat for a half-orc, and well-muscled. She wears muted colors, and has few personal adornments on her clothing. If anyone has seen her emote, then they've been pressured not to say. The only affectation that she sports is a holy symbol of Sarenrae that she wears wrapped around her left arm.

Personality:

Intense. She doesn't look at people so much as stare through them. She is honest to a fault, and her speech is often clipped. This doesn't mean she's a fool - far from it - only that she sees little use in using large words when smaller ones will do. She's well aware of her short stature, and remarks about it are a great way to quickly get on her bad side.