Cleric

Valsaya Ortuso's page

64 posts. Alias of Kris Vanhoyland.


Full Name

Valsaya Ortuso

Race

Human

Classes/Levels

Inquisitor of Sarenrae 1, AC 20/12/18, HP 6/10, Init. +8, Fort +3, Ref +2, Will +5

Gender

Female

Size

Medium (5' 7", 145 lb.)

Age

26

Alignment

NG

Deity

Sarenrae

Languages

Common, Elven

Occupation

Disgraced noble

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 16
Charisma 7

About Valsaya Ortuso

Valsaya Ortuso
Female Human Inquisitor of Sarenrae 1
NG Medium Humanoid (human)
Init +8; Senses Perception +7
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+7 armor, +1 shield, +2 Dex)
HP 10 (1d8+2)
Fort +3, Ref +2, Will +5
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OFFENSE
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Speed 20 ft.
Melee mwk scimitar +4 (1d6+3/18-20x2)
Ranged longbow +2 (1d8/x3)
Inquisitor Spells Known (CL 1; concentration +4)
1st (2/day)—shield of faith, magic weapon
0 (at will)—guidance, disrupt undead, light, detect magic
Domain Conversion Inquisition
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STATISTICS
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Str 16, Dex 14, Con 12, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 15
Feats Improved Initiative, Judgment Surge (1/day)
Traits Reactionary, Magnimar Noble
Skills Bluff +7, Diplomacy +8, Intimidate +8, Knowledge (nobility) +3, Knowledge (religion) +5 (+8 to identify the abilities and weaknesses of creatures), Perception +7, Sense Motive +8, Survival +7
Languages Common, Elven
SQ judgement (1/day)

Gear:
+1 breastplate -- 30 lbs
Buckler -- 5 lbs
Arrows x20 -- 0,15 lb
Longbow -- 3 lbs
Masterwork scimitar -- 4 lbs
Antidote kit -- 3 lbs
Healer's kit -- 1 lb (7 uses left)
Surgeon's tools -- 5 lbs
Spell component pouch -- 2 lbs
Silver holy symbol (of Sarenrae) -- 1 lbs
Backpack -- 2 lbs
Traveller's outfit
Encumbrance: 59 lbs
Carrying capacity: light load up to 76 lbs

Special Abilities:
Racial

Ability Modifiers +2 to Wisdom.

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favored Class Inquisitor

Traits

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus to Initiative checks.

Magnimar Noble Life was good amongst the high life in the Free City. However, some bad investments and shady dealings left you without a livelihood. Ridiculed and run out of nobility and having burned some bridges on your way to the top have left you with no one to turn to in Magnimar. Your only option is to attempt a new beginning in Diamond Lake. You gain a +1 trait bonus to Diplomacy and Knowledge (nobility) and Diplomacy is always considered a class skill for you.

Feats

Improved Initiative Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.

Judgment Surge (1/day) Once per day, the power of your faith surges, further empowering your judgments. Prerequisites: Judgment class feature. Benefit: Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.

Class

Weapon and Armor Proficiency An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Conversion Inquisition
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Judgment (Su) (1/day): 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.

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.

Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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).

Background:
Valsaya grew up in Magnimar, sheltered by her parents. Her family were quite succesful traders, to the point where they managed to purchase a minor noble title. Life was good, and with so many distractions in the big city, she was at a point where faith meant little to her. All of this changed when the authorities arrested her brother, and after a long drawn out trial that drained the family coffers, he was sentenced for collaborating with a local cult.

Valsaya, who had kept insisting the entire time that her brother was innocent, was shocked when faced with the irrefutable evidence of her brother's guilt. Her family quickly fell in disfavor with the local nobility when word got out, and Valsaya felt her life in Magnimar was over. Her faith in Sarenrae bloomed in her chest with a zeal she's never felt before. Valsaya blames herself for not being able to keep her brother on the right path, and is determined to redeem herself by helping people follow the light of the Dawnflower.

Saying goodbye to her family and selling off the meager collection of jewelry she had left for a pittance of its actual worth, she managed to scrape together enough money to secure safe passage to Diamond Lake.

Unfortunately, what little funds she had have been dwindling for weeks, and even though she doesn't want to admit it, Valsaya is getting somewhat desperate. Diamond Lake is not the place she thought it would be, and unless she can find a paying job soon that doesn't require her to abandon her morals, she fears she will have to return home to make the best of her situation, and admit that she's not cut out for the adventuring lifestyle.

Valsaya has an intense personality. She has strong beliefs, and is reluctant to waiver from these beliefs. She's honest and just, and she will go to great lengths to protect those close to her, or those that can't protect themselves. When she speaks, she's soft-spoken and courteous, but Valsaya lacks a sense of humor, and has no tolerance for dishonesty or cruelty.

Physical Description:
Valsaya is a young woman in her mid-twenties. While not considered unattractive, she seems to spend little attention to her physical appearance. Her short blonde hair is somewhat unkempt, and her gray-speckled blue eyes betray little of her underlying emotions. On her right cheekbone she bears a small crescent-shaped scar, that would be barely noticeable if it wasn't for the slight coloration. Her physical build is slim and athletic, yet even below her formless traveling clothes, you can see she's quite muscular for a young woman.