Sheriff Belor Hemolock

Venmirl of Skoan-Quah's page

429 posts. Alias of Sinvel Menter.


Full Name

Venmirl of Skoan-Quah

Race

Human Shoanti

Classes/Levels

Inquisitor 3

Gender

Male

Size

Medium - 6'-3"

Age

29

Alignment

N

Deity

Shoanti Totem

Location

Sandpoint (Varisia)

Languages

Common, Shoanti

Occupation

Undertaker, Warrior

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

About Venmirl of Skoan-Quah

Venmirl stands tall, several inches above six feet in height. He has strong green eyes and his face bares a stern look of serious contemplation. He has a shaved head and has several tattoos over his olive complexion. The most noticeable of which are the symbols of the seven klars on the outside of each of his muscular shoulders. Venmirl wears a pouch and a belt around his waist, the latter to sheathe his klar.

Init 4; Speed 30'
BAB 2; CMB +5; CMD 17

Defense
HP 29 (Toughness feat)
AC 16 (17 w/ klar); Touch 12; FF 14 (15 w/ klar)
Fort 5; Ref 5 (Lightning Reflexes); Will 5

Offense
Melee: Klar Attack:+5 Damage:1d6+3 Crit:20x2 Type:Slashing
Melee: Morningstar Attack:+6 Damage:1d8+3 Crit:20x2 Type:Bashing & Piercing
Ranged: Acid Dart (Earth Domain) Attack:+4 Damage:1d6+2 Range:30' Amount:5/day (2 of 5)
+2 to damage against undead (trait)

Skills 6+1=7
Acrobatics=1 (2Dex-2ACP+1rank)
Appraise=0
Bluff=4 (CS+1rank)
Climb=5 (CS+3Str-2ACP+1rank)
Diplomacy=4(CS+1rank)
Disguise=4(CS+1rank)
Escape Artist=0 (2Dex-2ACP)
Fly=0 (2Dex-2ACP)
Heal=8 (CS+2Wis+3ranks)
Intimidate=5 (CS+1Stern Gaze+1rank)
Knowledge (Arcana)=4 (CS+1rank)(6 if about monsters)
Knowledge (Nature)=4 (CS+1rank)(6 if about monsters)
Perception=8 (CS+2Wis+3ranks)
Ride=0 (2Dex-2ACP)
Sense Motive=8 (CS+2Wis+1 Stern Gaze+2rank)
Spellcraft=4 (CS+0Int+1rank)
Stealth=4 (CS+2Dex-1ACP+1rank)(3 if klar is being used)
Survival=6 (CS+3Wis+1rank)(7 if following tracks)
Swim=5 (CS+3Str-2ACP+1rank)
Use Magic Device=4 (CS+1rank)

Feats Toughness, Lightning Reflexes, Weapon Focus
Traits Armor Expert (Combat), Totem Spirit Skoan-Quah (Religion)

Equipment
Armor Shoanti Hide Shirt +4,+4,-3 (-2 with Armor Expert), 30', 25lbs,
Shield Klar +1,-1

Item Cost Weight
Klar 12 6
Shoanti Hide Armor 90 25
Backpack 2 2
Bedroll .10 5
Candles (12) .12 -
Scroll Case 1 0.5
Crowbar 2 5
Flint & Steel 1 -
Belt Pouch 1 0.5
Trail Rations (6) .60 6
Rope, Hemp 1 10
Grappling Hook 1 4
Torch (4) .04 4
Waterskin 1 4
Totem Holy Symbol 1 -
Spell Component Pouch 5 2

Current Wealth 13 GP, 1 SP, 4 CP

Current Load=74 lbs
Light load 76 lbs; Medium load 77-153 lbs; Heavy load 154-230 lbs

Spells Known
Cantrips (5): Detect Magic, Disrupt Undead, Read Magic, Stabilize, Resistance, Create Water
1st Level (3): Cure Light Wounds, Magic Weapon, Doom, Bless

Spells Used
1st Level: 2 of 3

Judgments Used
1 of 1

Special Abilities
Judgement (1/day), Domain, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Solo Tactics, Teamwork Feat

Judgements:
Destruction (+2): 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 (2): 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 (+1): 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 (+2): 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 (+1): 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 (+1): 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 (1): 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 (4): 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: Not available for neutral inquisitors.

Reserve points:

All player characters get a ‘reserve’ of hit points equal to half their maximum hp. After taking a short rest (2 to 10 mins, depending on the situation), you can spend any number of these ‘reserve points’ to regain the same amount of hp.

You only heal naturally 1 hp/HD for a full day of rest but regain all your reserve points after resting for 8 hours.

Long term care (with the Heal skill) gives you 1 hp/HD for 8 hours or 3 hp/HD for a full day of rest.

Once per day as a full round action, you can draw on your reserves in combat and spend up to your con bonus (minimum 1) multiplied by your hit dices in reserve points to regain same amount of hit points.
You can’t regain or use any reserve points while disabled, dying or otherwise at or below 0 hp.

You cannot spend more reserve points then you currently possess and those cannot bring your current hp total above its maximum value.
Temporary hit points and short term constitution boosts don’t change the amount of reserve point you possess (it can change the amount you can spend in combat however).

Example: A lvl 4 Barbarian with a constitution of 14 (+2) and 39 hp has 19 reserve points (rp). After a short skirmish with some goblins, she was slightly wounded and lost 12 hp. While resting after the combat, her cleric ally channels energy and heals 8 of these hp. She personally uses 4 rp to bring her hp total back to the maximum and has now 15 rp left. Later on, her group encounters the hobgoblin warlord leading the goblins. She rages (bringing her hp total to 47 but not changing her rp total) but gets badly wounded during the combat. With her hp total down to 7 and many foes still standing, she decides to draw on her reserves. Her augmented constitution bonus is +4 and her level 4, so she can spend up to 16 rp to heal with a full-round action. Since she only has 15 rp left, however, that’s all she can regain. Ignoring the pain of her wounds, she jumps back into the fray the next round, with 22 hp and no rp left.

Background:
Venmirl is a Shoanti of the Skoan-Quah (The Skull Clan). He has only recently moved to Sandpoint, after a spiritual awakening following the murder of his wife at the hands of an undead monstrosity. He and his wife both were protectors of the elderly and the dead, thus Venmirl found work helping Abstalar Zantus with various church activities and odd jobs that Naffer Vosk is too frail to carry out. Zantus was kind enough to help Venmirl find a place to stay, renting a room from an elderly couple living on Church Street, not far from the boneyard.

He can often be seen laying next to graves reading his grandfather's journal. Venmirl's grandfather was the shaman of the tribe, and is still respected by the elders to this day. After his wife's death, Venmirl started to read his grandfather's journal in earnest, something that he regrets not doing earlier as it was given to him seven years ago after his grandfather's death. Not long after he started reading it he become determined to continue his grandfather's passion of researching the history of Varisia and the Thassilonian Empire before that.

Seeking a new life, Venmirl did what many Shoanti's of his generation have done and moved to Sandpoint in search of answers to new questions posed by the journal. The once lighthearted boy has only recently overcome his grieving and has emerged as an implacable seeker of his heritage and his meaning in life.