Aasimar

Vivianne "Vivì" A.J.C.H.'s page

53 posts. Alias of Jaime Sommers.


Full Name

Vivianne "Vivì" A.J.C.H.

Race

Aasimar Garuda-blooded

Classes/Levels

Inquisitor 5 | HP 55/55 | AC12 (T12 FF10) | Init 9 | F6 R3 W7 | Melee 5 | Ranged 5 | Perc. 7 | Spells 1st: 5/5 - 2nd: 2/3

Gender

Project Ingenue Subject #363 - Female

Size

Medium

Age

Unknown

Alignment

NG

Location

Unknown

Languages

Italian, English

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

About Vivianne "Vivì" A.J.C.H.

APPEARANCE

Flavor: Vivì has been genetically engineered by a group of scientists at the International Centre for Genetic Engineering and Biotechnology in Italy to grant her an uncanny ability to focus her body and mind on specific tasks for a limited amount of time. For instance, she can increase the blood flow to her muscles to inflict improved damage, or sharpen her visual acuity to hit better, or increase her agility to avoid being hit, or strengthen her resilience to resist mental and physical threats. She can even make her muscles vibrate so quickly that sometimes her opponents actually see TWO of her instead of one. Her improved ability to read facial and body language allows her to catch lies, intent and deception quite easily, and although she may look nice and harmless if she so chooses, she is actually quite terrifying when her power is unleashed.

Char Sheet:

Vivianne "Vivì" A.J.C.H.

Inquisitor 5 - Trickery Domain
CG medium humanoid (human) / outsider (Aasimar Garuda-Blooded w/Scion of Humanity trait - aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race)

Init +9 Perception +7
-------------
Defense
-------------
AC 12, touch 12, flat footed 10
HP 55 (8*5+2*5+3+1+1 toughness)
Fort +6, Reflex +3, Will +7
-------------
Offense
-------------
Speed 30 ft
Ranged 3+2 (insert equipment here)
Melee 3+2 (insert equipment here)

Judgement: 2/day
Bane: 8 rounds/day
-------------
Statistics
-------------
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Languages Italian, English
-------------
Feats
-------------
1- Eschew Materials (free)
1- Toughness
3- Improved Initiative
5- Extended Bane

Teamwork feats
-------------
Outflank (flanking bonus increases to +4)

-------------
Traits
-------------
Traits: Scion of Humanity (racial)
Wisdom in the Flesh (wisdom to Acrobatics and Acrobatics as a class skill)
-------------

Gear
-------------
none
-------------
Skills
-------------
Skill points: 6+1 (human) *5+3=38
(FCB in skill points for level 1-3, then extra spell known)

Acrobatics (WIS) 5+3+3+2=13
Bluff (Cha) 1+3+0=4
Climb (Str) 1+3+2=6
Craft (Int)
Diplomacy (Cha) 1+3+0=4
Disguise (Cha) 1+3+0=4
Heal (Wis) 4+3+3=10
Intimidate (Cha) 5+3+0+2=10 (Stern Gaze)
Knowledge (arcana) (Int) 1+3+0=4 +3 Monster lore
Knowledge (dungeoneering) (Int) 1+3+0=4 +3 Monster lore
Knowledge (nature) (Int) 1+3+0=4 +3 Monster lore
Knowledge (planes) (Int)
Knowledge (religion) (Int) 1+3+0=4 +3 Monster lore
Linguistics (Int) 1+0=1
Perception (Wis) 5+3+3=11
Profession (Wis)
Ride (Dex) 1+3+2=6
Sense Motive (Behavioral Sciences) (Wis) 1+3+3+2=9 (Stern Gaze)
Spellcraft (Int) 1+3+0=4
Stealth (Dex) 5+3+2=10
Survival (Wis) 1+3+3= 7 +2 Track
Swim (Str) 1+3+2=6
-------------
Spells
-------------
Level_____Known_____Available slots per day
0____________6__________n.a.
1____________4+2__________4+1
2____________3___________2+1

Spells known
Orisons: Detect Magic / Detect Poison / Light / Sift / Stabilize / Guidance
Level 1: Bless / Cure Light Wounds / Disguise Self / Shield of Faith / Divine Favor / Expeditious Retreat /
Level 2: Blistering Invective / Invisibility / Tongues

Special abilities:

Race: Aasimar Garuda Blooded
Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
•Skilled: Aasimar GARUDA BLOODED have a +2 racial bonus on ACROBATICS and FLY checks.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars GARUDA BLOODED can use SEE INVISIBLE once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
---------------------

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 (+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 (+2): 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 (+2): 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 (+2): 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 (+2): 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 (magic): 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): At 2nd level, an 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 (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su) (5+3 rounds/day): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp) (5 rounds/day): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
-------------
Domain: Trickery

Copycat (Sp) (6/day, 5 rounds): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
-------------