Mithral Scarab

Zevvlyn Moonstray's page

5 posts. Alias of Xzaral.


Full Name

Unknown

Classes/Levels

Inquisitor 1

Gender

Female

Size

Medium

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Elven, Draconic, Gnome

Strength 11
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 14
Charisma 14

About Zevvlyn Moonstray

Stats build with assumed 20point buy. Will adjsut as necessary.

Basics:

HP: 8
Fort: +0 (2base + 0con)
Ref: +2 (0base + 3dex)
Will: +3 (2base + 2wis)
AC: 13 (10base + 3dex) FF 10 T 13
BAB: +0
CMB: +0
CMD: 13
Inish: +3
Speed: 30'

Trained Skills:

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Total=Ranks+Modifier+other

*Acrobatics:
Appraise:
Bluff:
*Climb:
Craft:
Diplomacy: 7=1+2+3+1(Trait)
*Disable Device:
Disguise: 6=1+2+3
*Escape Artist:
*Fly:
Handle Animal:
Heal:
Intimidate: 7=1+2+3+1(Class)
Know(Arcana):
Know(Dungeoneering):
Know(Engineering):
Know(Geography):
Know(History):
Know(Local):
Know(Nature):
Know(Nobility):
Know(Planes):
Know(Religion):
Linguistics:
Perception: 8=1+2+3+2(Racial)
Perform (???):
Profession(Sacred Prostitute): 6=1+2+3
*Ride:
Sense Motive: 8=1+2+3+1(Class)+1(Trait)
*Sleight of Hand:
Spellcraft: 6=1+2+3
*Stealth: 7=1+3+3
Survival: 6=1+2+3
*Swim:
Use Magic Device:

Feats:

Racial Abilities:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Inquisitor Abilities:

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. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

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 (Lust 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.

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: 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).

Spellcasting & Domain:

Spells per Day 2
0th -
1st -

Lust Domain
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Info:

Traits:

Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you.
Benefit: Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Calistrian Prostitute (Calistria): You worked in one of Calistria’s temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen.
Benefit: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. .

Equipment:

Background:

Personality:

Appearance:

Future Goals:

Background:

There are many things Zevvlyn doesn't know about herself. What she does know is this. Seventy-five years ago she was found wandering the streets of Riddleport, a young elven girl. When she was found by the city guard, she was covered in blood though she sported no wounds on her body, clutching an equally bloodied copy of The Book of Joy, and a symbol to Calistria around her neck. When found, she was unwilling to speak, barely responded to questioning, and seemed to have no memories of what had happened. Not knowing what else to do with her, they decided to drop her off at the House of Silken Veils, entrusting her to their care.

The house of course wasn't exactly a place for children, but the Calistrians took her in. She never stayed with one person for long, bouncing from home to home, but always coming back to the temple. After a few weeks she began to open up to everyone, began speaking again, though she could not recall anything before she was found, or what had happened. Eventually she started doing small jobs, running errands. As she grew older, she easily took to Calistrian teachings. She kept the copy of the book she had, a member of the order trained in the arcane arts cleaning it for her of the blood from that night. It was simply a matter of time before she joined the ranks of the house, becoming a Calistrian prostitute. But this was not her true calling she found.

As many members of the house, she learned how to defend herself. And when she found out a friend of hers had been attacked, she put those skills to use. She found the man who had done it, and proceeded to teach him why one of Calistria's somains is that of revenge. Rumors spread of what she had done, and Zevvlyn embraced them. Furthering her skills in such matters, she took to learning the arts of vengeance. She knew she couldn't protect everyone, but she did know she could inspire fear of Calistria in them, to protect them for fear of what would happen. So she learned a new way of fighting, of defending the ones she cared for.

Her feelings of Wanderlust have begun to grow though, a true Calistrian at heart she yearns for greater challenges, waiting for an opportunity. In the meantime one of her friends has decided to enter the "Cheat the Devil and Take his Gold" tournament. She decided to come along, as her friend doesn't always have the best judgement.