Pontia Runario

Zova Lex's page

437 posts. Alias of Michael Riter.

Full Name

Zova Lex


Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7








Lawful Good




(Formerly) Cheliax




Hellknight, City Guard in Falcon's Hollow

About Zova Lex

Character Sheet

Murder. A crime that a Hellknight should never be accused of. A crime that should never be conceivable in her mind. A crime that she should certainly not be guilty of. But for Zova Lex, the crime of murder seemed like the only option, and even now, sitting in a prison cell at Branderscar, waiting to be beheaded, Zova still believes it was the only justified course of action.

What else was she supposed to do? When those damned Inquisitors of Asmodeus came and took her husband away, she wasn't there to protect him. She had only found out when she was on her way home, and she saw him swinging in the gallows. And for what crime was he executed? Being a devotee of The Drunken God, Caylen Caileen. When she returned home, she found a sole inquisitor still there, searching for any other memorabilia of her god.

It was all a blur in her mind. The inquisitor tried to arrest her, but she drew her sword against him...

There was so much blood. Zova had never killed a man and yet her rage knew no bounds in that moment. She didn't even know his name and she, a Hellknight... no, a former Hellknight, murdered him on the spot.

It didn't take long, not even an hour, before she was taken in and dragged away in chains. There was no doubt she was guilty. There was no doubt that she would be put to death. It was only a matter of time.

Why Falcon's Hallow?:
Zova didn't remove her gaze from the floor, even as the door to her cell slammed shut. With the chains biting into her wrists and ankles, she simply slumps backwards. "I already told you, there is nothing more to speak of. I have made my peace with the gods, so why don't you end the pointless torture right here?"

"I am here to do nothing of the sort."That was odd. It was a different voice than the one before. It belonged to an older man, and was quite stern, but seemed familiar somehow. "I am simply here to speak with you Sir Zova."

Sir? She chuckles bitterly and looks up at the figure. Unfortunately the area around her eyes was so swollen at this point that she was unable to see more than the outline of the man. "Didn't you hear? I'm not a Hellknight anymore. I'm nothing more than a murderer, so there is no use using titles with me."

"Really? Well if that is the case, I am quite sure you would want to hear what I have to say. I have a deal for you... I can restore your title and free you from this awful prison."

More chuckles. "You can't do that. The law says-"

"The law? I am the law."

With those words, Zova's eyes widened in understanding. Paravicar Julius. Is that you?"

The Paravicar chuckles. "Aye. I wish we could have met formally under different circumstances, but I feel as if I should have been the one to deliver the news. Under normal circumstances, you would already be dead; the murder of an Asmodean Inquisitor is no laughing matter. However, these circumstances are far from normal. As it turns out there were some... complications leading up to the execution of your husband."

Zova narrows her eyes. "Please explain."

"The inquisitor you killed failed to follow procedure. He arrested your husband and had him executed before we were notified, likely due to you being a Hellknight. As you well know, this is a crime punishable by death... a sentence which you carried out."

"But... but I didn't kill him because I was following procedure. I killed him because I lost control."

A laugh came from the Paravicar. "As would anyone in your circumstances. Though, that detail has also been taken into consideration. So now, for my offer: I can reinstate your standing as a Hellknight... but you cannot be reassigned in Cheliax. There would be too much controversy and that is something we cannot afford. Instead, we find ourselves in need of agents abroad."

"Tell me what the assignment is sir. I would be glad to serve once more."

"You are to be sent to a small town called Falcon's Hallow as the sole Hellknight representative. You are to stay there, and protect the town from any dangers it may face. I have already been in contact with the town guard and have accommodations waiting for you. Remember, you are to guard the town at all costs, even at the cost of your own life. Consider it a way of restoring your dignity. Who knows, maybe in a decades you may return to Cheliax..."

Zova propped herself up against the wall, wincing at the pain in her knees. "When do I leave?"

"You leave tonight Sir Zova. You leave tonight."

[SIZE=+1]Zova Lex[/SIZE]
Female Lawful Neutral Human Inquisitor, Level 1, Init +4, HP 10/10, Speed 20 feet
AC 18, Touch 14, Flat-footed 14, CMD 16, Fort +4, Ref +4, Will +5, CMB +2, Base Attack Bonus 0
Alchemical Silver Longspear +0 (1d8, x3)
Longbow (Arrows) +0 (1d8, x3)
Hide Armor (+4 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 14, Int 9, Wis 16, Cha 7
Condition None
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Werewolf Hunter:
Benefit: Choose one weapon (not a double weapon) with which you are proficient; you start play with an alchemically silvered version of this weapon.

Armor Expert:
Benefit: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Conversion Inquisition:
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

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.


Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor 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).