Imrijka

Érme Coin's page

87 posts. Alias of Black Dow.


Race

Half-Orc

Classes/Levels

Inquisitor of Abadar 2| HP 15/15 | AC 17 T 13 FF 15 CMD 14 | F+5, R+3, W+6 | Perc +6, Darkvision 60ft. | Init +5 | Move: 20ft. | Judgement 1/1, Resistant Touch 5/5| Conditions: -

Gender

LG Female

About Érme Coin

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"Without God and trade we would be nothing.”Bernard Cornwell, Sharpe's Tiger

“Correct observation followed by meticulous deduction and the precise visualization of goals is vital to the success of any enterprise.”Terry Pratchett, The Carpet People

“Truth, meanwhile, was a weapon that even a damaged fist could still grasp and wield. It was a remarkably versatile
commodity; it could be traded, or help serve an end, or produce a profit.”
Mark Allen Smith, The Inquisitor

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FEMALE HALF-ORC INQUISITOR (OATHKEEPER) OF ABADAR 2

Lawful Good Medium Humanoid (Half-Orc)

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Favoured Class: Inquisitor

Favoured Class Options:

+1 HP
+1 Skill Point (taken @ Level 1)
+1/2 bonus on Intimidate checks and Knowledge checks to identify creatures. (taken @ Level 2)

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⚔ MOVEMENT & SENSES:

Speed: 20ft. (Armoured) 30ft. (Unarmoured)
Senses: Perception +6; 60ft. Darkvision

⚔ DEFENSE:

AC 17 (10 Base; +2 DEX; +4 Armoured Coat; +1 Amulet of Natural Armour)
Touch AC 13 (10 Base; +2 DEX; +1 Amulet of Natural Armour)
Flat Footed AC 15(10 Base; +4 Armoured Coat; +1 Amulet of Natural Armour)
HP 15 (2d8 [13]; +2 CON)
SAVES*: Fort +5 Ref +3 Will +6**

* +1 resistance bonus on saving throws (Protection Domain).
** +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law.

CMD 14 (10+BAB+STR+DEX)

⚔ OFFENSE:

Init: +5*/**
BAB +1
Melee: Longspear +2 (1d8+1P/x3) [SQ: Brace; Reach] or Club (Cudgel) +2 (1d6B+1/x2) or Sickle +2 (1d6+1S/x2) [SQ: Trip]
Ranged: Light Crossbow +3 (1d8P/19-20) Range: 80ft. or Club (Cudgel) +3 (1d6B+1/x2) Range: 10ft.
Touch Attack: +2
Ranged Touch Attack: +3
Special Qualities: Judgement 1/Day***
CMB: +2 (BAB+STRMod+SizeMod)

* +1 trait bonus on initiative checks. In addition, once per day when she makes an attack of opportunity, Érme gains a +2 trait bonus on the attack roll.
** Cunning Initiative class ability; +2 WIS mod to initiative.
*** +1 trait bonus on damage rolls when attacking a foe who can cast divine spells and worships a different deity than Érme when destruction judgment is active.

⚡DAILY SPELLCASTING:

CL: 1; Concentration +3 (CL+Wis Bonus)

O-Level: At will DC 12 (10+0+2)
1st Level: 3 (1+1) DC 13 (10+1+2)

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⚖ STATS:

STR 13 (+1); DEX 14 (+2); CON 12 (+1); INT 12 (+1); WIS 15 (+2); CHA 10 (+0)

⚖ 15 POINT STAT BUILD:

3 Points [3/15] - STR (13) = 13
5 Points [8/15] - DEX (14) = 14
2 Points [10/15] - CON (12) = 12
2 Points [12/15] - INT (12) = 12
3 Points [15/15] - WIS (13+2) = 15
0 Points [15/15] - CHA (10) = 10

+2 Racial Bonus to WIS

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⚖ RACE ABILITIES:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (WIS chosen)
Type: Half-orcs are Humanoid creatures with both the human and the orc subtypes.
Size: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

⚖ CLASS FEATURES:

Weapon and Armour Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favoured weapon of her deity. She is also proficient with light armour, medium armour, 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. 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 (unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score).

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 (or Inquisition): 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.

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. 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).

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 2nd level, 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.

⚖ ARCHETYPE:

Oathkeeper [Source Merchant's Manifest pg. 30]: Servants of gods who hold oaths to be sacrosanct, oathkeepers formally oversee the creation of bargains and personally hunt down those who dare to violate them. Many of these inquisitors previously oversaw religious vows in more formal settings, though more pursue more lucrative contracts. Wronged merchants or cheated customers often seek out oathkeepers to bring justice when local authorities fail.

Alignment: An oathkeeper must be of a lawful alignment, and her alignment must be within one step of her deity’s. This alters the inquisitor’s alignment requirements.

Class Skills: An oathkeeper removes Knowledge (nature) from her list of class skills and adds Appraise. This alters the inquisitor’s class skills.

Divine Witness (Su): Every oathkeeper inquisitor develops a unique personal symbol, which she can use to seal an agreement between two or more willing parties. The agreement, whether it’s a trade contract, a truce, or a political marriage, must be as detailed as possible and then signed in the oathkeeper’s presence by every creature involved. Creatures must sign of their own free will—any magical or physical coercion will cause the contract to crumble into ash when the oathkeeper attempts to place her seal upon it. So long as no mystic or physical force is influencing any participating creature, the oathkeeper can mystically seal the arrangement with her personal symbol, binding all signing parties into upholding their ends of the bargain for the length of time spelled out in the agreement.

Should any oathbound creature break the exact wording of the contract, the agreement is dissolved and the offending creature is cursed, taking a penalty on all d20 rolls equal to the oathkeeper’s Wisdom modifier for a number of weeks equal to the oathkeeper’s inquisitor level. Furthermore, the inquisitor’s symbol appears as a mystic symbol on the offending creature’s throat and hands, allowing the oathkeeper to know the creature’s location at all times, as per the discern location spell.

If a creature is forced into breaking the agreement by magic or overwhelming physical force (for example, breaking an agreement not to harm via a compulsion spell or by physically hurling an oathbound creature to deal damage to another), then the agreement dissipates harmlessly. The oathkeeper’s curse is a curse effect, but it can be removed only with a miracle or wish spell.

This replaces monster lore.

Oathbreaker’s Scourge (Su): At 2nd level, if an oathkeeper is given physical evidence of a broken agreement and asked to hunt down the contract’s breaker by the offended party, the oathkeeper gains a +4 sacred or profane bonus on Diplomacy and Survival skill checks to gather information about and track the target. The inquisitor is also treated as being 3 levels higher for the purpose of one judgment she uses against the deal breaker, so long as she keeps possession of the evidence. If the oathkeeper uses oathbreaker’s scourge when attacking someone who is actually innocent of fraud—due to forgery, hasty judgments, or other deceptions—she loses access to all of her oathkeeper archetype abilities for 1 month or until she is the target of an atonement spell. This replaces track.

⚖ DOMAIN/INQUISITION:

Protection Domain [Source: PRPG Core Rulebook pg. 46]

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

⚖ JUDGEMENT 1/DAY:

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).

⚖ SPELLS KNOWN:

⚖ TRAITS:

Pioneer (Kingmaker Campaign Trait) [Source: Kingmaker Player's Guide pg. 11]: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
BENEFIT: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (Nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Knowledge (Nature) selected.

Inspired (Faith) [Source: Ultimate Campaign pg. 55]: A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration.
BENEFIT: Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Tactician (Combat Trait) [Source: Ultimate Campaign pg. 54]: You know how to take advantage of enemies who are unprepared for your assault.
BENEFIT: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Truth's Agent (Social Trait) [Source: Ultimate Campaign pg. 61]: You are skilled at weeding out information.
BENEFIT: You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Lover of the Law (Religion Trait - Requirement: Abadar) [Source: Inner Sea Gods pg. 221, Faiths of Balance pg. 5]: You have a strong belief in the righteousness of law and justice.
BENEFIT: You receive a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law.

Meticulous (Drawback) [Source Ultimate Campaign pg. 65]: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned.
PENALTY: You take a –2 penalty on skill checks for skills with which you're untrained.

⚖ FEATS:

Additional Traits (General) - Starting 1st Level Character Feat: You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

⚖ SKILLS:

Inquisitor: 8* [6+1 INT+1 RACE] Adventuring Skill Ranks per Level & 1 Background Skill Rank per Level.

*+1 skill point from Favoured Class option @ Level 1.

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). Appraise gained through Archetype. Knowledge (nature) (re)gained through campaign trait and Knowledge (local) gained through social trait.

ADVENTURING SKILLS*
Climb +3: 1 Rank; +1 STR; +3 Class; -2 Armour
Diplomacy +4 (+5**): 1 Rank; +0 CHA; +3 Class
Heal +6: 1 Rank; +2 WIS; +3 Class
Intimidate +7: 1 Rank; +0 CHA; +3 Class; +2 Race; +1 Stern Gaze
Knowledge (Local) +5: 1 Rank; +1 INT; +3 Class
Knowledge (Nature) +5: 1 Rank; +1 INT; +3 Class
Knowledge (Religion) +5: 1 Rank; +1 INT; +3 Class
Perception +7: 2 Ranks; +2 WIS; +3 Class
Ride +4: 1 Rank; +2 DEX; +3 Class; -2 Armour
Sense Motive +8: 2 Ranks; +2 WIS; +3 Class; +1 Stern Gaze
Spellcraft +5: 1 Rank; +1 INT; +3 Class
Stealth +4: 1 Rank; +2 DEX; +3 Class; -2 Armour
Survival +6: 1 Rank; +2 WIS; +3 Class
Swim +3: 1 Rank; +1 STR; +3 Class; -2 Armour

* –2 drawback penalty on skill checks for skills in which she is untrained.
** +1 trait bonus on all Diplomacy checks made to gather information.

BACKGROUND SKILLS*
Appraise +5: 1 Rank, +1 INT; +3 Class

* –2 drawback penalty on skill checks for skills in which she is untrained.

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⚖ EQUIPMENT:

Combat Gear: Armoured Coat; Light Crossbow; Crossbow Bolts (19); Longspear; Club (Cudgel); Sickle
Magic Items:
Mundane Gear: Silver Holy Symbol (Key of Abadar - worn); Explorer's Outfit (worn); Common Backpack (holds: Bedroll, Soap, Trail Rations [3d] & Holy Text of Abadar); Scroll Case; Waterskin; Pouch, Waist (holds: Coin, Signal Whistle) & Pouch, Spell components.
Steed: "Dapplesauce" - Light Horse: Bit and bridle; Riding saddle & saddlebags; Medium Tent.

⚖ WEALTH:

Platinum Pieces:
Gold Pieces: 401
Silver Pieces: 9
Copper Pieces: 9
Treasure:

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⚖ BACKGROUND:

Érme was begat by the dalliance of a rakish nobleman and her mother, a lowly half-orc serving wench. Unable to barely keep herself, let alone a child, her mother reluctantly gave up her babe to the Abadarian Orphanage - where she was given the traditional surname of Coin.

Érme was a good child, who religiously followed the workhouse’s rules and routines. However she was not without fault - her orcish nature causing temper tantrums whenever she felt cheated or wronged by the rule breaking of others.

Shortly after arriving at the orphanage Érme became firm friends with a younger girl named Amelia. The bookish half-elf was carefree but naive, and Érme became her self-appointed protector. As the years passed, their shared bond and faith grew ever stronger.

On the day the neophytes became full bankers of the Church of Abadar the sisters exchanged gifts of engraved holy symbols. Independently they had commissioned the same jeweller to engrave upon the silver keys. While Amelia’s words were fulsome and heartfelt, Emre’s to her sister, was more succinct but no less sincere:

May the Master of the First Vault gild your fate as you truly enrich the lives of those you treasure.

On the back it read:

To My Dearest Sister - Always remember your worth. Never sell yourself short. - Érme

The sisters laughed about the gesture, at once both individual in the words but yet uniform in the meaning.

Years passed and the two young women’s repute within the Church grew. Despite their inexperience the sisters proved to be highly capable servants of the First Vault. Amelia’s canny acumen and beguiling personality providing a perfect compliment to Érme’s harder edge and galvanised adherence to the laws.

The spoke of their ambition and the Archbankers listened. Rewarding the two rising stars with an opportunity that, due to the catastrophic nature of the events involved, would ever be referred to by the sisters simply as ”The Incident”.

What occurred that day destroyed their hard fought reputations and impelled their superiors to banish the pair to some provincial backwater far from the Jewel of the Inner Sea as penance. Now merely the “Tarnished Coins” to their fellow clergy, the sisters leant on each other ever more through these dark days, their bond ever stronger.

While preparing for their banishment that information confirming their shared bloodline came to light. One of their old preceptors from the Church had re-examined their ledger entries when they had arrived at the orphanage and investigated further. He uncovered that the girl’s shared father was named as one Selenus Lebeda - a ne’er-do-well human noble, but notably the younger brother of the recently deceased Lord Censius Lebeda. The noble house of Brevoy was well known to the faithful of Abadar as they were both successful merchants and brokers.

Fervant in his belief that this was act of balancing the scales by their mercantile god, he encouraged his former charges to make themselves known to the family.

An ambitious plan took seed and the sisters volunteered as liaisons to House Lebeda. For the Archbankers, banishing the “Tarnished Coins” to the hinterlands of Brevoy, was too good an opportunity. They would rid themselves of besmirched clergy members whilst reinforcing their presence in the harsh northeastern nation.

For the sisters it too presented an opportunity of both redemption and reward. They set to work, researching and preparing for their new life, and were provided with the resources they required for the journey.

First, however, they would need to prove themselves to Dame Sarrona Lebeda, wife of the late Lord Censius Lebeda and the regent of the young Lord Lander Lebeda. Shortly after arriving at the ancestral fortress of Silverhall, she sent them both to Greatwall to handle a matter there for the family. It was a test, the two of them knew, and Érme was determined to not fail in her task this time…

⚖ APPEARANCE:

Features:
Age: 23
Height: 5 feet 9 inches
Weight: 167 lbs.
Skin: Light sage
Eyes: Amber
Hair: Dark burnette

Érme is an athletically built woman that likes to wear functional but orderly clothes. She wears her hair braided and bound so it will not look untidy, and often dons a wide brimmed hat to obscure her orcish heritage. In the city she proudly wears her crimson and gold uniform and vestments of a Collector of Abadar, but ensures she is smart and presentable at all times. Érme wears her holy symbol proudly, firmly believing that her divine purpose is to serve the Master of the First Vault.

⚖ PERSONALITY:

Motivations:
1. To rebuild her reputation within the church of Abadar.
2. To prove that she is worthy of the claim that she and Amelia lay on their father's birthright.

Érme is an aloof yet noble woman. She accepts her lot as an instrument of the Church of Abadar, and recognises that through honest service to the faith she may acquire both status and reputation. She is rigidly meticulous in any task she undertakes, from planning to execution and hates leaving anything to "chaotic chance". As someone from humble beginnings she seeks to raise others up through charity, but never to the detriment to the law.

Her sister’s ardent perchance for life’s finery can frustrate her more frugal sentiments. She is, however, fiercely devoted to Amelia and forgives all her foibles, oft passing them off as nativity and inexperience. When Amelia falls ill due to her vexations, Érme always provides heartfelt care and succour to her sister, albeit dressed as “tough love”.

While Amelia fully confides in her, the same cannot be said of Érme. Her inquisitor training hardened her will and she will bottle up emotions. As the “older sister” Érme see’s her role as that of a protector, and she worries about burdening her sister with her woes. For her part Amelia is so well versed drawing out unsaid truths, that their relationship as as much best friends as siblings.

Érme’s more martial vocation with the Church means she focusses on her role with rigid purpose at the expense of social graces. Her lack of tact means well meant sentiments oft come across as brutal honesty.

She is wary of her barbarous orcish blood, acting with decorum at all times, but does embrace its reputation as another weapon in her arsenal to best serve Abadar. While no stranger to violence when enforcing the will of her god or the law, Érme never revels in cruelty or pain, instead seeing such acts as a necessary transaction when all treaty has failed or when defending those people and principles she holds most precious.

⚖ POINTS OF INTEREST:

Érme means "coin*" in Hungarian (Old Brevic).

*[Yes I know this makes her name Coin Coin, but I claim artistic license]

⚖ ADVANCEMENT NOTES:

FEATS

Instant Judgement

SPELLS

1st Level: Authenticating Gaze

EQUIPMENT

Copy of the The Order of Numbers, Manacles & Fetters