One by land, two by sea-Pathfinder RPG-RG

mleibrock

First Post
Makoa
Male Half-Orc (Mystic) Inquisitor 3
N Medium Humanoid (human, orc)
Init +3; Senses darkvision; Perception +8
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Defense
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AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 25 (3d8+3); judgement of sacred healing 2
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +6
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 20 ft.
Melee +1 Longsword +7 (1d8+5/19-20/x2) and
Dagger +6 (1d4+4/19-20/x2) and
Dagger +6 (1d4+4/19-20/x2) and
Dagger +6 (1d4+4/19-20/x2) and
Dagger +6 (1d4+4/19-20/x2)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Cause Fear (DC 13), Inflict Light Wounds (DC 13), Cure Light Wounds, Ear-Piercing Scream (DC 13)
0 (at will) Resistance, Virtue, Create Water, Detect Magic, Guidance, Light
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Statistics
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Str 16 (10) (+2 racial) = 18, Dex 12 (2), Con 12 (2), Int 9 (-1), Wis 15 (7), Cha 10 (0)
Feats Brutal Grappler, Bullying Blow, Endurance (Shaman's Apprentice), Martial Weapon Proficiency (Longsword)
Traits Anatomist, Killer
Skills Acrobatics -3 (-7 jump), Bluff +4, Climb +0, Diplomacy +4, Disable Device +0, Escape Artist -3, Fly -3, Intimidate +6, Knowledge (local) +0 (+2 to identify the abilities and weaknesses of creatures), Knowledge (religion) +3 (+5 to identify the abilities and weaknesses of creatures), Perception +8, Ride -3, Sense Motive +8, Stealth +1, Survival +7 (+8 to track), Swim +4 (+8 to resist nonlethal damage from exhaustion) Modifiers monster lore
Languages Common, Orc
SQ domains (fire), fire bolt (5/day), judgement (1/day), solo tactics, teamwork feat (change 2/day), track
Other Gear Hide armor, Buckler, +1 Longsword, Dagger, Dagger, Dagger, Dagger, Backpack, masterwork (3 @ 36 lbs), Bandolier (4 @ 5 lbs), Cooking kit, Inquisitor's kit, Skeleton key, Thieves' tools, masterwork, Wrist sheath, spring loaded (1 @ 1 lbs), 384 GP, 5 SP
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TRACKED RESOURCES
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Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Dagger - 0/1
Fire Bolt (1d6+1) (5/day) (Sp) - 0/5
Judgement (1/day) (Su) - 0/1
Teamwork Feat (change 2/day) - 0/2
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Special Abilities
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Anatomist +1 to confirm critical hits.
Brutal Grappler When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so).
Bullying Blow Make melee attack at -2. If attack damages opponent, you may demoralize them as free action.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Endurance (Shaman's Apprentice) +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fire Bolt (1d6+1) (5/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Inquisitor Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Killer Add weapon's critical modifier to its critical bonus damage.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
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Makoa is an average sized half-orc which is still an intimidating sized humanoid creature. He stands 6'3 and weighs in at 250 lbs. His black hair and brown eyes match his dark complexion. His confidence can be felt/smelled, oozing from every pore of his body and he prefers to go shirtless under his hide armor. A prostitute once told him it was an attractively manly look and he preferred to believe she was not just flattering him because he was paying her. He wears a buckler on his left arm and usually wields a longsword in his right, thought he also loves the feel of a dagger in his hand because it lets him get close to his prey. He wears a bandolier across his chest in which he stores his dagger for easy access and again, he thinks it's a cool look.

Makoa never knew his orc father and his human mother was not the best mother, to say the least. She supported Makoa and his 2 sisters by selling herself. Some of Makoa's first memories are of numerous men coming into their home for one or two evenings. There was one particular human that Makoa does remember well, his name was Radoon. This young sailor was very respectful of Makoa's mother and always acknowledged he and his sisters, often bringing them little gifts from the lands he had traveled. Radoon once offered to take Makoa sailing and Makoa was delighted. They woke early to set sail only to return a few hours later because Makoa was very sea-sick. He was very embarrassed but Radoon never made him feel less because of it.

His primary weapon is a longsword that he lifted off some fighter-type when he was a young child and part of a similar gang of boys-half-breeds, orphans, outcasts and cripples. They were led by an old orc shaman who marked then with tattoos he said would keep them safe. They engaged in petty crimes and eked out a meager living. After a few years the authorities finally rounded up the gang and pressed the able bodied of them into service at sea. But Makoa, 10 years old at the time, was assigned to watch the far end of the alley this particular day and was able to flee when the authorities caught up with them. He fled to the temple of Sarenrae and offered up his service. The priest was familiar with the boy and the gang he was a part of so he began nurturing the boy's darker talents in service of the church.

Makoa is now 25 and has an intimate knowledge of what causes pain and pleasure, fear and happiness. He has serves Sarenrae quite well and has no problem achieving his goal by any means necessary.
 
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