Rosemary (Pathfinder - Inquisitor)

obliviousally

Info


Created
5 years, 8 months ago
Creator
obliviousally
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Basic Info


Race

Tiefling

Class

Inquisitor

Subclass

Cloaked Wolf

Diety

Asmodeus

Alignment

Lawful Evil

Campaign

Hell's Vengeance

Profile


Traits

Arcane Temper

You have quick reactions and fierce concentration.

Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Tempter’s Tongue (Tiefling)

The blood of crafty, bargain-making fiends runs in your veins, and you have a talent for brokering deals of your own.

Benefit(s): You gain a +1 trait bonus on Diplomacy checks and on opposed Charisma checks to influence creatures you have charmed (such as with charm person).

Thrune Informant

The Thrice-Damned House of Thrune rules Cheliax with autocratic power, and its representatives can be found throughout the empire, drawn from all walks of life. Most of these agents do not work directly as government employees, but they still serve House Thrune in whatever ways they can. You are a true patriot of Cheliax, and have long worked for House Thrune as a paid informant. You report what you see to the authorities, and occasionally carry out specific tasks suited to your skill set and abilities when asked. People like you help prevent potential traitors and other “undesirables” from undermining Thrune’s authority and keep Chelish society running smoothly. You hope that with continued faithful service, you will eventually be rewarded with greater authority and autonomy as a sworn agent of House Thrune.

Benefits: You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.

Thrune Loyal Agent

You have sworn your body to Queen Abrogail and House Thrune in a ritual ceremony, and are willing to lay down your life in service to Thrune.

Benefits: Once per week, when reduced to fewer than 0 hit points, you automatically gain fast healing 1 for 1 minute. Once this ability has been used, you instead gain a +4 trait bonus on Constitution checks to stabilize when reduced to negative hit points. In addition, you receive an invisible arcane mark of the encircled cross emblem of Cheliax as a symbol of your loyalty. This mark does not fade and is visible only to other creatures with this trait, or creatures with the ability to perceive the invisible (via see invisibility or true seeing, for example). You can make this mark visible to other creatures for 1 round as a swift action. If the mark is dispelled or removed (such as with erase), it can be replaced with another casting of arcane mark, which thereafter functions as detailed in this trait.


General Feats

Cosmopolitan

Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.

Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Deceitful

You are skilled at deceiving others, both with the spoken word and with physical disguises.

Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Sneaky Vagabond

You have a well-practiced ability at going unnoticed.

Benefit: You get a +2 bonus on Stealth checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Diplomacy and Knowledge (Local) checks when trying to find a place to hide.

Stealthy

You are good at avoiding unwanted attention and slipping out of bonds.

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.


Specialized Combat Feats

Deadly Horns (Combat)

Many tieflings bear horns as an overt mark of their fiendish heritage; you have learned to use yours as a weapon. Prerequisites: Base attack bonus +1, tiefling.

Benefit: You gain a gore natural attack that deals 1d6 points of damage. Due to the awkwardness of attacking this way, you can’t make a gore attack and other natural weapon attacks as part of the same full attack. Treat your gore attack as a secondary attack if you also attack with a manufactured weapon as part of a full attack in a round.

Improved Initiative (Combat)

Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

Quick Draw (Combat)

You can draw weapons faster than most. Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.


Campaign Specific Feats

Thrune Trusted Agent (Teamwork)

Your supernatural bond to other Thrune agents strengthens your resolve and allows you to bolster your allies.

Prerequisites: Thrune Loyal Agent trait.

Benefit: Whenever you are within 30 feet of an ally who also has this feat, you gain a +1 profane bonus on Reflex and Will saving throws. In addition, once per day as a swift action, you can forfeit the saving throw bonuses granted by this feat to increase the effectiveness of the aid another action. For a number of rounds equal to your Charisma modifier (minimum 1), when you use the aid another action to aid an ally who also has this feat, the bonus you grant to an ally’s AC, attack roll, or skill check is increased to +4 instead of the usual +2. You don’t benefit from the feat’s saving throw bonuses for 24 hours, though you still qualify as having this feat for the purpose of other characters gaining the bonuses.


Generic Combat Feats

Armor Proficiency, Light (Combat)

Armor Proficiency, Medium (Combat)

Shield Proficiency (Combat)

Simple Weapon Proficiency (Combat)