The Carrion Crown
“I engage in the peaceful pursuits of tending the sick, arbitrating disputes, and rehabilitating criminals but I feel myself drawn to hunt out abominations and bring justice to the unrepentant evildoers. The end result will be bringing the light — or sword — of Sarenrae to hearts and the lands that have been dark for too long.”
Half Orc Inquisitor
Str 15 Dex 12 Con 14 Int 12, Wis 14, Cha 8
AC 16 Touch AC 12, Flatfoot AC 15
HP 10 Stability 14
Initiative + 1 Perception + 6 Sense Motive + 7
BAB + 0 , CMB + 3, CMD 14
Fort + 4, Ref + 1, Will + 4
Move 30 (20 in armour). Darkvision 60ft.
Carrying Capacity: 66lbs Light 133lbs Medium 200lbs Heavy
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Scimitar + 2 (1d6 + 2 damage)* +2 Fire Damage on Crits with scimitar.
Light Mace + 2 (1d6 + 2 damage)
Shortbow + 1 (1d6 damage)
Dagger + 2 (1d4 + 2 damage)
Firebolt + 2 (1d6 + 1 damage) [5/day]
Half-orcs are proficient with greataxes and falchions.
Languages: Common, Orc, Draconic, Varisinan and Osiriani
Traits: Teachers Pet, Flame of the Dawnflower
Feats: Cosmopolitan (+2 Languages: Varisinan and Osiriani and two CHA based skills as Class Skills: Performance: Dance [Cha] and Use Magic Device[Cha]).
Skills (incl. Fav Class) (8): Diplomacy 1 + 3, Heal 1 + 6, Intimidate 1 + 6, Knowledge (local) 1 + 7, Perception 1 + 6, Performance (Dance) 1 + 3, Sense Motive 1 + 7, Survival 1 + 6
Bonus Skill: Knowledge (religion) 1 + 5
- Note that Performance: Dance (Cha) and Use Magic Device(Cha) are also class skills though no investment has yet been made in Use Magic Device.
Monster Lore: Adds Wisdom modifier (+ 2) on Knowledge skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze: Gain a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 inquisitor level (minimum + 1).
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Domain: Your deity (Sarenrae, goddess of the Sun, Healing and Redemption) influences your alignment, what magic you can perform, and your values. Although not as tied to the tenets of the deity as a cleric, you must still hold such guidelines in high regard, despite that fact you can go against them if it serves the greater good of the faith. You have one domain (Fire) and gain its domain powers as a cleric.
You have pledged your life and soul to goodness and purity.
Fire Bolt (Sp): 5 times a day
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Resistance (Ex): At 6th level, you gain resist fire 10.
Judgment (Su) You can pronounce judgment upon your foes as a swift action, receiving a bonus or special ability based on the type of judgment made. The bonuses granted by the judgment continue until the judgment ends. You can use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses end. You must participate in the combat to gain these bonuses. If you are frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but all of the bonuses reset to those granted on the first round until you can participate in the combat again.
When you use this ability, you must select one type of judgment to make. As a swift action, you can change this judgment to another type.
The judgments are as follows:
Destruction: You are filled with divine wrath, gaining a + 1 sacred bonus on all weapon damage rolls. This bonus increases by + 1 for every three inquisitor levels possessed.
Healing: You gain fast healing 1. This causes you to heal 1 point of damage each round as long as you are alive and the judgment lasts. This bonus increases by + 1 for every three inquisitor levels possessed.
Justice: The judgment spurs you to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels possessed.
Piercing: The judgment 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 possessed.
Protection: You are surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by + 1 for every five inquisitor levels possessed.
Purity: You are protected from the vile taint of your foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by + 1 for every five inquisitor levels possessed.
Resiliency: The judgment makes you resistant to harm, granting DR 1/magic. This bonus increases by + 1 for every five inquisitor levels possessed.
Resistance: You gain 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. This bonus increases by + 2 for every three inquisitor levels possessed.
Lvl 0: Create Water, Disrupt Undead, Light, Stabilise
Lvl 1: True Strike, Protection from Evil
Combat Gear: Scimitar (15gp) two Daggers (4gp) Light Mace 5gp Shortbow (30gp) 20 arrows (1gp), Scalemail Armour (50gp)
Price 105 gp; Weight 43 lbs.
Non Combat Gear: Kit, Inquisitor’s
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Price 30 gp; Weight 34 lbs.
Gold Remaining 15gp
Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, Sarenrae (pronounced SAER-en-ray) teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae’s doctrines preach swift justice delivered by the scimitar’s edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial art promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.
You want to help your fellows bare their souls to the cleansing light of the Dawnflower so that they may be purified. You are patient with others who hold different ideals so long as their hearts are in the right place. While you are a strong believer in free will, you understand that sometimes mortals require an additional push toward the good without their consent.
You are the son of devout followers of the Dawnflower and have been raised in the Faith. You have lived much of your life in northern Osirion and took holy vows in your late teens. It seemed however that The Everlight and Her clergy had other plans for you. Your training has taken you down strange paths and while you have been endowed with power, it has been tempered with training in hunting the ungodly and unclean. It seems to you that you have been touched with the purifying flame of Sarenrae to burn the irredeemable.
You have returned to your fathers native land of Ustalav three years ago as part of a small missionary group. You met Lorrimor in the course of your missionary work and you two struck up an immediate friendship. The Professor would practice his Osiriani while teaching you of the importance of understanding local culture, legends and the ’who’s who’ of the streets. Knowing how to find information was something of a mania for the Professor who frequently emphasised the need for knowing ones enemy. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world.
Now you travel to Ravengro on a sad mission to say your farewells to an extraordinary man.
Traits: Teacher’s Pet: Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing room only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world.
You gain a +2 trait bonus to one Knowledge skill of your choosing (Knowledge Local) and consider it a class skill.
Flame of the Dawnflower (Sarenrae): You have been raised to view yourself as a blade in Sarenrae’s service, or you have taken that duty on for yourself. Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.