Rasse- und Klassenmerkmale (Anzeigen)Human
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Cha: +2)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Inquisitor (+1 Skill Point per Level)
Inquisitor
Domain (Feuer): Like a cleric, 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. An inquisitor can select an alignment domain only if her alignment matches that domain. With your GMs 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, dependent 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) (3/Tag): 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. The bonuses granted by the judgment continue to improve on following rounds, reaching a maximum bonus that lasts until the judgment ends. 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 all of the bonuses reset to those granted on the first round 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, but doing so resets the bonus granted to those granted on the first round.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).
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 of damage each round after the first, to a maximum of 3 points of damage on the third and following rounds. At 10th level, the amount of healing doubles (2 hp on the first round, 4 on the second, and so on).
Justice: The judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: The judgment gives the inquisitor great focus and makes her spells more potent. This 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 each round after the first to a maximum of +3 on the third and following rounds. At 10th level, all of these bonuses are doubled (+2 on the first round, +4 on the second, and so on).
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against attack rolls made to confirm critical hits against you.
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 each round after the first, to a maximum of +3 on the third and following rounds. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: The judgment makes the inquisitor resistant to harm, granting damage reduction 1/magic. This bonus increases to 2/magic on the second round, and 3/magic on the third and following rounds. At 10th level, this damage reduction 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 each round after the first, to a maximum of 6 on the third and following rounds. At 10th level, the amount of protection increases to 5 on the first round, plus an additional 5 each round thereafter, to a maximum of 15 on the third and following rounds.
Smiting: The judgment bathes the inquisitor’s weapons in a divine light. This judgment provides no bonus on the first round. On the second round, the inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. On the third and following rounds, 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 a bonus on the third round. At 10th level, on the third and following rounds, 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.
Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known under “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 inquisitors 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 will, an Inquisitor can use detect chaos, detect evil, detect good, or detect law. She can onla 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.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possess the same tactical feats as the inquisitor for the purpose of determining if the inquisitor receives a bonus from her tactical feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the tactical feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as tactical feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus tactical feat in place of the most recent tactical feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent tactical feat gained. Whenever she gains a new tactical feat, the previous tactical feat becomes set and cannot be changed again. An inquisitor can change her most recent tactical feat a number of times per day equal to her Wisdom modifier.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern liese, as per the spell, for a number of rounds per day equal to her inquisitors level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. As a swift action, she can change one of these judgments, causing the bonuses from that judgment to reset to those granted on the first round.
Assassin
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If an assassin gets a sneak attack bonus from another source, the bonuses on damage stack.
Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade (see Poison).
Save Bonus against Poison: At 2nd level, the assassin gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels.
Uncanny Dodge (Ex): At 2nd level, an assassin cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
-----------------------------------------------------------------------------------------------------------Hintergrund (Anzeigen)Lucius ist Sohn der Familie Henderthane, einer der bedeutendsten Adelsfamilien in Cheliax, die für ihre Weisheit bekannt sind. Und weil er zu einem eher unbedeutenden Teil der Familien zu gehören scheint, versuchte er sich schon in frühen Jahre auf einem anderen Gebiet zu etablieren – möglicherweise lag es aber auch an dem strengen Vater, den zu täuschen und zu bereden sich lohnte. Lucius hatte Lüge, List und Täuschung zu seinen Werkzeugen gemacht, um der Weisheit ein Schnippchen zu schlagen, die eigene erlernten Menschenkenntniss halfen ihm gar dabei.
Doch auch wenn sich der junge Lucius von vielen seiner Verwandten unterschied, schlug er einen für seien Familie fast traditionell erscheinenden Weg ein, denn er begann in jungen Jahren, wie so viele seiner Familie, die Ausbildung zu einem Priester von Asmodeus. Seine Interpretation des Glaubens, war jedoch weniger zu erwarten. Tricks blieben seine Sache, weshalb er kein klassischer Kleriker wurde, sondern ein Inquisitor des Asmodeus.
Mit seiner besonderen Einstellung schaffte er es sogar am Ende seiner Lehrjahre den „Orden der Folter“, der in seiner Heimatstadt Westcrown ansässig ist, auf sich aufmerksam zu machen. Dort lernte er zu Ende, vor allem lernte er seine magischen Künste mit kaltblütigen Mord zu verbinden.
In jener Zeit lernte er auch die deutlich jüngere Pavanna kennen, die ihm immer mal wieder zur Seite gestellt wurde, wenn Lucius Schutz bedurfte und als Signifer des Ordens, gehörte zu dem Teil, der nicht dazu ausgebildet war, um auf sich selbst am besten aufpassen zu können.
Aus dieser Zeit kennen sich Lucius und Pavanna und daher kommt es auch, dass die Beiden noch immer des Öfteren Unterwegs sind.
Daher weiß Pavanna auch Folgendes: Lucius ist kein netter Mensch, doch um das zu erfahren, muss man ihn länger kennen und sein Vertrauen erlangt oder verdient haben. Der Mann verdient es zu Recht als durchtrieben bezeichnet zu werden, weshalb kaum jemand behaupten kann, zu wissen, was er wirklich denkt.
Selbst Pavanna weiß dies nicht, auch wenn sie sich nun gut drei Jahre lang kennen. In den drei Jahren musste sie nämlich feststellen, dass Lucius mehr als ein Gesicht hat und sein wahres Gesicht nicht nur der Welt außerhalb von Cheliax verheimlichte, sondern manchmal, vielleicht auch immer, auch gegenüber seinen „Freunden“. Deshalb kann Pavanna der Freundschaft mit Lucius nicht ganz sicher sein, denn manchmal war er geradezu bezaubern nett und aufmerksam, in anderen Situationen benutzte er sie einfach.
Nach Außen hin verstehen sich die beiden Asmodeusanhänger prächtig, doch was Lucius wirklich dachte, dass war ein einziges Rätsel, denn er hatte scheinbar gute Freunde ganz locker schon links liegen lassen. Für ein gewisses Interesse an Pavanna oder gar eine Freundschaft sprach allein der Fakt, dass es inzwischen fast drei Jahre sind, die Lucius mit Pavanna verkehrte und es nie übertrieben hatte mit seinen kleinen dreckigen Spielchen.
Dreckig ist der junge Mann, wie sehr er auch auf Körperhygiene achtet. Allein seine bestandene Assassinenprüfung ist Beweis dafür, vor allem aber auch die Geschichte dafür. Statt aus dem Schatten heraus zu agieren, wählte er das helle Licht eines Balles. Sein Rang verschaffte ihm den Zugang, der Tanz die Nähe zum Opfer - einem wohlhabenden vasirischen Händler. Als er mit Pavanna an seinem Opfer vorbeitanzte, schickte er den Mann ins Reich der Toten. Ehe auffiel, was geschehen war, befand sich das Paar einige Meter entfernt und nicht zum potenziellen Täterkreis unter zwingendem Tatverdacht.