Inferia
| Campaign | Wrath of the Righteous |
| Age | 19 |
| Birthday | Unknown |
| Birthplace | ??? |
| Occupation | Pilgrim |
| Race | Human (Chelaxian) |
| Gender | Female |
| Height | 5'8" (173 cm.) |
| Weight | 155 lbs. (70 kg.) |
| Hair Color | Scarlet |
| Eye Color | Crimson |
| Relatives | None |
| Player | Temia |
Inferia is a player character from the Wrath of the Righteous campaign. She is a pilgrim of Irori who arrived in the city of Kenabres to observe the local celebrations on the day of its fall and wound up part of the counteroffensive against the demonic hordes of the Worldwound as one of the few still fit to perform the task.
Description[edit]
Inferia is a woman of fair skin, braided scarlet hair and crimson eyes, standing at a height of 5'8" with a lean and wiry frame weighing 155 pounds. While she has the telltale sharp features denoting Chelish descent, she also maintains a calm composure and a serene expression unlike her broodier kinsmen.
Her clothes hardly stand out, being the dull blue fabrics of an Iroran pilgrim's habit. Underneath them however, her body is lined with extensive diabolic brands in what appears to have been ritual scarification, though her right hand stands out in being clean of these marks, instead bearing a tattoo of the Master's Rebus on the back.
Relationships[edit]
- Nathair
- A fellow survivor and a paladin of Iomedae; Inferia has seen amazing feats of strength and force of will out of the crusader, the kind bards would tell tales of.
- Rin
- A fellow survivor and faithful to Shelyn; her kindness and personable demeanour has mended relations in times of stress, earning Inferia's respect.
History[edit]
This section is a stub. Please expand it if you have extra, relevant information.
Game Information[edit]
Under the hood of a pilgrim's habit stands a serene-faced woman with scarlet bangs and a braid laid over her shoulder.
Female human cleric (Irori's Palm) of Irori 1
LG medium humanoid (human)
Init +3; Senses perception +6
AC 13,
touch 13,
flat-footed 10
(+3 Dex)
hp 10 (1d8+2)
Fort +4 Reflex +3 Will +7
Speed 30 ft.
Melee unarmed strike +5 (1d3+2)
Special Attacks channel positive energy 1d6 5/day (DC 12), wooden fist +1 8/day
Spell-Like Abilities (CL 1st, concentration +3)
1/day—enlarge person
Cleric Spells prepared (CL 1st, concentration +6)
1st (DC16)—burning disarm, detect evil, divine favour, protection from chaosD
0 (DC15, at will)—detect magic, light, stabilize
D domain spell; Primary Domain Strength (Fist); Secondary Domain Tactics inquisition
Str 14 Dex 16 Con 15 Int 13 Wis 20 Cha 14
Base Atk +0 CMB +2 CMD 15
Feats Channel Smite, Guided Hand, Improved Unarmed StrikeB
Skills Diplomacy +6. Knowledge (Religion) +5, Perception +6, Sense Motive +9, Spellcraft +5
Traits Magical Knack, Touched by Divinity, Wisdom in the Flesh
Drawbacks Claimed by Asmodeus
Languages Common, Infernal
SQ Aura of Law, Blessing of the Faithful, Ecclesitheurge's Vow, Inquisitor's direction 8/day
Combat Gear potion of cure light wounds, smelling salts; Other Gear blanket, cleric's kit, monk's outfit; 128 gp and 5 sp
Archetype: Inferia is a devotee of Irori's Palm, a variant of the Ecclesitheurge cleric archetype. A devotee of Irori's Palm is proficient in unarmed strikes only and gains Improved Unarmed Strike as a bonus feat.
Aura of Law (Ex): Inferia has a particularly powerful aura corresponding to her deity's alignment (see the detect evil spell for details).
Channel Positive Energy (Su): Inferia can release a burst of positive energy that damages the undead or heals the living in a 30-foot radius centered on her. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 Inferia's level + her Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Inferia may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. She can choose whether or not to include herself in this effect. She must be able to present her holy symbol to use this ability.
Ecclesitheurge's Vow: Inferia has taken a vow to Irori to protect herself solely with her faith, not with armor or shields. If she wears armor or uses a shield, she is unable to use her blessing of the faithful ability, to use cleric domain powers, or to cast cleric spells.
Blessing of the Faithful (Su): As a standard action, Inferia can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until Inferia's next turn. She can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Iroran Magic: As a cleric of Irori, Inferia can prepare the following spells: 1st—stone fist, 4th—haste, 6th—legend lore and transformation, 8th—astral projection and moment of prescience.[1]
Strength (Fist) Primary Domain: Inferia draws upon the tenets of the open hand in Irori's philosophy.[2]
Bonus Spells: 1st—true strike, 2nd—bull's strength, 3rd—greater magic fang, 4th—force punch, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand. She can prepare these bonus spells in any spell slot, not just her domain slot.
Wooden Fist: As a free action, Inferia's hands can be infused with divine energy, becoming as hard as wood. During this time, her unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 her cleric level (minimum +1). She can use this ability for a number of rounds per day equal to 3 + her Wisdom modifier. These rounds do not need to be consecutive.
Tactics Secondary Domain: While ordinarily a tenet of the faith observed by Irori's inquisitors, Inferia too knows the value in making sure a plan comes together.
Bonus Spells: When Inferia prepares her spells every dawn, she can choose to select one other domain of Irori's to prepare bonus domain spells from.
Inquisitor's Direction (Su): At the start of her turn, Inferia can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of her choice within 30 feet gains the benefit of haste for 1 round. She can use this ability a number of times per day equal to her 3 + Wisdom bonus (minimum 1).
Feats
Channel Smite (Combat): Before making a melee attack roll, Inferia can choose to spend one use of her channel energy ability as a swift action. When she hits an undead creature, that creature takes an amount of additional damage equal to the damage dealt by her channel positive energy ability. Her target can make a Will save, as normal, to halve this additional damage. If her attack misses, the channel energy ability is still expended with no effect.
Guided Hand: When fighting with unarmed strikes, Inferia can use her Wisdom modifier instead of her Strength or Dexterity modifier on attack rolls.
Improved Unarmed Strike (Combat, Bonus): Inferia is considered to be armed even when unarmed—she does not provoke attacks of opportunity when attacking foes while unarmed. Her unarmed strikes can deal lethal or nonlethal damage, at her choice.
Traits
Claimed by Asmodeus: Much of Inferia's body save for her face and right hand has been ritualistically scarred by the cultists of Asmodeus. She is treated as an evil creature by magic and effects such as detect evil or holy smite.
Touched by Divinity (Sp): Inferia's right hand stands apart from her body by being cleansed and tattooed with various symbols of Irori's faith. The tattoo counts as a holy symbol, and she can cast enlarge person as a spell-like ability once per day (CL equal to her character level).
Wisdom in the Flesh: Inferia's connection with Irori allows her to unlock the potential within her body when performing acts of physical prowess. She uses Wisdom for her Acrobatics checks instead of Dexterity.