<div class="floatright">(https://elliquiy.com/elluiki/images/d/d4/Lucia_inq.jpg)</div><strong>Name:</strong>Lucia Mourningbow<br/><strong>Class(es):</strong>Inquisitor 8 (Royal Accuser)<br/><strong>Race:</strong>Human<br/><strong>Alignment:</strong>LN<br/><strong>Description and Background:</strong>An uppity, no nonsense type of person, Lucia sees things in black and white, rarely compromising unless it help in furthering in the cause she believes in.  And that is, seeing to security of the nation, which she serves under.  Like any inquisitor, she would like to see all potential enemies found and swiftly dealt with, with extreme prejudice if needed be.  She joined the Guild (Zettai Ryouiki) in order to seek assistance in some of her assignments, which were too much for her to handle. Sometimes her being in a band, on adventures, lead her to unexpected enemies of the state that come out of the woodwork.  Either way, it has benefited her and the order she serves in.<br/><br/>Now, a new and higher stakes mission has come to her attention. A colleague of hers, who was also part of the Guild, who now serves the Royal Family has sent word for the need of the Guild's assistance on the matter of the upcoming coronation of the Crown Princess.  Being a royal accuser, this is right up her alley, and she hopes she and her fellow guild mates would ensure the safety of the Princess until she is crowned as the new Queen of the land.<br/><br/><strong>Kinks:</strong>Mild to rough bondage, rough foreplay which could escalate to gang banging, tentacle treatment<br/><strong>Goals:</strong>Ensure the safety of the Crown Princess until her coronation.  At the same time find out and uncover those who might intend great harm towards the princess.  Lucia suspects the princess' half-sister, but she needs solid evidence to pin her.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats</div><div class="spoiler_body"><strong>Ability Scores</strong>(+Modifiers)<br/>Str  14 +2<br/>Dex 14 +2<br/>Con 12 +1<br/>Int   12 +1<br/>Wis 20 +5<br/>Cha 14 +2<br/><br/><strong>HP:</strong> 44 <strong>Armor Class:</strong> 15 (12 touch) <strong>Initiative Bonus:</strong> +6 <strong>Speed:</strong> 30 ft <strong>CMD:</strong> 20<br/><strong>Saving Throws:</strong> Fort +7 Ref +4 Will +10<br/><br/><strong>Attacks:</strong><br/>Axiomatic Quarterstaff+1: +9/+4; Dmg 1d6+3/1d6+3; Crit X2; Special +2d6 dmg vs. chaotic creatures; Type B<br/>Masterwork Hand Crossbow: +9/+4; Dmg 1d4; Crit 19-20, X2; Rng 30 ft.; Type P<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inquisitor Class Features</div><div class="spoiler_body"><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Orisons</div><div class="spoiler_body">brand, detect magic, disrupt undead, light, sift, stabilize<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Known Spells 5/5/3</div><div class="spoiler_body">1st level - barbed chain, burst bond, cure light wounds, desperate weapon, disguise self<br/>2nd level - confess, cure moderate wounds, hold person, see invisibility<br/>3rd level - bloody arrows, cure serious wounds, invisibility purge</div></div><br/>Glory Domain; touch of glory - allows you touching a creature as a standard action and grant it +4 bonus to cha-based skill check or cha ability check x7; aura of heroism - emit 30' aura of heroism for 8 rounds. This is a swift action. Rounds need not be consecutive<br/>Judgement x3; can pronounce judgement up her foes with as a swift action  <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">List of Judgments</div><div class="spoiler_body">Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.<br/><br/>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 for every three inquisitor levels she possesses.<br/><br/>Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.<br/><br/>Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit 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 she possesses.<br/><br/>Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.<br/><br/>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 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.<br/><br/>Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR 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.<br/><br/>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 for every three inquisitor levels she possesses.<br/><br/>Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, 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 this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).</div></div><br/>Monster Lore: +5 when making skill checks to identify abilities and weaknesses of of creatures<br/>Meticulous Inspection: +4 morale bonus to perception checks<br/>Cunning Initiative: +6 to initiative<br/>Detect Monsters and Secrets: can use detect aberrations, detect secret doors, detect undead. Can use only one of these at any given time<br/>Track; +4 to survival checks made to identify or follow tracks<br/>Favored Enemy: aberrations<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Informed Hunch: Once a day</div><div class="spoiler_body">This functions as augury, except if it succeeds, the royal accuser gets one of the following results in place of weal, woe, or weal and woe. The royal accuser treats his inquisitor level as his caster level.<br/><br/>Correct (if the hunch is the exact truth, such as if a particular individual is responsible for a crime, or if a particular organization is behind a series of events).<br/>Incorrect (if the hunch is entirely off base, such as if a suspected individual had nothing to do with a crime, or a suspected organization had no interest or hand in a series of events).<br/>On the right track (if the hunch is partially correct, such as if a suspected individual participated in a criminal conspiracy or had foreknowledge of the crime in question, or if a suspected organization directly profited from and knew about but did not entirely orchestrate a series of events).</div></div> <br/>Bane; can imbue one of her weapons with the bane weapon special ability as a swift action.  Must choose one creature type when using ability. Type can be changed as a swift action; 8 rounds duration and need not be consecutive<br/>Discern Lies; as per spell 8 rounds per day and need not be consecutive; activated as an immediate action<br/>Second Judgement; selects two different judgments instead of one; consumes one usage of her judgement ability. As a swift action can change one of these judgments to another type<br/><br/><strong>Chosen Feats:</strong> Catch Off-Guard, Cleave, Deft Hands, Eschew Materials, Power Attack<br/><br/><strong>Traits:</strong> pain is pleasure (https://www.d20pfsrd.com/traits/religion-traits/pain-is-pleasure/), strong willed (https://www.d20pfsrd.com/traits/religion-traits/strong-willed/)<br/><br/><strong>Skills:</strong><br/>Bluff +9<br/>Climb +6<br/>Diplomacy +9<br/>Disguise +9<br/>Escape Artist +7<br/>Heal +11<br/>Intimidate +9<br/>Knowledge (arcana)+6<br/>Knowledge (dungeoneering) +6<br/>Knowledge (local) +6<br/>Knowledge (planes) +6<br/>Knowledge (religion) +6<br/>Perception +12<br/>Ride +7<br/>Sense Motive +12<br/>Spellcraft +8<br/>Survival +12<br/>Swim +7<br/><br/>Background:<br/>Craft (alchemy) +8<br/>Linguistics +8<br/>Profession (clerk) +12<br/>Slight of Hand +8 <br/><br/><br/><strong>Equipment and items:</strong><br/>Headband of Inspired Wisdom +2, 4000gp<br/>Axiomatic Quarterstaff +1, 18000gp<br/>Bracers of Armor +3, 9000gp<br/></div></div><br/></div></div>