Grand Inquisitor

Grand Inquisitor
Level 18 (+7)
"Grask ...Brachfang. You claim these elves are the only thing standing in the way of my conquest of the western shelf. That is why you have summoned me from my black hut, after all. I do not like being disturbed for any reason, so tell me, if this information is so valuable ...would you stake your life on its validity?"
——Ses’Rak Rot-Tooth, Half-Orc Grand Inquisitor upon his arrival into the Half-Orc war camp
The Grand Inquisitor, and there is only one of such a rank in any Half-Orc army, trains, commands, and rules his small legion of Inquisitors as a master of interrogation. The Grand Inquisitor is more hideous be far than his lesser counterparts and has given himself over to darker powers in full. He wears a black ceremonial robe, stained with a variety of unknown fluids, trimmed with primitive runic silver. One eye is pitch black, the other is a milky white. The evil, deathly energies that fill his body can be released upon those who defy him in overwhelming amounts, and as he possesses Orcish blood he does so freely, often upon his own ranks. Since his wisdom is considered flawless among his own kind, such actions are rarely challenged. The Grand Inquisitor rules through fear and intimidation, answering only to the High Inquisitor himself.
Awareness
22
Senses
Darkvision
Initiative
23/1d8
Max HP
193
Resilience: +3
Healing Value: 38
Morale
3
Defenses
AC
23/28
Touch
19
Fort
22
Reflex
22
Will
21
Resistances: Weapon (DR 1), Daze Resist (1)
Vulnerabilities:
Defensive Actions
Steadfast (Half-Orc Racial ability)
When making a saving throw, may choose to reroll a single die. (Basic)
Attributes / Saving Throws
STR
13 / 16
DEX
13 / 16
CON
14 / 17
INT
15 / 22
WIS
16 / 23
CHA
12 / 19
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 30ft / 4
Sprint 50ft / 4
At-Will
Inquisitor's Claw
+13 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One creature
2d6 + 3 (avg 10) Slashing damage (Crit 3%/6)
Inquisitor's Wrath
Basic • Pot 1d4+11, MR Yes
+12P vs Will
Cast CT 2, REC 4 • Range 50ft • One creature
4d8 + 3 (avg 21) Psychic damage
The Inquisitor assaults the mind of his foes.
Ray of Vengeance
Basic • Pot 1d4+11, MR Yes
+12P vs Reflex
Cast CT 4, REC 3 • Range 50ft • One creature
4d6 + 14 (avg 28) Vile damage
A ray of dark energy springs from the Inquisitor's hand.
Pulse
Basic • Pot 1d4+11, MR Yes
+12 vs Fortitude
Cast  • Range 15ft • All creatures within range
4d6 + 14 (avg 28) Force damage
A pulse of divine energy rips froth from the Inquisitor.
2d6 +1 (avg 8) Bludgeoning damage
Grapple +12
Uses: 3
Short Rest
Divine Dispelling
Advanced • Pot 1d10+11, MR Yes
Cast CT 5, REC 4 • Range 100ft • One magical effect
The Inquisitor uses divine energies to disrupt the flow of magic. Make an Opposed Potency check against the effect. If successful, the target effect is immediately dispelled.
Countercast
Advanced • Pot 1d10+11, MR Yes
Readied  • Range 100ft • One creature who has completed a cast (requires Readied Action and identification of what is being cast).
The Inquisitor unweaves the magics of the target ability. Make an Opposed Potency check against the target. If successful, the target's power is immediately disrupted.
Poison
 [PoisonAdvanced • Pot 1d8+11, MR Yes
+12 vs Touch
Cast CT 2, REC 7 • Melee Reach 5ft • One creature
4d8 + 17 (avg 35) Necrotic damage
Pure poison leeches from the Inquisitor's fingers. On a hit, the target also suffers ongoing 1d4 Stamina Damage [SE, ST 4d10 vs CON] every 10 segments.
Discordance
Advanced • Pot 1d8+11, MR Yes
+12P vs Fortitude
Cast CT 4, REC 5 • Range 100ft, Area 40ft diameter area • All creatures within area
4d6 + 38 (avg 52) Sonic damage
A burst of discordant sound issues throughout the area. On a hit, targets are also Dazed for 1d6+2 segments. On a miss, targets suffer half damage.
Uses: 3
Extended Rest
Flame Strike
Legendary • Pot 1d12+11, MR Yes
+12P vs Reflex
Cast CT 6, REC 4 • Range 100ft, Area 20ft diameter cylinder, 40ft high • All creatures within area
4d6 + 63 (avg 77) Fire and Annihilation damage
A huge cylinder of divine flame bursts forth. On a miss, targets suffer half damage.
Harm
 [DeathLegendary • Pot 1d12+11, MR Yes
+12 vs Touch
Cast CT 6, REC 4 • Melee Reach 5ft • One creature
Up to 350 Necrotic damage
The Inquisitor reaches out with a deathly touch. On a hit, the target is suffers Necrotic damage sufficient enough to reduce them to a minimum of 1 hitpoint (up to a maximum of 350 damage).
Overland Movement
30 mi/day
Qualities
  • Imposing: Gain a +2 racial bonus to Coercion checks. (inc.)
  • Orcish Hide: Damage Reduction to Weapon Damage equal to [½ x Physical Rank]. (inc.)
  • Thick Headed: Daze Resistance (1). (inc.)
  • Orcish Fortitude: +2 racial bonus to Fortitude. (inc.)
Skills: Balance R3 (+5), Climb R1 (+1), Jump R1 (+1), Riding R2 (+3), Swim R1 (+1), Listen R4 (+10), Spot R6 (+14), Alchemy R6 (+14), Ritual Casting R7 (+16), Investigate R6 (+14), Eldritch Arts R6 (+13), Religious Arts R8 (+17), Coercion R7 (+17), Manipulation R4 (+9), Persuasion R7 (+16), Bravery R4 (+9), Intuition R6 (+14), Suspicion R5 (+12)
Feats: Fast Initiative, Improved Potency, Mental Fortitfaction, Improved Potency, Great Morale
Philosophies: Rank 4 Mental, Rank 3 Physical, Rank 7 Divine, Rank 3 Eldritch
Combat Training: Cast 4, Melee 3, Fort 2, Reflex 3, Will 3
Wits: +10, Brawn: +8
Equipment: Breast Plate, Inquisitor's Claw
Social
Languages: Common
Composure: 19
Charm
+1
Coercion
+17
Deception
+1
Manipulation
+9
Persuasion
+16
Aloofness
+1
Bravery
+9
Intuition
+14
Tolerance
+1
Suspicion
+12
Prejudices:
  • Eldritch Magic Users: Hate 2
  • Non-Orcish: Doubt 1
Motives: Destroy and imprison Eldrtich Magic users