Aicsirin Evan

View previous topic View next topic Go down

Aicsirin Evan

Post  Admin on Sun Jun 05, 2011 6:50 am



Human Inquisitor 8

Str 18 +4 (22 +6)
Dex 14 +2
Con 16 +3
Int 12 +1
Wis 16 +3
Cha 14 +2

9 Fort 6 3
4 Ref 2 2
9 Will 6 3

BAB 6/1
HP 93
AC 24 (10 + 8 Armor + 4 Shield + 2 Dex)
CMD 28(30 when adjacent to an ally)
Speed 30 (20 Armored)
Init 7

Traits:
Heirloom Weapon
Reactionary

Feats:
H Toughness
1 Advanced Defensive Techniques
3 Blind-Fight
5 Intimidating Prowess
7 Weapon Focus: Falcatta

Bonus Teamwork Feats:
3 Swap Places
6 Coordinated Defense

Class Abilities:
--Domain: Law (Archon)
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
--Judgment: 2 Judgments at a time, 3 encounters/day
--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.
--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 inquisitor 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 only 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 possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork 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 teamwork feat for the inquisitor to receive the listed bonus.
--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 lies, as per the spell, for a number of rounds per day equal to her inquisitor 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. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

LANGUAGES: Common, Mulhorandi

SKILLS: (Total/Name/Ability/Ranks/Class/Others) 64/64
13 Climb 6 4 3
9 Diplomacy 2 4 3
8 Heal 3 2 3
23 Intimidate 2 8 3 6 4
5 Know Arcana 1 1 3
5 Know Dungeoneering 1 1 3
5 Know Nature 1 1 3
5 Know Planes 1 1 3
8 Know Religion 1 4 3
14 Perception 3 8 3
9 Ride 2 4 3
18 Sense Motive 3 8 3 4
12 Spellcraft 1 8 3
14 Survival 3 8 3
11 Swim 6 2 3

Spells Known:
0 1 2 3
6 5 4 3

Spells/Day:
1 2 3
5 5 3

Level 0:
1 Brand
2 Detect Magic
3 Detect Poison
4 Light
5 Read Magic
6 Create Water

Level 1:
1: Divine Favor
2: True Strike
3: Cure Light Wounds
4: Expeditious Retreat
5: Lend Judgment

Level 2:
1: See Invisibility
2: Flames of the Faithful
3: Follow Aura
4: Acute Senses

Level 3:
1: Cure Serious
2: Keen Edge
3: Blessing of the Mole

Equipment:
+2 Heirloom Falcata
+16/+11 AB 1d8+8 19-20 X3 --(Bane, DivFav: +20/+15 (1d8+12)19-20X3 + 2d6)--
CMB: 16 (20 when Bane and Divine Favor)

+1 Morningstar
+13/+8 AB 1d8+7 20X2 --(Bane, DivFav: +17/+12 (1d8+11)20X2 + 2d6)--

Breastplate +2
Large Steel Shield +2
2 Silver Holy Symbols
Ring of Sutenance
Belt of Bull's Str +4

1,600 GP
avatar
Admin
Admin

Posts : 45
Join date : 2010-12-28

http://bishbishbish.forumotion.com

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum