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<blockquote data-quote="Fangor the Fierce" data-source="post: 5276041" data-attributes="member: 17100"><p>[sblock=Aaron Human Inquisitor][sblock=Game Info]Race: Human</p><p>Class: Inquisitor</p><p>Level: 4</p><p>Experience: 0</p><p>Alignment: Lawful Good</p><p>Languages: Common</p><p>Deity: Gracenys[/sblock][sblock=Abilities][code]Str: 14 (+2)</p><p>Dex: 16 (+3)</p><p>Con: 16 (+3)</p><p>Int: 8 (-1)</p><p>Wis: 18 (+4) (+2 Racial, +1 Lvl 4)</p><p>Cha: 11 (+0) [/code][/sblock][sblock=Combat][code]HP: 38 = [4d8 + 12] + 4 (FC)</p><p>AC: 17 = 10 + 4 (armor) + 0 (shield) + 3 (DEX),</p><p>AT: 13 = 10 + 3 (DEX)</p><p>AF: 14 = 10 + 4 (armor) + 0 (shield)</p><p>INIT: +7 = +3 (DEX) +4 (WIS) Cunning Initiative</p><p>BAB: +3 = +3 (INQ)</p><p>CMB: +5 = +2 (STR) + 3 (BAB)</p><p>CMD: 18 = 10 + 2 (STR) + 3 (DEX) + 3 (BAB)</p><p>FOR: +7 = +4 (base) + 3 (stat)</p><p>REF: +4 = +1 (base) + 3 (stat)</p><p>WIL: +8 = +4 (base) + 4 (stat)</p><p>Speed: 30'</p><p>Damage Reduction: 0</p><p>Spell Resistance: 0[/code][/sblock][sblock=Weapon Stats]Melee +5</p><p>Ranged +6</p><p>Bastard Sword: +7 = +3(BAB) +2(STR) +2(MW/TRT)/ DMG = 1d10+3(S), CRIT 19-20x2</p><p><s>Silver Light Mace: +5 = +3(BAB) +2(STR) +0(MISC)/ DMG = 1d6+1(B), CRIT 20x2</s></p><p>Spiked Gauntlet: +5 = +3(BAB) +2(STR) +0(MISC)/ DMG = 1d4+2(P), CRIT 20x2</p><p>Dagger (Melee): +5 = +3(BAB) +2(DEX) +0(MISC)/ DMG = 1d4+2(P), CRIT 19-20x2 </p><p>Dagger : +6 = +3(BAB) +3(DEX) +0(MISC)/ DMG = 1d4+2(P), CRIT 19-20x2, 10'</p><p>MW Composite Longbow +1STR: +7 = +3(BAB) +3(DEX) +1(MW)/ DMG = 1d8+1(P), CRIT 20x3, 110'[/sblock][sblock=Racial Traits]+2 to any stat (WIS), Medium Size, 30' movement, Bonus 1st level feat, +1 Skill rank each level[/sblock][sblock=Inquisitor Features]<u><strong>Class Proficiencies</strong></u></p><p>Simple Weapons plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of their deity(<em>Bastard Sword</em>). Light Armor, medium armor, and shields (except tower shields).</p><p><strong><u></u></strong></p><p><strong><u>Spells Known</u> </strong>-</p><p><strong>Orisons</strong>- (<a href="http://www.d20pfsrd.com/magic/all-spells/a/acid-splash" target="_blank">Acid Splash</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic" target="_blank">Detect Magic</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-poison" target="_blank">Detect Poison</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/read-magic" target="_blank">Read Magic</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/g/guidance" target="_blank">Guidance</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/s/stabilize" target="_blank">Stabilize</a>)</p><p><strong>1st LVL </strong>- (<a href="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" target="_blank">Cure Light Wounds</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith" target="_blank">Shield of Faith</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/w/wrath" target="_blank">Wrath</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat" target="_blank">Expeditious Retreat</a>)</p><p><strong>2nd LVL </strong>- (<a href="http://www.d20pfsrd.com/magic/all-spells/c/castigate" target="_blank">Castigate </a>, <a href="http://www.d20pfsrd.com/magic/all-spells/i/invisibility" target="_blank">Invisibility</a>)</p><p></p><p><u><strong>Spells per Day</strong></u> "_" equals unused slot, "X" equals used spell slot</p><p><strong>1st LVL</strong> - (_)(_)(_)(_)</p><p><strong>2nd LVL</strong> - (_)(_)</p><p><u><strong></strong></u></p><p><u><strong>Domain - Fervor</strong></u></p><p><strong>Fire of Belief (Sp)</strong> <strong>7/</strong><strong>day</strong>: You can unleash a gout of holy or unholy flame that sears one <u>nongood </u>target within 30 feet as a ranged touch attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p><strong>Fervent Action (Ex)</strong>: At 8th level, once per day as a swift action, you can make a single melee attack at your highest attack bonus, move up to your speed, or cast a prepared inquisitor spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell.</p><p></p><p><u><strong>Judgment</strong></u>- 2/day, Swift Action to start and switch in combat, lasts until end of combat (Can not be frightened, panicked, paralyzed, stunned, or unconscious, or prevented from combat)[code][B]Destruction[/B]</p><p>+1 Sacred Bonus to Damage Rolls, +1 for every three inquisitor levels</p><p>[B]Healing[/B]</p><p>Fast Healing 1, increases by 1 point for every three inquisitor levels</p><p>[B]Justice[/B]</p><p>+1 Sacred Bonus to Attack Rolls, increases by +1 for every five inquisitor levels, bonus is doubled on all attack rolls made to confirm critical hits at 10th level</p><p>[B]Piercing[/B]</p><p>+1 Sacred Bonus to Concentration Checks/Caster Level Checks vs SR, increases by +1 for every three inquisitor levels</p><p>[B]Protection[/B]</p><p>+1 Sacred Bonus to AC, increases by +1 for every five inquisitor levels, bonus is doubled against attack rolls made to confirm critical hits against the inquisitor at 10th level</p><p>[B]Purity[/B]</p><p>+1 Sacred Bonus to Saving Throws, increases by +1 for every five inquisitor levels, bonus is doubled against curses, diseases, and poisons at 10th level</p><p>[B]Resiliency[/B]</p><p>Damage Reduction 1/Magic, increases by 1 for every five levels, DR changes from Magic to Evil at 10th level</p><p>[B]Resistance[/B]</p><p>2 Points Energy Resistance, increases by 2 for every three inquisitor levels (Cold, Fire, Acid, Electricity, or Sonic)</p><p>[B]Smiting[/B]</p><p>Weapons count as Magic vs DR, count as one alignment type vs DR at 6th level, count as adamantine as well at 10th level[/code]<u><strong>Monster Lore</strong></u></p><p>Add WIS modifier to Knowledge skill check to identify abilities and weaknesses of creatures</p><p></p><p><u><strong>Stern Gaze</strong></u></p><p>+1/2 Inquisitor Level (Min +1) Morale Bonus to Intimidate and Sense Motive</p><p></p><p><u><strong>Cunning Initiative</strong></u> </p><p>Add WIS modifier to Initiative</p><p></p><p><u><strong>Detect Alignment</strong></u> </p><p>At Will, Detect Chaos/Good/Evil/Law</p><p></p><p><u><strong>Track </strong></u></p><p>1/2 Class Level to Survival to Spot/Identify Tracks</p><p></p><p><u><strong>Solo Tactics</strong></u></p><p>Allies treated as if they possess same teamwork feats as the inquisitor, only Inquisitor gains bonus unless ally has same teamwork feat.</p><p></p><p><u><strong>Changing Teamwork Feat</strong></u></p><p>As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork 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 teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.</p><p></p><p>240gp Starting Gold[/sblock][sblock=Occupation]<u><strong>Squire</strong></u></p><p>Noble Warrior in training.</p><p>+1 Competence bonus to Sense Motive and Intimidate</p><p>Bonus Feat = Alertness (+2 Sense Motive/Perception)</p><p>160gp Extra Gold[/sblock][sblock=Feats]<u><strong>Alertness</strong></u> (+2 Sense Motive/Perception) (Occupation)</p><p><u><strong>Combat Reflexes</strong></u> - Additional AoO's for Dex Modifier (4 AoO's/round) (1st Level)</p><p><u><strong>Bodyguard</strong></u> - If adjacent ally attacked, use AoO vs foe for Aid Another for +2AC to Ally (Human Bonus)</p><p><u><strong>In Harm's Way</strong></u> - While using Aid Another to improve ally's AC, can immediately intercept successful attack with full effects (3rd Level)</p><p><strong><u>Precise Strike</u></strong> - Deal +1d6 precision damage on melee attacks if flanking with ally (Teamwork Feat)[/sblock][sblock=Traits]<u><strong>Heirloom Weapon</strong></u> - Bastard Sword - MW and +1 Trait bonus on Attack Rolls</p><p><u><strong>Armor Expert</strong></u> - Armor Check Penalty reduced by 1[/sblock][sblock=Skills]Skill Ranks: 24</p><p>Max Ranks: 4 </p><p>ACP: 0</p><p>[code]Skills Total Ranks Ablty Class Occu Misc</p><p>Heal +4 +0 +4 +0 +0 +0 </p><p>Intimidate +10 +4 +0 +3 +1 +2 (Stern Gaze)</p><p>Knowledge (Arcana) +6/+10 +4 -1 +3 +0 +0 </p><p>Knowledge (Religion) +6/+10 +4 -1 +3 +0 +0 </p><p>Perception +13 +4 +4 +3 +0 +2 (Feat)</p><p>Sense Motive +16 +4 +4 +3 +1 +4 (Feat/SternGaze)</p><p>Survival +11/+13 +4 +4 +3 +0 +0[/code][/sblock][sblock=Equipment]</p><p>[code]Equipment Cost(gp) Weight (lbs)</p><p>[B]WORN[/B]</p><p>Explorers Outfit (Free) 0 0</p><p>Wooden Holy Symbol 1 0</p><p>MW Chain Shirt 100 25</p><p>MW Cold Iron Bastard Sword 70 6</p><p>Spiked Gauntlet 5 1</p><p>Dagger 2 1</p><p>[s]Silver Light Mace 15 4[/s]</p><p>Signal Whistle .8 0</p><p>Signet Ring 5 0</p><p>Spell Component Pouch 5 2</p><p>Ioun Torch 75 0</p><p>[B]</p><p>Scroll Case[/B] 1 .5</p><p>Cure Light Wounds x3 25 0</p><p></p><p>[B]MW Backpack[/B] 50 4</p><p>Flint & Steel 1 0</p><p>Waterskin 1 4</p><p>Weapon Cordx5 .5 0</p><p>Whetstone .02 2</p><p>Silk Rope 10 5</p><p>Portrait Book 10 3</p><p>Ink 8 0</p><p>Inkpen .1 0</p><p>Paper x5 2 0</p><p>5 Days Rations (5lbs)</p><p></p><p>[B]Belt Pouch[/B] 1 .5</p><p>Chalk x5 (colored) .05 0 </p><p>Flask of Oil (1 lb)</p><p>Potion CMW 2d8+5</p><p>[s]Silversheen[/s]</p><p></p><p>[/code][/sblock][sblock=Treasure]</p><p>MW Composite Longbow +1STR (3lbs)</p><p>20 Arrows (3lbs)</p><p>Red Armbands x3</p><p>[sblock=Dream Shroud]</p><p>Aura faint divination; CL 3rd</p><p>Slot belt or shoulders; Price 3,000gp; Weight --</p><p> </p><p> <u>Description-</u></p><p>This silk sheet displays faded images of old myths of the city of Gate Pass. When worn as a belt sash or a cloak, this item functions as a phylactery of faithfulness, with the extra ability to cast align weapon once per day if the wearer whispers.<em> "Please don't let my death be in vain,"</em> during which the shroud briefly is vivid and beautiful as when it was first created. It cannot align a weapon to evil.[/sblock]</p><p><strong>Treasure</strong>: 11gp, 5sp, 3cp Gems:[/sblock][sblock=Encumbrance]</p><p>Total weight carried: 66</p><p>Maximum weight possible:</p><p>Light Load Max = 58 lbs / 66 lbs</p><p>Medium Load Max= 116 lbs / 133 lbs</p><p>Heavy Load Max = 175 lbs / 200 lbs</p><p>Lift off Ground = 350 lbs</p><p>Overhead = 175 lbs</p><p>Drag = 875 lbs[/sblock][sblock=Portrait]<img src="http://i12.photobucket.com/albums/a206/dpuentes77/Aaron.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock][sblock=Details]Size: Medium</p><p>Gender: Male</p><p>Age: 18</p><p>Height: 5'10"</p><p>Weight: 176lbs</p><p>Hair Color: Brown</p><p>Eye Color: Green</p><p>Skin Color: Fair</p><p>Appearance: A cloaked figure approaches; the brown hood covering the face with shadows. You spy the sleeves of a chain shirt from underneath a stitched blue tunic that unwittingly bears the symbol of a cross in the center from the stitch pattern. Thick gloves, marked with studded steel spikes at the knuckles warn you of the ability for this man to handle himself at all times. Carrying a very unique and easily identifiable bastard sword, the cold iron weapon warns of its intent at defeating evil. Carrying a pack along his back, and a silver morningstar at his side, he walks with purpose, as he removes the hood, revealing a young man, perhaps in his late teens, staring at you and sizing you up. It is then that you see the wooden holy symbol of Gracenys, and know that Aaron, the newly appointed Inquisitor is standing before you...</p><p>Deamenaor: TBD[/sblock][sblock=Background]Having had grown up in a decent family, Aaron's lineage goes back to generations of faithful followers of Gracenys. Aaron admires his father, as he seems to be a valuable asset to the church, often performing odd jobs for the church leaders at times, but never one to reveal what exactly the jobs were. Always curious, Arron asked, but was never answered with a straight answer.</p><p></p><p>His youth was filled with excitement, as his family had status with the nearby royalty that enabled their son Aaron to become a squire. He would often learn of the noble warrior ways, intent on finishing his training and making a name for himself as well as doing his family proud. This afforded him the continued interaction with the Hammerstar Clan, who's Dwarven members often had ties to royal proceedings and noble families, as they were usually called in for diplomatic solutions to issues with the land holders. Often times, the diplomat was a dwarven man, yet was not afraid to lend a helping hand as well. His daughter, Marda, often accompanied him, and Aaron often times saw her around. She was kind, gentle, and always wanting to help. </p><p></p><p>He remembers the day that he had chosen to sway from the path of squire to one more in line with his father's. The attack was swift, the poison gas everywhere. Taking the chance, Aaron had ran into the gas, with breath held, attempting to save anyone he could. Surprised to find Marda unconscious and passed out, he feared he was too late. Aaron bent down and at the age of only 14 was able to drag the heavy dwarf out of the gas and to safety. Mind you, this was a feat on its own, as the distance was well over 100 yards, yet Aaron somehow managed to keep his wits and breath held.</p><p></p><p>When he could drag the dwarf no more, Aaron collapsed, kneeling on the steps nearby. Realizing that the stairs were to the local church of Gracenys, the church leaders went to work quickly to save their beloved Marda, who was a follower and cleric of the church as well as something more, considering the haste and talk that they flew into. As Marda was saved, so was Aaron, as they welcomed him into the church, teaching him the secrets that his father held from him for good reason. For the next few years, Aaron gave up his life as a squire, yet learned a new trade. He was adept at his teachings, and was often commended for being in the saving grace of Gracenys for his heroic act. Marda too had become a beacon of faith, teaching the young Aaron about the true power of faith, as she sought somewhere to keep her mind focused, as the loss of her father scored a deep wound in the dwarf. </p><p></p><p>They became very close friends, and learned from each other more often than not. Aaron was the benefactor, as Marda was able to teach him some magic as well, while they both kept each other on their best guard for battle. What Marda could not deal with in the gift of diplomacy, Aaron dealt with in his own fashion. It was this gift of ferreting out defilers of their faith that granted him his greatest gift; that of his father's sword and his father's trust. Aarons father told him of the dealings he had with the enemies of the church, more often than not also came in the forms other than humanoid. Demons, servants of evil, necromancers and other vile creatures filled his mind as his father imparted just exactly what his assistance to the church entailed.</p><p></p><p>Then his father brought out the sword, which at first looked ragged and scored with cracks and dents. Upon a closer look, the weapon was a darker color than most, and had a dull glint to it. The scores and markings were actually cryptic engravings of which Aaron had no idea of their origin. Told that the sword had been passed down to those that proved themselves as able to fend off and root out evil, it was then handed to him, with the purpose of continuing the mission that his father now gave to Aaron.</p><p></p><p>Now, armed with his heirloom weapon, the knowledge about the secrets of the church, as well as the powers of Gracenys to empower him, he continues his trek to seek out evil and destroy it. Hearing of a new emerging threat, Aaron was beckoned by Marda to a meeting at midnight, New Years Eve, at the aptly named Poison Apple Pub. If ever there was a sign from Gracenys on their involvement, the two survivors of the poison attack years ago set forth, intent on getting to the root of this threat...[/sblock][sblock=Adventure Log][sblock=Day3 - Last night at Haden's House]The last few days have tested my faith. The meeting did not go as planned, as the place was bombarded and attacked. We made it out, together, and our journey had begun. The information we had acquired and were to deliver had us en route across to the Burning Forest. </p><p></p><p>Then I met her. She was beautiful, but there was something else about her. Something that seems to have me drawn to protect her. She has warned us of the evil that sticks to our heels. The enemy is tough, and we are tested at every corner. Fantalass seems to have a unique gift in magical items. There does not seem to be a limit to his knowledge. He has come in handy. Shade, ever so gruff, has shown her mettle in battle. I would not like to have her on my bad side, but still, if it was your will, then so be it.</p><p></p><p>Marda has stayed the course, channeling your healing powers to us all when we needed it. We almost lost her to that large oaf, but Torrent stepped in, even with the danger present. I owe Torrent for that, and hope to repay that debt. As for Barrik, he was the one that took this job for his own accord and selfish reason. Or so I thought at first. He gained the information, yet continues to help us out. His companion, the other-worldly wolf-like creature, has me confounded. I have not seen anything like it, and it continues to evolve. </p><p></p><p>Cyrstin's father even gave him a suit of armor, for he saw something in him that nobody else did. Barrik reminds me of someone I knew. Someone from the training grounds. Rough, keeping to himself, easily keeping others at arms length. Yet, when the time came, when the cards were laid on the table, it was he who rose to the challenge. Perhaps this is Barrik's challenge. The time when he would make his choice in life to a path offered to him.</p><p></p><p>We are all on this path, somehow, together and in each others debt. Tomorrow, we head through the forest. Tonight, we rest and mourn for Cyrstin's loss. Tonight, I pray to you Gracenys, to help guide us on this path.[/sblock][/sblock][/sblock][sblock=Level Ups][sblock=Level 2 Increase] <a href="http://www.enworld.org/forum/5363542-post257.html" target="_blank">+8HP</a> +1FC</p><p>+1 BAB</p><p>+1 Fort & Will saves</p><p>Cunning Initiative (Add WIS modifier to Initiative)</p><p>Detect Alignment (At Will, Detect Chaos/Good/Evil/Law)</p><p>Track (1/2 Class Level to Survival to Spot/Identify Tracks)</p><p>+6 Skill Points (+1 to each skill with current rank in it)</p><p>Learn 1 Orison - Guidance</p><p>Learn 1 First Level Spell - Wrath</p><p>Additional First Level Spell Use Per Day [/sblock][sblock=Level 3 Increase] 1d8+3+1FC = 6</p><p>+1 BAB</p><p>+1 Reflex saves</p><p>Solo Tactics (Allies treated as if they possess same teamwork feats as the inquisitor, only Inquisitor gains bonus)</p><p>Teamwork Feat = Precise Strike (Deal +1d6 precision damage on melee attacks if flanking with ally)</p><p>[sblock=Changing Teamwork Feat]As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork 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 teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/sblock]</p><p>+6 Skill Points (+1 to each skill with current rank in it)</p><p>Learn 1 Orison - <a href="http://www.d20pfsrd.com/magic/all-spells/s/stabilize" target="_blank">Stabilize</a></p><p>Learn 1 First Level Spell - <a href="http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat" target="_blank">Expeditious Retreat</a></p><p>Additional First Level Spell Use Per Day</p><p>New Feat - In Harm's Way [/sblock][sblock=Level 4 Increase]1d8+3CON+1FC HP</p><p>+1 to Wisdom</p><p>+1 BAB</p><p>+1 Fort and Will saves</p><p>+6 Skill Points (+1 to each skill with current rank in it)</p><p>Learn 2 Second Level Spells - <a href="http://www.d20pfsrd.com/magic/all-spells/c/castigate" target="_blank">Castigate</a> / <a href="http://www.d20pfsrd.com/magic/all-spells/i/invisibility" target="_blank">Invisibility</a></p><p>2 Second Level Spell Uses Per Day</p><p>Extra use of Judgment class feature Per Day[/sblock][/sblock]</p><p><u></u></p><p><u><a href="http://www.d20pfsrd.com/classes/base-classes/inquisitor" target="_blank">Inquisitor Class (OGC)</a></u></p><p><u></u></p><p><u><strong>HP Rolls</strong></u></p><p><u></u></p></blockquote><p></p>
[QUOTE="Fangor the Fierce, post: 5276041, member: 17100"] [sblock=Aaron Human Inquisitor][sblock=Game Info]Race: Human Class: Inquisitor Level: 4 Experience: 0 Alignment: Lawful Good Languages: Common Deity: Gracenys[/sblock][sblock=Abilities][code]Str: 14 (+2) Dex: 16 (+3) Con: 16 (+3) Int: 8 (-1) Wis: 18 (+4) (+2 Racial, +1 Lvl 4) Cha: 11 (+0) [/code][/sblock][sblock=Combat][code]HP: 38 = [4d8 + 12] + 4 (FC) AC: 17 = 10 + 4 (armor) + 0 (shield) + 3 (DEX), AT: 13 = 10 + 3 (DEX) AF: 14 = 10 + 4 (armor) + 0 (shield) INIT: +7 = +3 (DEX) +4 (WIS) Cunning Initiative BAB: +3 = +3 (INQ) CMB: +5 = +2 (STR) + 3 (BAB) CMD: 18 = 10 + 2 (STR) + 3 (DEX) + 3 (BAB) FOR: +7 = +4 (base) + 3 (stat) REF: +4 = +1 (base) + 3 (stat) WIL: +8 = +4 (base) + 4 (stat) Speed: 30' Damage Reduction: 0 Spell Resistance: 0[/code][/sblock][sblock=Weapon Stats]Melee +5 Ranged +6 Bastard Sword: +7 = +3(BAB) +2(STR) +2(MW/TRT)/ DMG = 1d10+3(S), CRIT 19-20x2 [s]Silver Light Mace: +5 = +3(BAB) +2(STR) +0(MISC)/ DMG = 1d6+1(B), CRIT 20x2[/s] Spiked Gauntlet: +5 = +3(BAB) +2(STR) +0(MISC)/ DMG = 1d4+2(P), CRIT 20x2 Dagger (Melee): +5 = +3(BAB) +2(DEX) +0(MISC)/ DMG = 1d4+2(P), CRIT 19-20x2 Dagger : +6 = +3(BAB) +3(DEX) +0(MISC)/ DMG = 1d4+2(P), CRIT 19-20x2, 10' MW Composite Longbow +1STR: +7 = +3(BAB) +3(DEX) +1(MW)/ DMG = 1d8+1(P), CRIT 20x3, 110'[/sblock][sblock=Racial Traits]+2 to any stat (WIS), Medium Size, 30' movement, Bonus 1st level feat, +1 Skill rank each level[/sblock][sblock=Inquisitor Features][U][B]Class Proficiencies[/B][/U] Simple Weapons plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of their deity([I]Bastard Sword[/I]). Light Armor, medium armor, and shields (except tower shields). [B][U] Spells Known[/U] [/B]- [B]Orisons[/B]- ([URL="http://www.d20pfsrd.com/magic/all-spells/a/acid-splash"]Acid Splash[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic"]Detect Magic[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/d/detect-poison"]Detect Poison[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/r/read-magic"]Read Magic[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/g/guidance"]Guidance[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/s/stabilize"]Stabilize[/URL]) [B]1st LVL [/B]- ([URL="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds"]Cure Light Wounds[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith"]Shield of Faith[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/w/wrath"]Wrath[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat"]Expeditious Retreat[/URL]) [B]2nd LVL [/B]- ([URL="http://www.d20pfsrd.com/magic/all-spells/c/castigate"]Castigate [/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/i/invisibility"]Invisibility[/URL]) [U][B]Spells per Day[/B][/U] "_" equals unused slot, "X" equals used spell slot [B]1st LVL[/B] - (_)(_)(_)(_) [B]2nd LVL[/B] - (_)(_) [U][B] Domain - Fervor[/B][/U] [B]Fire of Belief (Sp)[/B] [B]7/[/B][B]day[/B]: You can unleash a gout of holy or unholy flame that sears one [U]nongood [/U]target within 30 feet as a ranged touch attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. [B]Fervent Action (Ex)[/B]: At 8th level, once per day as a swift action, you can make a single melee attack at your highest attack bonus, move up to your speed, or cast a prepared inquisitor spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell. [U][B]Judgment[/B][/U]- 2/day, Swift Action to start and switch in combat, lasts until end of combat (Can not be frightened, panicked, paralyzed, stunned, or unconscious, or prevented from combat)[code][B]Destruction[/B] +1 Sacred Bonus to Damage Rolls, +1 for every three inquisitor levels [B]Healing[/B] Fast Healing 1, increases by 1 point for every three inquisitor levels [B]Justice[/B] +1 Sacred Bonus to Attack Rolls, increases by +1 for every five inquisitor levels, bonus is doubled on all attack rolls made to confirm critical hits at 10th level [B]Piercing[/B] +1 Sacred Bonus to Concentration Checks/Caster Level Checks vs SR, increases by +1 for every three inquisitor levels [B]Protection[/B] +1 Sacred Bonus to AC, increases by +1 for every five inquisitor levels, bonus is doubled against attack rolls made to confirm critical hits against the inquisitor at 10th level [B]Purity[/B] +1 Sacred Bonus to Saving Throws, increases by +1 for every five inquisitor levels, bonus is doubled against curses, diseases, and poisons at 10th level [B]Resiliency[/B] Damage Reduction 1/Magic, increases by 1 for every five levels, DR changes from Magic to Evil at 10th level [B]Resistance[/B] 2 Points Energy Resistance, increases by 2 for every three inquisitor levels (Cold, Fire, Acid, Electricity, or Sonic) [B]Smiting[/B] Weapons count as Magic vs DR, count as one alignment type vs DR at 6th level, count as adamantine as well at 10th level[/code][U][B]Monster Lore[/B][/U] Add WIS modifier to Knowledge skill check to identify abilities and weaknesses of creatures [U][B]Stern Gaze[/B][/U] +1/2 Inquisitor Level (Min +1) Morale Bonus to Intimidate and Sense Motive [U][B]Cunning Initiative[/B][/U] Add WIS modifier to Initiative [U][B]Detect Alignment[/B][/U] At Will, Detect Chaos/Good/Evil/Law [U][B]Track [/B][/U] 1/2 Class Level to Survival to Spot/Identify Tracks [U][B]Solo Tactics[/B][/U] Allies treated as if they possess same teamwork feats as the inquisitor, only Inquisitor gains bonus unless ally has same teamwork feat. [U][B]Changing Teamwork Feat[/B][/U] As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork 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 teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. 240gp Starting Gold[/sblock][sblock=Occupation][U][B]Squire[/B][/U] Noble Warrior in training. +1 Competence bonus to Sense Motive and Intimidate Bonus Feat = Alertness (+2 Sense Motive/Perception) 160gp Extra Gold[/sblock][sblock=Feats][U][B]Alertness[/B][/U] (+2 Sense Motive/Perception) (Occupation) [U][B]Combat Reflexes[/B][/U] - Additional AoO's for Dex Modifier (4 AoO's/round) (1st Level) [U][B]Bodyguard[/B][/U] - If adjacent ally attacked, use AoO vs foe for Aid Another for +2AC to Ally (Human Bonus) [U][B]In Harm's Way[/B][/U] - While using Aid Another to improve ally's AC, can immediately intercept successful attack with full effects (3rd Level) [B][U]Precise Strike[/U][/B] - Deal +1d6 precision damage on melee attacks if flanking with ally (Teamwork Feat)[/sblock][sblock=Traits][U][B]Heirloom Weapon[/B][/U] - Bastard Sword - MW and +1 Trait bonus on Attack Rolls [U][B]Armor Expert[/B][/U] - Armor Check Penalty reduced by 1[/sblock][sblock=Skills]Skill Ranks: 24 Max Ranks: 4 ACP: 0 [code]Skills Total Ranks Ablty Class Occu Misc Heal +4 +0 +4 +0 +0 +0 Intimidate +10 +4 +0 +3 +1 +2 (Stern Gaze) Knowledge (Arcana) +6/+10 +4 -1 +3 +0 +0 Knowledge (Religion) +6/+10 +4 -1 +3 +0 +0 Perception +13 +4 +4 +3 +0 +2 (Feat) Sense Motive +16 +4 +4 +3 +1 +4 (Feat/SternGaze) Survival +11/+13 +4 +4 +3 +0 +0[/code][/sblock][sblock=Equipment] [code]Equipment Cost(gp) Weight (lbs) [B]WORN[/B] Explorers Outfit (Free) 0 0 Wooden Holy Symbol 1 0 MW Chain Shirt 100 25 MW Cold Iron Bastard Sword 70 6 Spiked Gauntlet 5 1 Dagger 2 1 [s]Silver Light Mace 15 4[/s] Signal Whistle .8 0 Signet Ring 5 0 Spell Component Pouch 5 2 Ioun Torch 75 0 [B] Scroll Case[/B] 1 .5 Cure Light Wounds x3 25 0 [B]MW Backpack[/B] 50 4 Flint & Steel 1 0 Waterskin 1 4 Weapon Cordx5 .5 0 Whetstone .02 2 Silk Rope 10 5 Portrait Book 10 3 Ink 8 0 Inkpen .1 0 Paper x5 2 0 5 Days Rations (5lbs) [B]Belt Pouch[/B] 1 .5 Chalk x5 (colored) .05 0 Flask of Oil (1 lb) Potion CMW 2d8+5 [s]Silversheen[/s] [/code][/sblock][sblock=Treasure] MW Composite Longbow +1STR (3lbs) 20 Arrows (3lbs) Red Armbands x3 [sblock=Dream Shroud] Aura faint divination; CL 3rd Slot belt or shoulders; Price 3,000gp; Weight -- [U]Description-[/U] This silk sheet displays faded images of old myths of the city of Gate Pass. When worn as a belt sash or a cloak, this item functions as a phylactery of faithfulness, with the extra ability to cast align weapon once per day if the wearer whispers.[I] "Please don't let my death be in vain,"[/I] during which the shroud briefly is vivid and beautiful as when it was first created. It cannot align a weapon to evil.[/sblock] [B]Treasure[/B]: 11gp, 5sp, 3cp Gems:[/sblock][sblock=Encumbrance] Total weight carried: 66 Maximum weight possible: Light Load Max = 58 lbs / 66 lbs Medium Load Max= 116 lbs / 133 lbs Heavy Load Max = 175 lbs / 200 lbs Lift off Ground = 350 lbs Overhead = 175 lbs Drag = 875 lbs[/sblock][sblock=Portrait][IMG]http://i12.photobucket.com/albums/a206/dpuentes77/Aaron.jpg[/IMG][/sblock][sblock=Details]Size: Medium Gender: Male Age: 18 Height: 5'10" Weight: 176lbs Hair Color: Brown Eye Color: Green Skin Color: Fair Appearance: A cloaked figure approaches; the brown hood covering the face with shadows. You spy the sleeves of a chain shirt from underneath a stitched blue tunic that unwittingly bears the symbol of a cross in the center from the stitch pattern. Thick gloves, marked with studded steel spikes at the knuckles warn you of the ability for this man to handle himself at all times. Carrying a very unique and easily identifiable bastard sword, the cold iron weapon warns of its intent at defeating evil. Carrying a pack along his back, and a silver morningstar at his side, he walks with purpose, as he removes the hood, revealing a young man, perhaps in his late teens, staring at you and sizing you up. It is then that you see the wooden holy symbol of Gracenys, and know that Aaron, the newly appointed Inquisitor is standing before you... Deamenaor: TBD[/sblock][sblock=Background]Having had grown up in a decent family, Aaron's lineage goes back to generations of faithful followers of Gracenys. Aaron admires his father, as he seems to be a valuable asset to the church, often performing odd jobs for the church leaders at times, but never one to reveal what exactly the jobs were. Always curious, Arron asked, but was never answered with a straight answer. His youth was filled with excitement, as his family had status with the nearby royalty that enabled their son Aaron to become a squire. He would often learn of the noble warrior ways, intent on finishing his training and making a name for himself as well as doing his family proud. This afforded him the continued interaction with the Hammerstar Clan, who's Dwarven members often had ties to royal proceedings and noble families, as they were usually called in for diplomatic solutions to issues with the land holders. Often times, the diplomat was a dwarven man, yet was not afraid to lend a helping hand as well. His daughter, Marda, often accompanied him, and Aaron often times saw her around. She was kind, gentle, and always wanting to help. He remembers the day that he had chosen to sway from the path of squire to one more in line with his father's. The attack was swift, the poison gas everywhere. Taking the chance, Aaron had ran into the gas, with breath held, attempting to save anyone he could. Surprised to find Marda unconscious and passed out, he feared he was too late. Aaron bent down and at the age of only 14 was able to drag the heavy dwarf out of the gas and to safety. Mind you, this was a feat on its own, as the distance was well over 100 yards, yet Aaron somehow managed to keep his wits and breath held. When he could drag the dwarf no more, Aaron collapsed, kneeling on the steps nearby. Realizing that the stairs were to the local church of Gracenys, the church leaders went to work quickly to save their beloved Marda, who was a follower and cleric of the church as well as something more, considering the haste and talk that they flew into. As Marda was saved, so was Aaron, as they welcomed him into the church, teaching him the secrets that his father held from him for good reason. For the next few years, Aaron gave up his life as a squire, yet learned a new trade. He was adept at his teachings, and was often commended for being in the saving grace of Gracenys for his heroic act. Marda too had become a beacon of faith, teaching the young Aaron about the true power of faith, as she sought somewhere to keep her mind focused, as the loss of her father scored a deep wound in the dwarf. They became very close friends, and learned from each other more often than not. Aaron was the benefactor, as Marda was able to teach him some magic as well, while they both kept each other on their best guard for battle. What Marda could not deal with in the gift of diplomacy, Aaron dealt with in his own fashion. It was this gift of ferreting out defilers of their faith that granted him his greatest gift; that of his father's sword and his father's trust. Aarons father told him of the dealings he had with the enemies of the church, more often than not also came in the forms other than humanoid. Demons, servants of evil, necromancers and other vile creatures filled his mind as his father imparted just exactly what his assistance to the church entailed. Then his father brought out the sword, which at first looked ragged and scored with cracks and dents. Upon a closer look, the weapon was a darker color than most, and had a dull glint to it. The scores and markings were actually cryptic engravings of which Aaron had no idea of their origin. Told that the sword had been passed down to those that proved themselves as able to fend off and root out evil, it was then handed to him, with the purpose of continuing the mission that his father now gave to Aaron. Now, armed with his heirloom weapon, the knowledge about the secrets of the church, as well as the powers of Gracenys to empower him, he continues his trek to seek out evil and destroy it. Hearing of a new emerging threat, Aaron was beckoned by Marda to a meeting at midnight, New Years Eve, at the aptly named Poison Apple Pub. If ever there was a sign from Gracenys on their involvement, the two survivors of the poison attack years ago set forth, intent on getting to the root of this threat...[/sblock][sblock=Adventure Log][sblock=Day3 - Last night at Haden's House]The last few days have tested my faith. The meeting did not go as planned, as the place was bombarded and attacked. We made it out, together, and our journey had begun. The information we had acquired and were to deliver had us en route across to the Burning Forest. Then I met her. She was beautiful, but there was something else about her. Something that seems to have me drawn to protect her. She has warned us of the evil that sticks to our heels. The enemy is tough, and we are tested at every corner. Fantalass seems to have a unique gift in magical items. There does not seem to be a limit to his knowledge. He has come in handy. Shade, ever so gruff, has shown her mettle in battle. I would not like to have her on my bad side, but still, if it was your will, then so be it. Marda has stayed the course, channeling your healing powers to us all when we needed it. We almost lost her to that large oaf, but Torrent stepped in, even with the danger present. I owe Torrent for that, and hope to repay that debt. As for Barrik, he was the one that took this job for his own accord and selfish reason. Or so I thought at first. He gained the information, yet continues to help us out. His companion, the other-worldly wolf-like creature, has me confounded. I have not seen anything like it, and it continues to evolve. Cyrstin's father even gave him a suit of armor, for he saw something in him that nobody else did. Barrik reminds me of someone I knew. Someone from the training grounds. Rough, keeping to himself, easily keeping others at arms length. Yet, when the time came, when the cards were laid on the table, it was he who rose to the challenge. Perhaps this is Barrik's challenge. The time when he would make his choice in life to a path offered to him. We are all on this path, somehow, together and in each others debt. Tomorrow, we head through the forest. Tonight, we rest and mourn for Cyrstin's loss. Tonight, I pray to you Gracenys, to help guide us on this path.[/sblock][/sblock][/sblock][sblock=Level Ups][sblock=Level 2 Increase] [URL="http://www.enworld.org/forum/5363542-post257.html"]+8HP[/URL] +1FC +1 BAB +1 Fort & Will saves Cunning Initiative (Add WIS modifier to Initiative) Detect Alignment (At Will, Detect Chaos/Good/Evil/Law) Track (1/2 Class Level to Survival to Spot/Identify Tracks) +6 Skill Points (+1 to each skill with current rank in it) Learn 1 Orison - Guidance Learn 1 First Level Spell - Wrath Additional First Level Spell Use Per Day [/sblock][sblock=Level 3 Increase] 1d8+3+1FC = 6 +1 BAB +1 Reflex saves Solo Tactics (Allies treated as if they possess same teamwork feats as the inquisitor, only Inquisitor gains bonus) Teamwork Feat = Precise Strike (Deal +1d6 precision damage on melee attacks if flanking with ally) [sblock=Changing Teamwork Feat]As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork 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 teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.[/sblock] +6 Skill Points (+1 to each skill with current rank in it) Learn 1 Orison - [URL="http://www.d20pfsrd.com/magic/all-spells/s/stabilize"]Stabilize[/URL] Learn 1 First Level Spell - [URL="http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat"]Expeditious Retreat[/URL] Additional First Level Spell Use Per Day New Feat - In Harm's Way [/sblock][sblock=Level 4 Increase]1d8+3CON+1FC HP +1 to Wisdom +1 BAB +1 Fort and Will saves +6 Skill Points (+1 to each skill with current rank in it) Learn 2 Second Level Spells - [URL="http://www.d20pfsrd.com/magic/all-spells/c/castigate"]Castigate[/URL] / [URL="http://www.d20pfsrd.com/magic/all-spells/i/invisibility"]Invisibility[/URL] 2 Second Level Spell Uses Per Day Extra use of Judgment class feature Per Day[/sblock][/sblock] [U] [URL="http://www.d20pfsrd.com/classes/base-classes/inquisitor"]Inquisitor Class (OGC)[/URL] [B]HP Rolls[/B] [/U] [/QUOTE]
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