[sblock=Merik Korvin]
[sblock=Game Info]
Race: Human
Class: Inquisistor
Level: 2
Alignment: LN
Languages: Common
Deity: Pharasma[/sblock]
[sblock=Abilities]
STR: 14
DEX: 17
CON: 9
INT: 12
WIS: 14
CHA: 10[/sblock]
[sblock=Combat]
HP: 14 = [2d8=8] -1 (CON) + 1 (FC)
AC: 18 = 10 + 5 (Scale Mail) + 3 (DEX)
AC Touch: 13 = 13 + 3 (DEX)
AC Flatfooted: 15 = 10 + 5 (Scale Mail)
INIT: +5 = +3 (DEX) +2 (WIS*)
BAB: +1 = +1 (Inquisitor)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
Fort: +2 = +3 (Inquisitor) - 1 (CON)
Reflex: +3 = +0 (Inquisitor) + 3 (DEX)
Will: +3 = +3 (Inquisitor) + 2 (WIS)
Speed: 20' (30')
Damage Reduction: None
Spell Resistance: None
* = Cunning Initiative[/sblock]
[sblock=Weapon Stats]
Longbow(ranged): +4 = +1 (BAB) + 3 (DEX)/ DMG = 1d8(P), CRIT 20x3, 100'
Dagger(melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d4+2(P), 19-20,x2
Dagger(ranged): +4 = +1 (BAB) + 2 (DEX)/ DMG = 1d4+2(P), 19-20,x2[/sblock]
[sblock=Racial Traits]
Human Racial Traits
+2 to One Ability Score: Human charaters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base land speed of 30'.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Language: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]
[sblock=Class Features]
Weapon and Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of their deity. They is also proficient with light armor, medium armor, and shield (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisisto spell list (see page 42). They can cast any spell they knows at any time without preparing it ahead of time, assuming they have not yet used their allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty class for a saving throw against an inquisitor's spell is 10 + the spell level + inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Their base daily spell allotment is given on Table 2-3. In addition, they receive bonus spells per day if they have a high Wisdom score (see Table 1-3 of the Pathfinder RPG Core Rulebook).
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, they gain one or more new spells as indicated on Table 2-4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by their Wisdom score. The numbers on Table 2-4 are fixed).
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of on they already know. In effect, the inquisitor 'looses' the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than that the highest-level inquisitor spell they can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Inquisitions: If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the charater's inquisitor level + their Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to the inquisitor's class level.
Inquisitions are intended for inquisitors, not for other classes that give access to domains. While a cleric or other domain-using class can select an inquisition in place of a domain (if appropriate to the character's deity), inquisitions do not grant domain spell slots or domain spells, and therefore are much weaker choices for those classes. These other classes use the appropriate class level as their inquisitor level for the purpose of inquisition granted powers (clerics use their cleric level as their inquisitor level, and so on).
Life Anchor (SU):You gain a 10' radius aura that helps dying creatures cling to life. Within this aura, a dying creature (including yourself) adds your Wisdom bonus to its stabilization checks (in addition to any other modifiers to stabilization checks).
Stare of Oblivion (SP): At 8th level, you can use feeblemind as a gaze attack against one creature (Will negates). This effect lasts 1d4 rounds. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
Judgment (SU):Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgement is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts itil the combat ends, at which point all of the bonuses immediately end.
The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, they must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, they receive profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
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 they possess.
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 they possess.
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 they possess. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes their 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 they possess.
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 they possess. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: the inquisitor is protected from the vile taint of their foes, gaining a +1 sacred bonus on all saving throws. This bonus increase by +1 for every five inquisitor levels they possess. At 10th level, the binus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels they possess. 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.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels they possess.
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, they do 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).
Monster Lore (EX): The inquisitor adds their Wisdom on Knowledge skill chacks in addition to their Intelligence modifier, when making skill checks to identify the abilities and weaknessess of creatures.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2-4 under 'Spells Known.' These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
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 their inquisitor level (minimum +1).
Cunning Initiative (EX): At 2nd level, an inquisitor adds their Wisdom modifier on initiative checks, in addition to their 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 their level on Survival skills checks made to follow or identify tracks.[/sblock]
[sblock=Feats & Traits]
Feats:
Human Bonus:
Point Blank Shot (Combat): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up tp 30'.
1st-level:
Precise Shot (Combat): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Traits:
A) Undead Slayer (Trait, Religion): +1 weapon damage vs. undead.
B) Subject of Study (Trait, Campaign): +1 damage vs. undead.[/sblock]
[sblock=Skills]
Skill Ranks: 16 = [12 (Inquisitor) + 02 (INT)] +2 (Skilled) + 00 (Favored Class)
Max Ranks: 02
ACP: -4
Skills: () = Class Skills, * = Class Ability
Skill List:
Acrobatics -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
Appraise +1 = +0 [ranks] +0 [CS] +1 [INT]
()Bluff +1 = +0 [ranks] +0 [CS] +1 [CHA]
()Climb -2 = +0 [ranks] +0 [CS] +2 [STR] -4 [ACP]
()Craft +1 = +0 [ranks] +0 [CS] +1 [INT]
()Diplomacy +5 = +1 [ranks] +3 [CS] +1 [CHA]
()Disguise +0 = +0 [ranks] +0 [class skill] +0 [CHA] +0 [misc]
Escape Artist -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
Fly -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
Handle Animal +1 = +0 [ranks] +0 [CS] +1 [CHA]
()Heal +6 = +1 [ranks] +3 [CS] +2 [WIS]
()Intimidate +6 = +2 [ranks] +3 [CSl] +1 [CHA] +1 [Stern Gaze*]
()Knowledge (Arcana) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Dngnrng) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Nature) +5 = +1 [ranks] +03 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Planes) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Knowledge (Religion) +5 = +1 [ranks] +3 [CS] +1 [INT] +2 [Monster Lore*]
()Perception +7 = +2 [ranks] +3 [CS] +2 [WIS]
Perform +1 = +0 [ranks] +0 [CS] +1 [CHA]
()Ride -1 = +0 [ranks] +0 [CS] +3 [DEX] -4 [ACP]
()Sense Motive +2 = +0 [ranks] +0 [CS] +2 [WIS] +1 [Stern Gaze*]
()Spellcraft +6 = +2 [ranks] +3 [CS] +1 [INT]
()Stealth +4 = +2 [ranks] +3 [CS] +3 [DEX] -4 [ACP]
()Survival +2 = +0 [ranks] +0 [CS] +2 [WIS]
()Swim -2 = +0 [ranks] +0 [CS] +2 [STR] -4 [ACP][/sblock]
[sblock=Spells]
Spells Known:
Orisons - Create Water, Disrupt Undead, Light, Read Magic, Guidance
1st Level - Cure Light Wounds, Hide from Undead, True Strike
Spells per Day:
Orisons - Unlimited
1st Level - (2)[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Longbow 75gp 1lbs.
Arrows (20) 1gp 3lbs.
Arrows, Blunt (20) 2gp 3lbs.
Scale Mail 50gp 30lbs.
Backpack 2gp 2lbs.
Dagger 2gp 1lbs.
Waterskin 1gp 4lbs.
Trail Rations (1) 5sp 1lbs.
Blanket, Winter 5sp 3lbs.
Flint and Steel 1gp -
Bedroll 2sp 5lbs.
Twine (50') 1cp 1/2lbs.
Bell (2) 2go -
Torch (2) 2cp 2lbs.
Whetstone Quiver (6) 00gp 2lbs.
Treasure: 0gp, 8sp, 8cp Gems: None
Total weight carried: 61-1/2lbs.
Carrying Capacity: Light 58lbs., Medium 116lbs., Heavy 175lbs.[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 23
Height: 5'10"
Weight: 187
Hair Color: Blonde
Eye Color: Green
Skin Color: Fair
Apperance: Merik wears his blonde hair pulled back into a topknot. His face is pale and gaunt. He has the stubble of a man that hasen't shaved in days. His frame shows dexterity and a strength that is not, at first, obvious. He wears a penant of Pharasma around his neck.
Deamenaor: Calm and reserved.[/sblock]
[sblock=Background]When Merik was just a child he was caught in a snow storm that nearly took his life. Through the grace of Pharasma he survived and dedicated his life to her service. Merik has been plgued with poor health and a rasping cough.
Merik met the Professor while researching unded and making his way to becoming an inquisitor for Pharasma's chucrch. He became rather cloe to the Professor and was nearlt overwhelmed by the news of his death.[/sblock][/sblock]