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<blockquote data-quote="HolyMan" data-source="post: 5665143" data-attributes="member: 84167"><p>OK then I have given him a once over and helped to straightened the sheet up. All corrections/comments are in <span style="color: Red"><strong>red</strong></span> and if you wish you could quote this post then get rid of the extra and the red and paste him (with corrections) into your spot in the RG if you wish.</p><p></p><p>[sblock=Merik Korvin]</p><p>[sblock=Game Info]</p><p>Race: Human</p><p>Class: Inquisitor</p><p>Level: 1</p><p>Hero Points: 0 <strong><span style="color: Red">- not using Hero points in this game sorry</span></strong></p><p>Alignment: LN</p><p>Languages: Common <strong><span style="color: Red">+1 more for high INT</span></strong></p><p><strong></strong>Deity: Pharasma[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 14</p><p>DEX: 17</p><p>CON: 9</p><p>INT: 12</p><p>WIS: 14</p><p>CHA: 10[/sblock]</p><p>[sblock=Combat]</p><p>HP: 8 = [1d8=8] -1 (CON) +1 (FC)</p><p>AC: 18 = 10 +5 (armor) +0 (shield) +3 (DEX),</p><p>AC Touch: 13 = 10 + 3 (DEX)</p><p>AC Flatfooted: 15 = 10 +5 (armor) +0 (shield)</p><p>INIT: +3 = +3 (DEX)</p><p>BAB: +0 = +0 (Paladin) <strong><span style="color: Red">?? Inquisitor</span></strong></p><p>CMB: +2 = +2 (STR) + 0 (BAB)</p><p>CMD: 15 = 10 +2 (STR) +3 (DEX) +0 (BAB)</p><p>Fort: +1 = +2 (Inquisitor) -1 (CON)</p><p>Reflex: <span style="color: Red">+2</span> = +0 (Inquisitor) +3 (DEX) <strong><span style="color: Red">should be +3</span></strong></p><p>Will: +4 = +2 (Inquisitor) +2 (WIS)</p><p>Speed: 30 ft <strong><span style="color: Red">should be 20' due to armor</span></strong></p><p><strong></strong>Damage Reduction: 0</p><p>Spell Resistance: 0[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Longbow(Ranged): +3 = +0 (BAB) +3 (DEX)/DMG = 1d8, CRIT x3, 100ft</p><p>Arrows, Normal (40), Arrows, Blunt (20)</p><p>Dagger(melee): +2 = +0 (BAB) +2 (STR)/ DMG = 1d4+2, CRIT 19-20,x2</p><p>Dagger(range): +3 = +0 (BAB) +3 (DEX)/ DMG = 1d4+2, CRIT 19-20,x2, 10ft.[/sblock]</p><p>[sblock=Racial Traits]</p><p>Human Racial Traits</p><p>+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent</p><p>their varied nature.</p><p>Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.</p><p>Normal Speed: Humans have a base speed of 30 feet.</p><p>Bonus Feat: Humans select one extra feat at 1st level.</p><p>Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.</p><p>Language: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).[/sblock]</p><p>[sblock=Class Features]</p><p><span style="color: Red"><strong>Spells: ???</strong></span></p><p></p><p><strong>Domain</strong>: <strong><span style="color: Red">(list here)</span></strong> Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.</p><p></p><p>Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.</p><p></p><p><span style="color: Red"><strong>You may if you like switch this ability out to gain an Inquisition of Pharasma from Ultimate Magic. Either way I will need the domain or inquisition chosen listed.</strong></span></p><p></p><p><strong>Judgment</strong> <em>(Su)</em></p><p><em></em> Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.</p><p></p><p>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 until the combat ends, at which point all of the bonuses immediately end.</p><p></p><p>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, she must select one</p><p>type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.</p><p></p><p><em>Destruction</em>: 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.</p><p><em></em></p><p><em>Healing</em>: 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.</p><p></p><p><em>Justice</em>: 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.</p><p><em></em></p><p><em>Piercing</em>: 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.</p><p></p><p><em>Protection</em>: 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.</p><p></p><p><em>Purity</em>: 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.</p><p></p><p><em>Resiliency</em>: 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.</p><p></p><p><em>Resistance</em>: 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.</p><p></p><p><em>Smiting</em>: 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</p><p>reducing hardness).</p><p></p><p><strong>Monster Lore </strong><em>(Ex)</em></p><p> 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.</p><p></p><p><strong>Orisons</strong></p><p> 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.</p><p></p><p><strong>Stern Gaze </strong><em>(Ex)</em></p><p> 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).[/sblock]</p><p>[sblock=Feats & Traits]</p><p><strong>Feats</strong>:<strong></strong></p><p><strong><span style="color: Red">List weapon and armor prof. please</span></strong></p><p>Point Blank Shot (Feat): +1 on ranged attacks within 30ft.</p><p>Precise Shot (Feat): Ignore penalty for shooting into melee.</p><p></p><p><strong>Traits</strong>:</p><p>Undead Slayer <span style="color: Red">(Trait)</span>: +1 weapon damage vs. undead. <span style="color: Red">(Religion)</span></p><p>Subject of Study <span style="color: Red">(Trait)</span>: +1 weapon damage vs. undead. <span style="color: Red">(Campaign)</span></p><p><span style="color: Red"></span></p><p><span style="color: Red"><strong>Subject of study is not a bonus to weapon damage but a bonus to damage overall (including spells). Should read +1 bonus damage vs undead.</strong></span>[/sblock]</p><p>[sblock=Skills]</p><p>Skill Ranks: 08 = [<span style="color: Red">6</span> (Inquisitor) + 01 (INT)] x 01 (LvL) + 01 (Racial) + 00 (Favored Class) </p><p>Max Ranks: 02 <strong><span style="color: Red">Should be 01</span></strong></p><p>ACP: -4</p><p></p><p><strong>Skills</strong>:</p><p>() = class skill</p><p>^ = trained only</p><p></p><p>[code]</p><p>Total Stat Rank CS Misc ACP</p><p>-01 = Acrobatics +03 +00 +0 +00 -4 DEX</p><p>+01 = Appraise +01 +00 +0 +00 INT</p><p>+01 =()Bluff [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA</p><p>-02 =()Climb +02 +00 +0 +00 -4 STR</p><p>+01 =()Craft:_____ +01 +00 +0 +00 INT</p><p>+01 =()Diplomacy [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA</p><p>+na = Disable Device^ +03 +00 +0 +00 -4 DEX</p><p>+01 =()Disguise [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA</p><p>-01 = Escape Artist +03 +00 +0 +00 -4 DEX</p><p>-01 = Fly +03 +00 +0 +00 -4 DEX</p><p>+na = Handle Animal^ [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA</p><p>+02 =()Heal [COLOR=Red]+00[/COLOR] +00 +2 +00 WIS</p><p>+01 =()Intimidate [COLOR=Red]+01[/COLOR] +01 +3 +01* CHA</p><p>+01 =()Know:Arcana^ +01 +00 +0 +00 INT</p><p>+05 =()Know:Dungeoneering^ +01 +01 +3 +00 INT</p><p>+na = Know:Engineering^ +01 +00 +0 +00 INT</p><p>+na = Know:Geography^ +01 +00 +0 +00 INT</p><p>+na = Know:History^ +01 +00 +0 +00 INT</p><p>+na = Know:Local^ +01 +00 +0 +00 INT</p><p>+05 =()Know:Nature^ +01 +01 +3 +00 INT</p><p>+na = Know:Nobility^ +01 +00 +0 +00 INT</p><p>+05 =()Know:Planes^ +01 +01 +3 +00 INT</p><p>+05 =()Know:Religion^ +01 +01 +3 +00 INT</p><p>+na = Linguistics^ +01 +00 +0 +00 INT</p><p>+06 =()Perception +02 +01 +3 +00 WIS</p><p>+01 = Perform:_____ [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA</p><p>+na =()Profession^:_____ [COLOR=Red]+01[/COLOR] +00 +0 +00 WIS</p><p>-04 =()Ride [COLOR=Red]+01[/COLOR] +00 +0 +00 [COLOR=Red]-5[/COLOR] DEX</p><p>+05 =()Sense Motive [COLOR=Red]+01[/COLOR] +01 +3 [COLOR=Red]+00[/COLOR] WIS</p><p>+na = Sleight of Hand^ +03 +00 +0 +00 -4 DEX</p><p>+05 =()Spellcraft^ +01 +01 +3 +00 INT</p><p>+03 =()Stealth +03 +01 +3 +00 -4 DEX</p><p>+01 =()Survival [COLOR=Red]+01[/COLOR] +00 +0 +00 WIS</p><p>-02 =()Swim +02 +00 +0 +00 -4 STR</p><p>+na = Use Magic Device^ [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA[/code]<strong><span style="color: Red">Marked changes needed in red I would have made them myself but I noticed you spent one to many ranks. I can't change that, up for you to decide.</span></strong>[/sblock]</p><p>[sblock=Spells]</p><p>Spells Known:</p><p>Orisons - <strong><span style="color: Red">need to chose four</span></strong></p><p>1st LvL - <span style="color: Red"><strong>need to chose two</strong></span></p><p></p><p>Spells per Day: DC = 12 + spell LvL</p><p>Orisons - unlimited</p><p>1st LvL - (_), (_)</p><p></p><p><span style="color: Red"><strong>You can "X" them when used (<u>X</u>), (_)</strong></span> [/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Item Cost Weight</p><p>Longbow 75gp 3lbs.</p><p>Arrows[COLOR=Red](40)[/COLOR] 2gp 1lbs. [COLOR=Red]weighs 6lbs.[/COLOR]</p><p>Arrows, Blunt[COLOR=Red](20)[/COLOR] 2gp 2lbs. [COLOR=Red]weighs 3lbs.[/COLOR]</p><p>Scale Mail 50gp 30lbs. </p><p>Backpack 2gp 4lbs.[COLOR=Red] weighs 2lbs.[/COLOR]</p><p>Dagger 2gp 1lbs.</p><p>Waterskin (2) 2gp 4lbs. [COLOR=Red]weighs 8lbs.[/COLOR]</p><p>Trail Rations (3) 15sp 3lbs.</p><p>Blanket, Winter 5sp 3lbs.</p><p>Flint and Steel 1gp -</p><p>Bedroll 2gp 5lbs. [COLOR=Red]costs 2sp[/COLOR]</p><p>Twine (50ft) 1sp 1/2lbs. [COLOR=Red]cost 1cp[/COLOR]</p><p>Bell (2) 2gp -</p><p>Torch (3) 3cp 3lbs.</p><p></p><p> Total weight carried: 59-1/2lbs. [COLOR=Red]have 67-1/2lbs.[/COLOR][/code]Treasure: 0gp, 8sp, 8cp Gems: none</p><p><strong><span style="color: Red">Starting wealth is 140gp - Have you over by 2sp and 4cp - take away a bell and you should be back in the black and out of the red. Also I don't know what you wish to be your spice item.</span></strong></p><p></p><p><s>Maximum weight possible: 230lbs</s></p><p><span style="color: Red"><strong>Carrying Capacity:</strong></span></p><p><span style="color: Red">light: 58lbs.</span></p><p><span style="color: Red">medium: 116lbs.</span></p><p><span style="color: Red">heavy: 175lbs.</span>[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 23</p><p>Height: 5'10"</p><p>Weight: 187</p><p>Hair Color: Blonde</p><p>Eye Color: Green</p><p>Skin Color: Fair</p><p>Apperance:</p><p>Deamenaor:[/sblock]</p><p>[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 plagued with poor health and a rasping cough.[/sblock][/sblock]</p><p></p><p>Really need to for you to add in your relationship with the Professor (something to do with the subject of study?) and I will pencil you in as I think joining in is about to be possible.</p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5665143, member: 84167"] OK then I have given him a once over and helped to straightened the sheet up. All corrections/comments are in [COLOR=Red][B]red[/B][/COLOR] and if you wish you could quote this post then get rid of the extra and the red and paste him (with corrections) into your spot in the RG if you wish. [sblock=Merik Korvin] [sblock=Game Info] Race: Human Class: Inquisitor Level: 1 Hero Points: 0 [B][COLOR=Red]- not using Hero points in this game sorry[/COLOR][/B] Alignment: LN Languages: Common [B][COLOR=Red]+1 more for high INT[/COLOR] [/B]Deity: Pharasma[/sblock] [sblock=Abilities] STR: 14 DEX: 17 CON: 9 INT: 12 WIS: 14 CHA: 10[/sblock] [sblock=Combat] HP: 8 = [1d8=8] -1 (CON) +1 (FC) AC: 18 = 10 +5 (armor) +0 (shield) +3 (DEX), AC Touch: 13 = 10 + 3 (DEX) AC Flatfooted: 15 = 10 +5 (armor) +0 (shield) INIT: +3 = +3 (DEX) BAB: +0 = +0 (Paladin) [B][COLOR=Red]?? Inquisitor[/COLOR][/B] CMB: +2 = +2 (STR) + 0 (BAB) CMD: 15 = 10 +2 (STR) +3 (DEX) +0 (BAB) Fort: +1 = +2 (Inquisitor) -1 (CON) Reflex: [COLOR=Red]+2[/COLOR] = +0 (Inquisitor) +3 (DEX) [B][COLOR=Red]should be +3[/COLOR][/B] Will: +4 = +2 (Inquisitor) +2 (WIS) Speed: 30 ft [B][COLOR=Red]should be 20' due to armor[/COLOR] [/B]Damage Reduction: 0 Spell Resistance: 0[/sblock] [sblock=Weapon Stats] Longbow(Ranged): +3 = +0 (BAB) +3 (DEX)/DMG = 1d8, CRIT x3, 100ft Arrows, Normal (40), Arrows, Blunt (20) Dagger(melee): +2 = +0 (BAB) +2 (STR)/ DMG = 1d4+2, CRIT 19-20,x2 Dagger(range): +3 = +0 (BAB) +3 (DEX)/ DMG = 1d4+2, CRIT 19-20,x2, 10ft.[/sblock] [sblock=Racial Traits] Human Racial Traits +2 to One Ability Score: Human characters 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 speed of 30 feet. 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] [COLOR=Red][B]Spells: ???[/B][/COLOR] [B]Domain[/B]: [B][COLOR=Red](list here)[/COLOR][/B] Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. [COLOR=Red][B]You may if you like switch this ability out to gain an Inquisition of Pharasma from Ultimate Magic. Either way I will need the domain or inquisition chosen listed.[/B][/COLOR] [B]Judgment[/B] [I](Su) [/I] Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment 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 until 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, she 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, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. [I]Destruction[/I]: 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. [I] Healing[/I]: 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. [I]Justice[/I]: 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. [I] Piercing[/I]: 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. [I]Protection[/I]: 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. [I]Purity[/I]: 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. [I]Resiliency[/I]: 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. [I]Resistance[/I]: 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. [I]Smiting[/I]: 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). [B]Monster Lore [/B][I](Ex)[/I] 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. [B]Orisons[/B] 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. [B]Stern Gaze [/B][I](Ex)[/I] 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).[/sblock] [sblock=Feats & Traits] [B]Feats[/B]:[B] [COLOR=Red]List weapon and armor prof. please[/COLOR][/B] Point Blank Shot (Feat): +1 on ranged attacks within 30ft. Precise Shot (Feat): Ignore penalty for shooting into melee. [B]Traits[/B]: Undead Slayer [COLOR=Red](Trait)[/COLOR]: +1 weapon damage vs. undead. [COLOR=Red](Religion)[/COLOR] Subject of Study [COLOR=Red](Trait)[/COLOR]: +1 weapon damage vs. undead. [COLOR=Red](Campaign) [B]Subject of study is not a bonus to weapon damage but a bonus to damage overall (including spells). Should read +1 bonus damage vs undead.[/B][/COLOR][/sblock] [sblock=Skills] Skill Ranks: 08 = [[COLOR=Red]6[/COLOR] (Inquisitor) + 01 (INT)] x 01 (LvL) + 01 (Racial) + 00 (Favored Class) Max Ranks: 02 [B][COLOR=Red]Should be 01[/COLOR][/B] ACP: -4 [B]Skills[/B]: () = class skill ^ = trained only [code] Total Stat Rank CS Misc ACP -01 = Acrobatics +03 +00 +0 +00 -4 DEX +01 = Appraise +01 +00 +0 +00 INT +01 =()Bluff [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA -02 =()Climb +02 +00 +0 +00 -4 STR +01 =()Craft:_____ +01 +00 +0 +00 INT +01 =()Diplomacy [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA +na = Disable Device^ +03 +00 +0 +00 -4 DEX +01 =()Disguise [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA -01 = Escape Artist +03 +00 +0 +00 -4 DEX -01 = Fly +03 +00 +0 +00 -4 DEX +na = Handle Animal^ [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA +02 =()Heal [COLOR=Red]+00[/COLOR] +00 +2 +00 WIS +01 =()Intimidate [COLOR=Red]+01[/COLOR] +01 +3 +01* CHA +01 =()Know:Arcana^ +01 +00 +0 +00 INT +05 =()Know:Dungeoneering^ +01 +01 +3 +00 INT +na = Know:Engineering^ +01 +00 +0 +00 INT +na = Know:Geography^ +01 +00 +0 +00 INT +na = Know:History^ +01 +00 +0 +00 INT +na = Know:Local^ +01 +00 +0 +00 INT +05 =()Know:Nature^ +01 +01 +3 +00 INT +na = Know:Nobility^ +01 +00 +0 +00 INT +05 =()Know:Planes^ +01 +01 +3 +00 INT +05 =()Know:Religion^ +01 +01 +3 +00 INT +na = Linguistics^ +01 +00 +0 +00 INT +06 =()Perception +02 +01 +3 +00 WIS +01 = Perform:_____ [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA +na =()Profession^:_____ [COLOR=Red]+01[/COLOR] +00 +0 +00 WIS -04 =()Ride [COLOR=Red]+01[/COLOR] +00 +0 +00 [COLOR=Red]-5[/COLOR] DEX +05 =()Sense Motive [COLOR=Red]+01[/COLOR] +01 +3 [COLOR=Red]+00[/COLOR] WIS +na = Sleight of Hand^ +03 +00 +0 +00 -4 DEX +05 =()Spellcraft^ +01 +01 +3 +00 INT +03 =()Stealth +03 +01 +3 +00 -4 DEX +01 =()Survival [COLOR=Red]+01[/COLOR] +00 +0 +00 WIS -02 =()Swim +02 +00 +0 +00 -4 STR +na = Use Magic Device^ [COLOR=Red]+01[/COLOR] +00 +0 +00 CHA[/code][B][COLOR=Red]Marked changes needed in red I would have made them myself but I noticed you spent one to many ranks. I can't change that, up for you to decide.[/COLOR][/B][/sblock] [sblock=Spells] Spells Known: Orisons - [B][COLOR=Red]need to chose four[/COLOR][/B] 1st LvL - [COLOR=Red][B]need to chose two[/B][/COLOR] Spells per Day: DC = 12 + spell LvL Orisons - unlimited 1st LvL - (_), (_) [COLOR=Red][B]You can "X" them when used ([U]X[/U]), (_)[/B][/COLOR] [/sblock] [sblock=Equipment] [code] Item Cost Weight Longbow 75gp 3lbs. Arrows[COLOR=Red](40)[/COLOR] 2gp 1lbs. [COLOR=Red]weighs 6lbs.[/COLOR] Arrows, Blunt[COLOR=Red](20)[/COLOR] 2gp 2lbs. [COLOR=Red]weighs 3lbs.[/COLOR] Scale Mail 50gp 30lbs. Backpack 2gp 4lbs.[COLOR=Red] weighs 2lbs.[/COLOR] Dagger 2gp 1lbs. Waterskin (2) 2gp 4lbs. [COLOR=Red]weighs 8lbs.[/COLOR] Trail Rations (3) 15sp 3lbs. Blanket, Winter 5sp 3lbs. Flint and Steel 1gp - Bedroll 2gp 5lbs. [COLOR=Red]costs 2sp[/COLOR] Twine (50ft) 1sp 1/2lbs. [COLOR=Red]cost 1cp[/COLOR] Bell (2) 2gp - Torch (3) 3cp 3lbs. Total weight carried: 59-1/2lbs. [COLOR=Red]have 67-1/2lbs.[/COLOR][/code]Treasure: 0gp, 8sp, 8cp Gems: none [B][COLOR=Red]Starting wealth is 140gp - Have you over by 2sp and 4cp - take away a bell and you should be back in the black and out of the red. Also I don't know what you wish to be your spice item.[/COLOR][/B] [s]Maximum weight possible: 230lbs[/s] [COLOR=Red][B]Carrying Capacity:[/B] light: 58lbs. medium: 116lbs. heavy: 175lbs.[/COLOR][/sblock] [sblock=Details] Size: Medium Gender: Male Age: 23 Height: 5'10" Weight: 187 Hair Color: Blonde Eye Color: Green Skin Color: Fair Apperance: Deamenaor:[/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 plagued with poor health and a rasping cough.[/sblock][/sblock] Really need to for you to add in your relationship with the Professor (something to do with the subject of study?) and I will pencil you in as I think joining in is about to be possible. HM [/QUOTE]
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