Lantern Bearer

Alexi Moonspotter's page

59 posts. Alias of BudFox.


Full Name

Alexi Moonspotter

Classes/Levels

Half-Elven Inquisitor Lvl 1 HP 3/9 INIT+2 AC 12 CMB+0 CMD+10 H.Mace 1d8/x2 Long Bow 1d8/x3 Saves: F+2 R+0 W+6

Age

24

Deity

Sarenrae

Location

Kaer Maga

Occupation

Hunter of the Undead

Strength 10
Dexterity 10
Constitution 10
Intelligence 16
Wisdom 18
Charisma 10

About Alexi Moonspotter

Alexi Moonspotter

Party Treasure and Experience:

- silver holy symbol of Pharasma, threaded on a leather cord
- a round disk with what looks like a circular comet engraved on it
- cloak of resistance +1
- two scrolls of delay poison
- ancient Thasillonian texts, vestements and records the Church of Pharasma may be interested in
- an engraved ivory bracelet
- three freshwater pearls
- 27 gp, 32 sp.

400 xp vs the flying head
200 xp for coordinated attack

Backstory

Alexi grew up in Korvosa, the son of doting parents, whose love for each other transcended their racial divide. His parents were bookseller merchants, always fascinated by tales of adventure or the knowledge to be gained hidden in vast tomes. They regularly ran caravan trains throughout Varisia in search of suppliers for rare and unique books. One night on a trip between Korvosa and Harse as the family slept they were awoken by a group of savage beast, not men, not quite alive but hungry for the flesh of the living. Alexi was able to make a run from the caravan to a nearby ditch, his father drawing their attention to enable him to flee. He saw the entire horrific attack, unable to turn away.

For a while he was lost and a very angry young man, full of vengeance. Perhaps by coincidence or divine intervention, he found solace at one of the churches of Sarenrae. There he built on his knowledge, honed his skills and became a disciple in the service of his Deity. He would seek out and cure the world of undead evils in the name of his faith and his beloved parents.

He has learned to temper his rage and to take selective action - he doesn't run down every undead creature he sees, he's more calculating - realizing that many of the lesser beasts are a means to an end. He'd prefer to make deep cuts rather than just scratch the surface of his nemesis. He's studied hard and ready to put his book knowledge into practice.

He finds himself in Kaer Maga on a mission, just one lacking direction at this point. But not one lacking in zeal.

Appearance

His human traits clearly dominant ... black, shoulder-length hair, pale skin. Dark, midnight-blue eyes. 22 Years old, 6’2 inches Tall, 160 lbs.

Character Sheet

__________________________ GENERAL__________________________

Male Half-Elven Inquisitor (Undead Hunter) Level 1
HP: 9/9 (1d8+1) [Level 1 Favored Class Bonus]
STR: 10
DEX: 10
CON: 10
INT: 16 [+3 modifier]
WIS: 18 [+4 modifier] (+2 racial bonus)
CHA: 10

Initiative +2 = 0 [DEX] +2 [Elven Reflexes Feat]

Action Points (Lifetime) 5

Favored Class: Inquisitor

Favored Class: Ranger

Faith: Sarenrae: Glory Domain, Honor Subdomain
__________________________ DEFENSE __________________________

AC 12 = 10 + 2 [Leather]
Touch 10
Flat-Footed 12

Fortitude Save +2 = 2 [base] +0 [Con]
Reflex Save +0 = 0 [base] +0 [Dex]
Will Save +6 = 2 [base] +4 [Wis]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

Basic Melee Attack +0
Basic Ranged Attack +0

CMB +0 = 0 [BAB] +0 [Str] +0 [size]
CMD +10 = 0 [BAB] +0 [Str] +0 [Dex] +0 [size] + 10

_________________ Spells _________________
Level 0 Orisons

Detect Magic
Disrupt Undead
Guidance
Sift

Level 1

Detect Undead
Cure Light Wounds
_________________ Feats, Skills and Special Abilities _________________

Feats:

Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Second Feat TBD
Skill Focus: Use Magical Device +3 (Racial bonus feat)

Skills:

Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 6 [Inquisitor] +3 [INT]

Acrobatics +0 = DEX 0+0+0
Appraise +3 = INT 3+0+0
*Bluff +4 = CHA 0+1+3 [1 Rank]
*Climb +0 = STR 0+0+0
*Craft +3 = INT 3+0+0
*Diplomacy +4 = CHA 0+1+3 [1 Rank]
Disable Device +0 = DEX 0+0+0
*Disguise +0 = CHA 0+0+0
Escape Artist +4 = DEX 4+0+0
Fly +4 = DEX 4+0+0
*Heal +0 = WIS 0+0+0
*Intimidate +4 = CHA 0+1+3 [1 Rank]
*Knowledge (Arcana) +7 = INT 3+1+3 [1 Rank]
*Knowledge (Dungeoneering) +7 = INT 3+1+3 [1 Rank]
Knowledge (History) +3 = INT 3+0+0
*Knowledge (Nature) +3 = INT 3+0+0
*Knowledge (Planes) +3 = INT 3+0+0
*Knowledge (Religion) +3 = INT 3+0+0
Linguistics +3 = INT 3+0+0
*Perception +11 = WIS 4+1+3 +2 [Bonus Racial Keen Senses] [1 Rank]
Perform +0 = CHA 0+0+0
*Profession +4 = WIS 4+0+0
*Ride +0 = DEX 0+0+0
*Sense Motive +8= WIS 4+1+3 [1 Rank]
Sleight of Hand +0 = DEX 0+0+0
*Spellcraft +7 = INT 3+1+3 [1 Rank]
*Stealth +4 = DEX 0+1+3 [1 Rank]
*Survival +4 = WIS 4+0+0
*Swim +0 = STR 0+0+0
*Use Magic Device +3 = CHA 0+0+0+3 Skill Focus Bonus Racial Feat

Special Abilities

Half-Elf

Low-Light Vision
Adaptability: Skill Focus (bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects
Elven Immunities: Immune to magic sleep. +2 to saves vs. enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes

Inquisitor

Domain – Glory:

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your inquisitor level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Subdomain – Honor:

At 8th Level: Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Judgment (Su): 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.

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 she possesses.

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 she possesses.

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 she possesses. 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 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.

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 she possesses. 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 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.

Resiliency: 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.

Resistance: 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.

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, 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).

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.

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 her inquisitor level (minimum +1).

Languages: Common, Elven, Varisian, Chelaxian and Ancient Thassilonian [Bonus +3 INT]

__________________________ Equipment__________________________

Carrying Capacity:
Currently carrying: 57lbs
Light Load: 33lbs.
Medium Load: 66lbs.
Heavy Load: 100lbs.
Lift Over Head: 100lbs.
Lift Off Ground: 200lbs.
Push or Drag: 500lbs.

Held/Worn Equipment:
Leather Armor (10gp) 15lbs
Heavy Mace (12gp) 8lbs 1d8/x2
Travellers outfit (1gp) 5 lbs
Long Bow (75gp) 3lbs 1d8/x3
(2) Quiver of Arrows [40] (2gp) 2x3lbs = 6lbs

Belt and Pouch (1gp) 0.5 lbs
4gp, 55sp

Backpack (10gp) 2lbs:
1 potion of cure light wounds
1 vial of holy water
Waterskin (1gp) 4 lbs
5 Days Rations (25sp) 5 lbs
Dagger (2gp) 1 lbs
Caltrops (1gp) 2 lbs
Bedroll (1sp) 5 lbs
Vial of Ink (8gp) - lbs
Ink Pen (1sp) - lbs
5X Sheets of Paper (2gp) - lbs
Tindertwig (1gp) - lbs
Small Steel Mirror (10gp) 0.5 lbs