About Alexi MoonspotterAlexi Moonspotter Party Treasure and Experience:
- silver holy symbol of Pharasma, threaded on a leather cord
400 xp vs the flying head
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
Initiative +2 = 0 [DEX] +2 [Elven Reflexes Feat] Action Points (Lifetime) 5 Favored Class: Inquisitor Favored Class: Ranger Faith: Sarenrae: Glory Domain, Honor Subdomain
AC 12 = 10 + 2 [Leather]
Fortitude Save +2 = 2 [base] +0 [Con]
__________________________ OFFENSE __________________________ Speed: 30ft (6 Squares) Basic Melee Attack +0
CMB +0 = 0 [BAB] +0 [Str] +0 [size]
_________________ Spells _________________
Detect Magic
Level 1 Detect Undead
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.
Skills: Total + Ability Mod. + Ranks + Misc. Skill Ranks: 6 [Inquisitor] +3 [INT] Acrobatics +0 = DEX 0+0+0
Special Abilities Half-Elf Low-Light Vision
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.
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.
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:
Held/Worn Equipment:
Belt and Pouch (1gp) 0.5 lbs
Backpack (10gp) 2lbs:
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