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About Calumny "Calla" Tas'vere[dice=Perception]1d20+11[/dice] [ spoiler=Status]
--- Favored Class: Inquisitor, Magus Hit Points: 21
Attacks:
BAB: +2 Melee: +2 Ranged: +5 CMB: +2 Morningstar:
Whip:
Dagger (2):
Longbow:
Defense:
AC: 15 or 18 with shield (+2 dex, +3 studded leather, +3 shield in melee) Touch: 12 Flat-footed: 13 or 16 with shield CMD: 14 Armor: Studded leather (Armor Bonus: +3; Max Dex: +5; Check Penalty: -1; Type: Light; Weight: 20 lbs.) Shield: +1 heavy steel shield (Armor Bonus: +3; Max Dex: -; Check Penalty: -1; Weight: 15 lbs.) Fortitude save: [dice=Fortitude]1d20+5[/dice] (3 base, 1 Con)
Class abilities:
Weapon/armor proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Domain: Vengeance inquisition
Final Vengeance (Su): At 8th level, once per day, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability. Judgment (Su): 1/day
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. 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). Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her 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 her level on Survival skill checks made to follow or identify tracks. Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus 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.
Spells:
Concentration check: [dice=Concentration check]1d20+4 [/dice] Spells Known:
Feats:
Point-blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Skill focus (Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Bonus race feat) Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.(Bonus teamwork feat)
Skills:
8 ranks/level (6 for inquisitor +1 for Int +1 for favored class) Climb
Intimidate
Knowledge (arcana)*
Knowledge (dungeoneering)*
Knowledge (local)*
Knowledge (nature)*
Knowledge (religion)*
Knowledge (planes)*
Perception
Sense Motive
Spellcraft
Stealth
Survival**
* 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. **Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Other class skills
Gear:
Backpack (2 gp, 2 lbs.) -Bedroll (1 sp, 5 lbs.) -Whetstone (2 cp, 1 lb.) -Waterskin (1 gp, 4 lbs.) -Daily clothes, traveler's outfit (1 gp, 5 lbs.) 3 Belt pouches (3 gp, 1.5 lbs.)
Holy symbol (Calistria), wooden (1gp) Morningstar
401 gp, 8 sp, 3cp Traits:
Scouting for Fiends: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders. Unshakeable: Your faith in yourself and your deity was all that kept you going during your father's darkest rages. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.
Racial abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Background:
Perhaps you've heard mah story. Mah father was in line to take over House Tas'Vere when I was deposited on his doorstep by a Calistrian priestess, who said he was mah daddy. That made Grandmother real angry, said it shamed our house, him consorting with some temple whore. He claimed Ah wasn't his, but she didn't believe him, and insisted Ah become part of the family if he wanted any chance to rule the House. Blood doesn't turn on blood, she said. "Well, he raised me and gave me every advantage House Tas'Vere had to offer; everything but real parents that is. Not hard to tell your daddy don't much like you when you're named Calumny. And when Grandmother died and daddy didn't get the title, well, no surprise, Ah was to blame. Ah escaped, with the temple's help, just ahead of the man he sent for mah head, and decided it was time to leave Egorian. And so here Ah am.
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