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Iggwilv

Calumny "Calla" Tas'vere's page

535 posts. Alias of motteditor (RPG Superstar 2012 Top 16).


Full Name

Calumny "Calla" Tas'vere

Race

Half-Elf (Chelaxian)

Classes/Levels

Inquisitor 3

Gender

Female

Size

Medium (6' tall, 150 lbs.)

Age

26

Alignment

N

Deity

Calistria

Location

Riddleport, Varisia

Languages

Common, Elven, Infernal

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 16
Charisma 10

About Calumny "Calla" Tas'vere

[dice=Perception]1d20+11[/dice]

[ spoiler=Status]
AC 15/18, touch 12, flat-footed 13/16
Fort +5, Ref +4, Will +8
CMD 14
HP 21/21
Divine retribution (DC 13) 0/6; Judgments 0/1
Spells: 0/4 (first-level)
Effects:
[/spoiler]

---

Favored Class: Inquisitor, Magus

Hit Points: 21
XP: 4,160 (fast track)
Initiative: +6
Speed: 30 feet

Attacks:

BAB: +2
Melee: +2
Ranged: +5
CMB: +2

Morningstar:
[dice=Morningstar]1d20+2[/dice]; [dice=Damage]1d8[/dice]; Critical: x2; Type: B/P

Whip:
[dice=Whip]1d20+2[/dice]; [dice=Damage]1d3[/dice]; Critical: x2; Type: S
disarm, nonlethal, reach, trip

Dagger (2):
[dice=Dagger]1d20+2/+5[/dice]; [dice=Damage]1d4[/dice]; Critical: 19-20/x2; Type: P/S

Longbow:
[dice=Longbow]1d20+5[/dice]; [dice=Damage]1d8[/dice]; Critical: x3; Range: 100'; Type: P
Arrows: 13

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)
Reflex save: [dice=Reflex]1d20+4[/dice] (0 base, 3 Dex)
Will save: [dice=Will]1d20+8[/dice] (3 base, +1 trait, 3 Wis)
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects

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
Divine Retribution (Sp): 6/day [dice]1d6+1[/dice] [ ooc]Reflex DC 13 for half[/ooc]
As a standard action, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1 point for every two inquisitor levels you possess (Reflex DC 13 half). The GM decides whether this damage is bludgeoning, piercing, or slashing damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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
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.

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:
Orisons: daze (DC 13), detect magic, detect poison, guidance, read magic, resistance
1st level (4/day): ear-piercing scream, protection from evil, true strike, wrath

Others to consider: Forced quiet; lend judgment (swap out with wrath at 5th level?)

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)

Other feats to consider: weapon finesse, spell focus, spell penetration

Skills:

8 ranks/level (6 for inquisitor +1 for Int +1 for favored class)

Climb
[dice=Climb]1d20+3[/dice] (1 rank, +3 class skill, +0 Str, -1 armor)

Intimidate
[dice=Intimidate]1d20+6[/dice] (2 ranks, +3 class skill, +1 stern gaze, +0 Cha)

Knowledge (arcana)*
[dice=Knowledge (arcana)]1d20+5/8[/dice] (1 rank, +3 class skill, +1 Int)

Knowledge (dungeoneering)*
[dice=Knowledge (dungeoneering)]1d20+6/9[/dice] (2 ranks, +3 class skill, +1 Int)

Knowledge (local)*
[dice=Knowledge (local)]1d20+3/6[/dice] (2 ranks, +1 Int)

Knowledge (nature)*
[dice=Knowledge (nature)]1d20+5/8[/dice] (1 rank, +3 class skill, +1 Int)

Knowledge (religion)*
[dice=Knowledge (religion)]1d20+5/8[/dice] (1 rank, +3 class skill, +1 Int)

Knowledge (planes)*
[dice=Knowledge (planes)]1d20+5/8[/dice] (1 rank, +3 class skill, +1 Int)

Perception
[dice=Perception]1d20+11[/dice] (3 ranks, +3 class skill, +2 Keen Senses, +3 Wis)

Sense Motive
[dice=Sense Motive]1d20+9[/dice] (2 ranks, +3 class skill, +1 stern gaze, +3 Wis)

Spellcraft
[dice=Spellcraft]1d20+7[/dice] (3 ranks, +3 class skill, +1 Int)

Stealth
[dice=Stealth]1d20+10[/dice] (2 ranks, +3 class skill, +3 skill focus, +3 Dex, -1 armor)

Survival**
[dice=Survival]1d20+9[/dice] (3 ranks, +3 class skill, +3 Wis)

* 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
Bluff (Cha)
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Heal (Wis)
Ride (Dex)
Swim (Str)

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.)
-Flint and steel (1 gp)
-5 Candles (5 cp)
-Sewing needle (5sp) and thread
-4 potions of cure light wounds
-Thunderstone

Holy symbol (Calistria), wooden (1gp)

Morningstar
Whip
2 daggers
Longbow, 23 arrows
Studded leather armor
+1 heavy steel shield

401 gp, 8 sp, 3cp

Party treasure

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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