Life Stealer

Inquisitor Culvine's page

37 posts. Organized Play character for Belondia.


Full Name

Inquisitor Culvine

Race

Lvl: 1 Inquisitor | HP: 8/9 | AC: 16 | (Tch,12 Fl,14) | CMB: 3 (6); CMD: 15| F: +3; R; +2; W; 4; | Init: +2 | Perc: +6, SM: +6

Classes/Levels

| Speed 30ft | Judgement: 1/1 | Mend the Broken: 5/5 | Active conditions: None.

Gender

One hand with Shield:
AC: 18

Strength 16
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 15
Charisma 7

About Inquisitor Culvine

Character sheet:

‘Inquisitor Culvine

Human Inquisitor

NG Medium Humanoid

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Religion
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Neshen

Alignment LG
Pantheon Empyreal Lords
Areas of Concern Penitence, repentance, suffering
Domains Good, Law, Liberation, Strength
Subdomains Archon (Good), Archon (Law), Freedom, Judgment, Resolve
Favored Weapon Ranseur
Symbol Coiled steel lash
Sacred Animal(s) Ram

Init +2; Senses: Perception +6; Sense Motive +6

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Defense
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AC 18, 12 touch ,16 flat-footed (+4 armor, +2 Dex, +2 shield)

Armour Check Penalty: -3

HP 9

Fort +3 Ref +2 Will +4

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Defense without shield
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AC 16, 12 touch ,14 flat-footed (+4 armor, +2 Dex)

ACP: - 2

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Offense
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Speed 30ft.

Melee: Ranseur +3; 2d4 + 3 (P)

Sickle +3; 1d6 + 3 (S)

Heavy Mace +3; 1d8 + 3 (B)

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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 15, Cha 7
Base Atk +0; CMB 3 (6 Disarm 4 Steal); CMD 15
Feats: Combat Reflexes, Bodyguard
Traits: Pillager, Armour Expert
Skills: Heal: (1) +6, Knowledge (arcana) (1) + 6, Knowledge (nature) (1) +6, Knowledge (planes) (1) +6, Knowledge (religion) (1) +6, Perception (1) +6, Sense Motive (1) +6, Survival (1) +6

Skill Points at each Level: 6 + Int modifier.

Languages: Common
SQ : 30
Combat Gear: Lamellar Leather, Heavy Mace, Inquisitor’s Kit, Snarlshield Steel, Ranseur, Sickle.

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Specials
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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.

Pillager (TR): Growing up in a place where authorities, if there were any, rarely enforced property laws, you learned quickly that you have only what you can hold—but you gain whatever you can take. You gain a +1 trait bonus on combat maneuver checks to perform disarm and steal combat maneuvers.

Armour Expert (TR):

Combat Reflexes (FE): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Bodyguard (FE): When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Inquisitor Spells

Spells:
Level 0: Guidance-
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies ~~ One minute

Sift-
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a –5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures ~~ Ten foot cube

Read magic-
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level)- Ten minutes

Light-
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level

Level 1:
Shield of fortifications-
You create a magical barrier that protects a target’s vital areas. When the target is struck by a critical hit or a sneak attack, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or sneak attacks into normal attacks, such as the fortification armor special ability~~ One minute

Nature's path-
The target instinctively knows the shortest, easiest, and fastest way through the wilderness. For the purpose of determining overland speed, the target treats any trackless terrain as though there were a trail or road, and any terrain with a road or trail as though there were a highway. Up to one creature per caster level traveling with the target can also benefit from the effect. The spell functions only outdoors and does not function in magically altered terrain~~ Eight Hours

Skills:
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Restoration Inquisition; Mend the Broken (Su): You can touch an object or creature as a standard action, healing it of 1d4 points of damage + 1 for every 2 inquisitor levels you possess. You can use this ability only on a broken object or a creature with fewer than half its maximum hit points. 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).

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).