Cayden Cailean

Inquisitor Ethron's page

166 posts. Alias of SinBlade06.


Full Name

Ethron Cordigal

Race

Human

Classes/Levels

Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Gender

Male

Size

M

Age

23

Alignment

CG

Deity

Cayden Caylin

Languages

Common, Goblin, Undercommon

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

About Inquisitor Ethron

Male Human inquisitor 5
Medium humanoid (human)
Init +5; Senses Perception +11,

Languages Common, Goblin, Undercommon

AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 36 (5HD)
Fort +6, Ref +3, Will +8
Speed 30 ft, Liberation (5 rounds/day)

Melee +1 Keen Falcata +6 (1d8+2/17-20 x3)
Melee +1 rapier +5 (1d6+2/18-20)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +5 (1d4+2/19-20), within 30 ft. +6 (1d4+2)
Ranged +1 Composite Longbow(+1) +6 (1d8+2/x3), within 30 ft. +7 (1d8+1)

Base Atk +3; CMB +4; CMD 16

Special Actions: Judgment of Destruction
Judgment of Healing
Judgment of Justice
Judgment of Piercing
Judgment of Protection
Judgment of Purity
Judgment of Resiliency
Judgment of Resistance
Judgment of Smiting
Stern Gaze

Known Inquisitor Spells (CL 5nd):
2nd (3/day) - flames of the faithful , ghostbane dirge (DC 16) , cure moderate wounds (DC 16)
1st (4/day) - bless , cure light wounds (DC 15) , divine favor , magic weapon (DC 15)
0th (at will) - acid splash , brand (DC 14) , detect magic , light , stabilize (DC 14)

Special Qualities: Bane, Bonus Feat, Cunning Initiative, Detect Alignment, Judgment (Sacred) 2/day, Liberation (5 rounds/day), Monster Lore, Skilled, Track, Tourmaline Sphere Ioun Stone(Constitution score is considered 2 higher for determining death) Wayfinder(+1 Constitution Checks to stabilize)

Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Point-Blank Shot, Precise Shot, Precise Strike, Shield Proficiency, Simple Weapon Proficiency, Exotic Weapon Proficiency Falcata, Weapon Focus (Falcata)

Skills:

Acrobatics (Jump) +2
Appraise +2
Bluff +6
Climb +5
Diplomacy +9
Disguise +1
Escape Artist +1
Fly +2
Heal +10
Intimidate +10
Knowledge (Arcana) +9
Knowledge (Arcana/ID monster) +11
Knowledge (Planes) +10
Knowledge (Planes/ID monster) +14
Knowledge (Religion) +10
Knowledge (Religion/ID monster) +14
Perception +11
Ride +2
Sense Motive +13
Spellcraft +8
Stealth +6
Survival +8
Survival (Follow or identify tracks) +10
Swim +3

Possessions Mithral Breastplate, Wayfinder, Ioun Stone (Tourmaline Sphere), +1 rapier, +1 keen falcata, buckler, longbow, arrows (20), dagger, Traveler's outfit, backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, Tankard of the Drunken Hero, torches (10), trail rations (5 days), waterskin, 1097 gold.

Traits:
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Schooled Inquisitor Your additional training aids in identifying the wiles of your faith's enemies. You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.

Bonus Feat Humans select one extra feat at 1st level.

Cunning Initiative (Ex) 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.

Judgment:
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +2 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +2 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 2/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / 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.
Judgment (Sacred) (Su) 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. An inquisitor can use this ability 1 times 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.

Liberation Domain

Liberation (Su) You have the ability to ignore impediments to your mobility. For 5 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +2 morale bonus on all Intimidate and Sense Motive checks.

Track (Ex) 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.

Favored Class Bonuses:
HP - 3
Skills - 2