Mendev Crusader

Landon Crane's page

235 posts. Alias of Aiunder.


Full Name

Landon Crane

Race

Human

Classes/Levels

Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Gender

Male

Size

Medium

Alignment

Lawful Good

Deity

Helm

Location

Tethyr - Zassazbur

Languages

common

Occupation

knight Aspirant

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 14
Charisma 16

About Landon Crane

background:

Landon joined the church or Helm twelve years ago at the age of seven. Born to a minor noble family that holds some property and business in Zassaspur and used to control larger estates north before the uprising. His closest relatives are believed to have died in the fire at the royal palace and no-one knows whether they sided with the royals or were conspirators. Landon still has several relatives throughout Tethyr, the closest of which is his grandmother whom he visits occasionally. Spared much of the distrust levied against other noble families due to their quite frankly lack of importance as well as no evidence of ties to the royal family has allowed his relatives to continue, albeit in a much lesser state. The few holdings he currently owns and receives income from by virtue of his family he tithes over to the church.
Landon chose of his own volition to join the church andnothing his family could do or say was able to stop him. The church and the local Order were distrustful him at first, who could trust a seven year old noble that walks up to the church of Helm, demands to see the grand marshal (or whatever Helmites call the head of the local paladin order) and told him that he was joining them.
Throughout his childhood his teachings were divided amongst the priests, true paladins and also trackers(or fellow inquisitors if Helm has some here)
He aspires to one day join the Order as a full fledged paladin but for now his duty to Helm requires a different path.

Landon Crane CR 1
Male Human Inquisitor 2 / Paladin 1 (Warrior of holy light / Oath against Undead)
LG Medium Humanoid (human)
(Favoured Class: Inquisitor, Bonus spell known per level)

Init +3; Senses Detect Alignment at Will, Detect undead at will; Perception +6
DEFENSE
AC 23, touch 12, flat-footed 21
(+9 full-plate, +2 Heavy steel shield, +1 Dodge, +1 Dexterity)
hp 33 (2d8+1d10+6+1+3)
Fort +7(2+5), Ref +1(1+0), Will +7(2+5)
OFFENSE
Spd 30 ft. (20ft in armour)
Meleeglymtul (+1) Bastard Sword +7 (1d10+4/5) (3 str+2 bab+1 enchantment+1 focus)
Ranged Long-bow +3 (1d8) Range 100ft
Space 5 ft.; Reach 5 ft.
Spells Known (CL 3rd):

1 (2+1/day) Cure Light Wounds (DC 13), Divine Favour, Shield of Faith (DC 13)
0 (At Will) Acid Splash Detect Magic (DC 12), Detect Poison (DC 12), Disrupt Undead, Resistance (DC 12), Stabilize (DC 12)

STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 14 (16 with headband)
Base Atk +2

Feats
1 Toughness
H Dodge
B Step up (Inquisition Bonus)
3 Weapon Focus Bastard Sword
Traits
Magical Knack (Inquisitor) treat caster level as up to two higher up to character level

Weapon and Armor ProficiencyAn 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). Paladin adds all martial weapons and heavy armour.

Skills
Diplomacy +9
Heal +6
Intimidate +10
Knowledge Nature +4
Knowledge Religion +4
Knowledge Dungeoneering +4
Knowledge Arcane +4
Knowledge Nobility +4
Perception +7
Sense Motive +9
Survival +6
Spell craft +4
(+2 conditional on knowldedge rolls to identify monsters)

Languages
Common

Combat Gear
Full-plate armour (+9 AC, +1 Max Dex, Speed 20, Acp -6, 50lbs)
Heavy Steel shield 20g (+2 AC, ACP -2, 15lbs)
(glymtul) +1 Bastard Sword 35g (1d10+1 slashing, 19-20/x2 crit, 6 lbs)
Headband of Alluring Charisma (+2)
Everbright polish
Long-bow 75g (1d8, x3 crit, 100ft range, 3lbs)
Arrows(20) 1g (1lbs)
Other Gear
Backpack 2g (2lbs)
Waterskin x3 3g (12lbs)
Blanket, winter x2 1g (6lbs)
Tent, Medium 15g (30lbs)
Wooden symbol of Helm (I technically don't need it but should have it) 1g
Hemp rope 100ft 2g (20lbs)
Waterproof bullseye lantern 17g (3lbs)
5 pints of oil 5s (5lbs)
5 days of rations 25s (5lbs)
Gold 10g
Silver 0

SPECIAL ABILITIES

Inquisition/Domain:

Persistence Inquisition
Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world’s end if necessary.
You receive Step Up as a bonus feat.
Deities: Asmodeus, Iomedae, Urgathoa.
Granted Powers:
Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).
Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

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).

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: Inquisitor 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.

Detect Undead at Will
Smite Evil (Su):

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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.

Experience: 3055