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Perelir

Lyrissah Stomrwhisper's page

10 posts. Alias of Xzaral.


Full Name

Lyrissah Stormwhisper

Race

Elf

Classes/Levels

Preacher 10

Gender

Female

Size

Medium

Age

140

Alignment

Neutral Good

Deity

Pharasma

Languages

Common, Elven, Sylvan

Strength 12
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 18
Charisma 10

About Lyrissah Stomrwhisper

Base Stats:

HP: 73
Fort: +11 (7 + 2con + 2enh)
Reflex: +10 (3 + 5dex + 2enh)
Will: +13 (7 + 4wis + 2enh)
AC: 29 (10base + 7armor + 5dex + 2shield + 2deflection + 2natural + 1insight)
CMD: 23
BAB: +7
CMB: +8
Speed: 30'
Initiative: +11

Inquisitor Abilities:

Weapon and Armor Proficiency: Weapon and Armor Proficiency: 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).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

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.

Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.
This ability replaces solo tactics.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Trained Skills:

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Total=Ranks+Modifier+other

*Acrobatics: +5 = 0+5+0
Appraise: +1 = 0+1+0
Bluff: +0 = 0+0+0
*Climb: +9 = 5+1+3
Craft (???): +1 = 0+1+0
Diplomacy: +0 = 0+0+0
*Disable Device: -- = 0+5+0
Disguise: +0 = 0+0+0
*Escape Artist: +5 = 0+5+0
*Fly: +5 = 0+5+0
Handle Animal: -- = 0+0+0
Heal: +4 = 0+4+0
Intimidate: +18 = 10+0+3+5
Know(Arcana): +8 = 4+1+3
Know(Dungeoneering): +8 = 4+1+3
Know(Engineering): -- = 0+1+0
Know(Geography): -- = 0+1+0
Know(History): -- = 0+1+0
Know(Local): -- = 0+1+0
Know(Nature): +8 = 4+1+3
Know(Nobility): -- = 0+1+0
Know(Planes): +8 = 4+1+3
Know(Religion): +8 = 4+1+3
Linguistics: -- = 0+1+0
Perception: +17 = 10+4+3
Perform (???): -- = 0+0+0
Profession(???): -- = 0+4+0
*Ride: +5 = 0+5+0
Sense Motive: +22 = 10+4+3+5
*Sleight of Hand: -- = 0+5+0
Spellcraft: +1 = 0+1+0
*Stealth: +18 = 10+5+3
Survival: +17 = 10+4+3
*Swim: +8 = 4+1+3
Use Magic Device: -- = 0+0+0

*ACP -1

Feats:

Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Manyshot (Combat): You can fire multiple arrows at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Rapid Shot (Combat): You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deadly Aim (Combat): You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits:

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Warrior of Old (Elf): As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.

Spellcasting:

Spells per day: 6/5+1/4+1/3+1/1+1
Spells Save DC: 14+Spell level
Concentration Modifier: +16

Spells Known
0th - Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Guidance
1st - Detect Undead, Litany of Sloth, Burst Bonds, Remove Fear, Hide from Undead
2nd - Spiritual Weapon, Flames of the Faithful, Tongues, Silence, See Invisibility
3rd - Heroism, Dispel Magic, Prayer, Dimensional Anchor
4th - Greater Invisibility, Freedom of Movement

Weapon Info:

+1 Holy Longbow (Rapid Shot, Manyshot, Deadly Aim) +10/10/10/5 ranged, 1d8+5 + 2d6 holy (20/x3) 100'
MW Spiked Gauntlet +9/4 melee, 1d4+1 (20/x2)
MW Dagger +9/4 melee, 1d4+1 (19-20/x2)

Ammunition:

Normal Arrows x 40
Cold Iron x 20
Silver x 20
Adamantine x 10
Blunt x 40

Equipment:

+1 Mithril Breastplate
+1 Mithril Buckler
Ring of Protection +2
Amulet of Natural Armor +2
Ring of Sustenance
Headband of Inspire Wisdom +2
Belt of Physical Perfection +2
Cloak of Resistance +2
Bracers of Archery, Lesser
Dusty Rose Prism Ioun Stone
Efficient Quiver
Handy Haversack
MW Backpack
Pathfinder's Kit
Alchemist's Fire x5
Acid Flask x5
483 gp

Magic Items by Slot:

Armor: +1 Mithril Breastplate
Belts: Belt of physical perfection +2
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband: Headband of Inspiring Wisdom +2
Neck: Amulet of Natural Armor +2
Ring: Ring of Protection +2
Ring: Ring of Sustenance
Shield: +1 Mithril Buckler
Shoulders: Cloak of Resistance +2
Wrist: Bracers of Archery, lesser


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