Marcos Farabellus

Rowan Kandel's page

36 posts. Organized Play character for rooneg.


Full Name

Rowan Kandel

Race

| HP 10/10 | AC 19 T 13 FF 16 | CMB +2, CMD 16 | F: +3, R: +4, W: +4 | Init: +6 | Perc: +6, SM: +7

Classes/Levels

| Speed 40ft | Spells: 1st 2/2 | Active conditions: None

Gender

Male CG Human (Taldan) Inquisitor (Exploration, Preacher) 1

About Rowan Kandel

PFS # 167355-1
Experience 1
Faction Liberty's Edge
Wealth 6 GP, 0 PP 2 Fame

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Rowan Kandel
Inquisitor 1
CG Medium humanoid (Human)
Init +6; Senses Perc +6, SM +7

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Defense
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AC 19, touch 13, flat-footed 16
HP 10
Fort +3, Ref +4, Will +4

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Offense
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Speed 40 ft.
Melee Light Mace (+2, 1d6+2 B), Cold Iron Dagger (+2, 1d4+2 S)
Ranged Composite Longbow, +2 STR (+4, +5 <= 30', 1d8+2 P)
Space 5 ft.; Reach 5 ft.

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Statistics
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Str 14, Dex 18, Con 12, Int 8, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Point Blank Shot, Precise Shot
Traits Reactionary, Fortified Drinker
Languages Common
Skills Perception (+6), Stealth (+8, +4 in breastplate), Intimidate (+5), Sense Motive (+7), Knowledge (Religion) (+3, +5/identify), Knowledge (Nature) (+3, +5/identify)
Combat Gear Composite Longbow (+2 STR), Light Mace, Cold Iron Dagger, 18 Cold Iron Arrows, 18 Blunt Arrows, Breastplate, Buckler, 2 Flasks of Acid
Other Gear Inquisitor's Kit, 2 Tindertwigs, 2 Sunrods, Wand of Cure Light Wounds (49 charges)

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Special Abilities
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Spellcasting:
Spells/day
1: 2

Spells Known
0: Detect Magic, Guidance, Light, Stabilize
1: Protection from Evil, Shield of Faith

Exploration Domain:
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power 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).

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.

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).

Bot Me!:
If I have time before combat cast Protection from Evil or Shield of Faith, as seems appropriate. If it feels like a boss fight and I haven't used it yet today activate Judgement (Justice for the bonus to hit) in the first round.

In combat, stay back and snipe with my Longbow as much as possible.

[dice=Composite Longbow, <= 30']1d20+5[/dice]
[dice=Composite Longbow, > 30']1d20+4[/dice]
[dice=Composite Longbow Damage]1d8+2[/dice]

In melee, hit things with my light mace (or dagger if cold iron seems relevant). Don't forget to add my buckler AC.

[dice=Light Mace]1d20+2[/dice]
[dice=Light Mace Damage]1d6+2[/dice]

[dice=Cold Iron Dagger]1d20+2[/dice]
[dice=Cold Iron Dagger Damage]1d4+2[/dice]