Alain

Talwin Bernhold's page

566 posts. Organized Play character for Derek Weil.


Race

Human

Classes/Levels

Inquisitor 5 | HP 43/43 | AC 20/14/17 | Fort: +7 | Ref: +4 | Will: +7 | Init: +4 | Perc: +10 | SM: +12 | CMB: +6 | CMD: 19 | +1 Adamantine Longspear +8; 1d8+5 | Mwk Composite Longbow +6; 1d8+3

Gender

Male

Size

Medium

Age

28

Alignment

Lawful Good

Deity

Abadar

Location

Absalom

Languages

Common

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Talwin Bernhold

Pathfinder Society #: 85794-5

XP: 14
FP: 24
PP: 20

Scenarios Completed:
Intro 3: First Steps - Part III: A Vision of Betrayal (GM credit: 1 XP, 2 PP)
#3-05: Tide of Twilight (GM credit: 1 XP, 2 PP)
#5-08: The Confirmation (1 XP, 2 PP)

#39: The Citadel of Flame (1 XP, 2 PP)
Pathfinder Society Special: Siege of the Diamond City (1 XP, 2 PP)
#55: The Infernal Vault (1 XP, 0 PP)

#5-02: The Wardstone Patrol (GM credit: 1 XP, 2 PP)
#6-01: Trial by Machine (1 XP, 2 PP)
#6-05: Slave Ships of Absalom (GM credit: 1 XP, 2 PP)

Pathfinder Online: Thornkeep The Forgotten Laboratory (3 XP, 4 PP)

Among the Living (1 XP, 2 PP)
Delirium's Tangle (1 XP, 2 PP)

Initiative: +4
Perception: +10
Speed: 30/40

Defense
AC: 20 Touch: 14 FF: 17
(+6 armor; +2 Dex; +1 dodge; +1 deflection)
HP: 43/43
(favored class bonus here)
Fort: +7
Ref: +4
Will: +7
CMD: 19

Offense
BAB: +3

Melee
+1 Adamantine Longspear +8 /1d8+5 / x3 / P
Masterwork Cold Iron Longspear +8 1d8+4 / x3 / P
Mithral Dagger +7 / 1d4+3 / 19-20 / x2 / P or S
Cold Iron Heavy Mace +6 / 1d8+3 / x2

Ranged
Masterwork Composite Longbow (+3 Str bonus) +6 / 1d8+3 / x3 / P

Abilities:
Aura of Good

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).

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.

Domain Powers:
Domain: Travel

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5 times/day).

Spells:
Level 2 (2/day): Align Weapon, See Invisibility
Level 1 (4/day): Bless, Cure Light Wounds, Divine Favor, Protection from Evil
Level 0 (at will): Create Water, Detect Magic, Guidance, Light, Sift, Stabilize

Traits:
Armor Expert: -1 to AC penalty

Scholar of the Great Beyond: +1 bonus to Knowledge: History and it is a class skill

Feats:
Combat Reflexes (1st)
Dodge (Human bonus)
Weapon Focus (3rd)
Precise Strike (3rd - Inquisitor bonus)
Extra Bane (5th)

Skills:

8 skill points/level = 6 class + 1 Int + 1 human
Class skills in bold.
-2 Armor Check Penalty included

Acrobatics -1
Appraise +1
Bluff +0
Climb +5
Craft +1
Diplomacy +7
Disguise +0
Escape Artist -1
Fly -1
Heal +6
Intimidate +9
Know: Arcana +7
Know: Dungeoneering +5
Know: History +7
Know: Nature +5
Know: Planes +9
Know: Religion +7
Perception +10
Perform +0
Profession: Clerk +6
Ride +0
Sense Motive +12
Stealth +3
Survival +2
Swim +5

Magical Items:
Cloak of Resistance +1
Ring of Protection +1
Oil of Daylight
Wand of Cure Light Wounds
Wand of Cure Light Wounds

Equipment:
Masterwork Breastplate 30.0 lbs.
Masterwork Cold Iron Longspear 9.0 lbs.
Mithral Dagger 1.0 lb.
Club 3.0 lbs.
Masterwork Composite Longbow (+3 Str) 3.0 lbs.

20 arrows 1 lb.
Backpack 2 lbs.
Bedroll 5 lbs.
Waterskin 4 lbs.
Rope, silk 5 lbs.
Trail rations (2) 2 lbs.
Silver Holy Symbol 1 lb.

Background:
Talwin is of mixed lineage. He is of Galtan descent on his mother's side. His grandparents fled the country after the revolution turned things so violent there. The family resettled in Andoran to raise their young child. When Talwin's mother grew up, she married a local woodcutter in Bellis.

Since he was young, Talwin's parents taught him to value freedom and liberty, but also to value law and order. Chaotic freedom, has was taught, could be very destructive. He took theses lessons to heart. Talwin has felt strongly that Andoran's freedoms are predicated on its government enacting just laws. Recently, evidence of corruption among Andoran's elected leaders has become more and more evident. He is tired of these stories and rumors, as well as tales of people who are unwilling to bear their burden in making the country a better place (by paying their fair share of taxes). These beliefs led him to the church of Abadar, and as an inquisitor he seeks to root out injustice and corruption.