Chivane

Xzevrra's page

330 posts. Alias of Xzaral.


Full Name

Xzevrra

Race

Elf

Classes/Levels

Inquisitor 1

Gender

{HP 18/18 | AC 17 T13 FF10 CMD 16 | F/R/W 4/3/5 | Inish +3, Per +8} Female

Size

Medium

Age

128

Alignment

Chaotic Neutral

Languages

Elven, Common, Jasian

Homepage URL

Journal and Notes

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

About Xzevrra

Stats:

HP 18/18
AC 17 T13 FF14 CMD16
F/R/W 4/3/5
Spells
1st - 3/3
Judgement 1/1
Effects
Inspire Courage

Basics:

HP: 18
Fort: +4 (3base + 1con)
Ref: +3 (0base + 3dex)
Will: +5 (3base + 2wis)
AC: 17 (10base + +4armor + 3dex) FF 14 T 13
BAB: +1
CMB: +3
CMD: 16
Speed: 30'

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)

Jasian adds Sleight of Hand and Perform as class skills.

Vagabond adds Disable Device as a class skill.

Total=Ranks+Modifier+other

Acrobatics:
Appraise:
Bluff: +6=1+2+3
Climb:
Craft (???):
Diplomacy: +6=1+2+3
Disable Device: +7=2+1+3+1
Disguise:
Escape Artist:
Handle Animal:
Heal:
Intimidate: +7=1+2+3+1(Stern Gaze)
Know(Arcana): +5=1+1+3
Know(Dungeoneering): +5=1+1+3
Know(Engineering):
Know(Geography):
Know(History):
Know(Local): +4=1+1+0+2(Local Know it all)
Know(Nature):
Know(Nobility):
Know(Planes): +5=1+1+3
Know(Religion): +5=1+1+3
Linguistics:
Perception: +8=1+2+3+2(Racial)
Perform (???):
Profession(???):
Ride:
Sense Motive: +7=1+2+3+1(Stern Gaze0
Sleight of Hand: +8=1+3+3+1(Jasian)
Spellcraft:
Stealth: +7=1+3+3
Survival: +6=1+2+3
Swim:
Use Magic Device:

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.

Racial Abilities:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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.

Inquisition (Conversion):

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

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.

Spellcasting:

Concentration: +4
Spells per day
1st - 2+1

Spells Known
0th - Acid Splash, Create Water, Detect Magic, Light, Sift
1st - Cure Light Wounds, Disguise Self, Litany of Sloth

Traits:

Jasian: You can only take this trait if your character was raised in the Jasian culture. You would have one or more of the following identifying you as Jasian to others: Tattoos, jewelry, mannerisms, garb, piercings in places other than the ears, and accent. You are heavily enveloped in your culture and practices. You gain a plus +5 bonus to any checks in dealing with the Jasian people, this includes knowledges, perceptions, and diplomacy. You have also adopted some of their skill sets. Pick two skills, Perform, Diplomacy, Sleight of Hand, stealth, appraise and bluff, You gain +1 to each skill you took and both of them are class skills. You also know the Jasian language too.

Local Know-It-All: Benefit: Choose a community that you've lived in for at least 5 years. You gain a +2 trait bonus on Knowledge (local) checks related to that community.

Vagabond: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Benefit: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Weapon Info:

Unarmed Strike +3melee, 1d3+2 (20/x2) non-lethal
Club +3melee, 1d6+2 (20/x2)
Light Crossbow +4range, 1d8 (19-20/x2) 80'
  • 15 bolts

Longsword +3melee, 1d8+2 (19-20/x2)
Composite Longbow +4ranged, 1d8 (20/x3) 110'
  • 17 arrows

Equipment:

Chain shirt
Prison Garb
GP 53
SP 26
CP 12

Background:

Personality: