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About Zariel CaileanSheet:
Init 3; Senses Perception 8 -------------------- DEFENSE -------------------- AC 19, touch 14, flat-footed 15 HP 8 Fort 3, Ref 3, Will 4 -------------------- OFFENSE -------------------- Speed 20ft Melee curved elven blade- AB 3 1d10+4 18-20 x2 Ranged Inquisitor Spells Known (CL 1st) Domain: Travel 0th DC 12- Acid Splash, Create Water, Detect Magic, Read Magic 1st (2/day) DC 13- Cure Light Wounds, Inflict Light Wounds -------------------- STATISTICS -------------------- Str 16, Dex 16, Con 10, Int 12, Wis 14, Cha 8 Base Attack 0; CMB 3; CMD 15 Feats Dodge Traits Anatomist, Armor Expert Armor Check Penalty 3 Favored Class Inquisitor (+1 Skill) Languages Common, Elven Feats:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Special Abilities:
Race 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. Class Judgement: See below Monster Lore: 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: 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). Domain 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. Judgment:
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). Skills:
Acrobatics 3 Appraise 1 Bluff -1 Climb 3 Diplomacy -1 Disable Device* Disguise -1 Escape Artist 3 Fly 3 Handle Animal* Heal 1 Intimidate -1 Kn. Arcana 5 Kn. Dungeoneering 5 Kn. Engineering* Kn. Geography* Kn. History* Kn. Local* Kn. Nature 5 Kn. Nobility* Kn. Planes 5 Kn. Religion 5 Linguistics* Perception 8 Ride 3 Sense Motive 2 Sleight of Hand* Spellcraft* Stealth 7 Survival 6 Swim 3 Use Magic Device* Gear:
3gp 3sp Curved Elven Blade Scale Mail backpack hammock bedroll blanket hemp rope 100ft trail rations x10 flint and steel hammer grappling hook piton x5 shovel crowbar string 50ft Story:
Zariel was an orphan on the streets of Riddleport, before being taken in by Aeryn, a cleric of Cayden Cailean. She came across Zariel while he was trying to protect a younger child from some bullies, and paying the price for it. Aeryn admired the boys spirit and, after chassing off the attackers, brought him back to her tavern as her student. The boy was a natural, taking to all aspects of study with a seriousness and focus uncommon for followers of Cayden Cailean. Zariel put everything he learned to good use and after a while, their neighborhood gained a reputation for being safe from the harsher aspects of Riddleport life. Eventually, however, all children have to leave the nest, and Zariel had a wanderlust stronger than most. Aeryn understood that her student had learned all he could from her, so she packed some supplies and wished Zariel luck on his adventures. Zariel, decided to head south to Sandpoint. He had heard reports of their increasing problems with crime, as well as tales about the Old Light and local goblin tribes, and decided it would be the perfect place to start his life of adventure. He's not sure what he will find in Sandpoint, but he's betting the story will earn him a drink or two in a tavern when it's over. |