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About Zaryn CarolingianBackstory
TBD Character Sheet __________________________ GENERAL__________________________ Male Half-Orc, 1 Level Inquisitor of Sarenrae/1 Level Fighter (Weapon Master) Level 2
STR: 17 [+3 modifier](+2 racial bonus)
Initiative +3 = +1 [DEX] +2 [Reactionary] Favored Class: Inquisitor __________________________ DEFENSE __________________________ AC 20 = 10 [Base] +1 [Dex] +9 [Full Plate]
Fortitude Save +7 = 4 [base] +2 [Con] +1 [Sacred Tattoo]
__________________________ OFFENSE __________________________ Speed: 20ft (4 Squares) Basic Melee Attack +5 with Masterwork Heavy Flail (1d10+4) x2 (19-20) Basic Ranged Attack +2 Touch with Acid Splash (1d3+1) Basic CMB +4 = 1 [BAB] +3 [Str] +0 [size] Disarm CMB +9 = 1 [BAB] +3 [Str] +0 [size] +1 [enhancement] +2 [Improved Disarm] +2 [Heavy Flail] CMD 15 = 1 [BAB] +3 [Str] +1 [Dex] +0 [size] + 10 _________________ Feats, Traits, Skills _________________ ___Feats___
___Traits___
___Skills___ Total + Ability Mod. + Ranks + Misc -ACP. Skill Ranks: 2 [Fighter] 6 [Inquisitor] +2 [INT]
Acrobatics -3 = DEX 1+0+0-4
_________________Special Abilities _________________ Half-Orc Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Half-Orc Favored Class Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures. Inquisitor Domain: Glory (Heroism) Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. 5/day 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). Spells Per Day 2
Spells Known:
0- Acid Splash, Detect Magic, Disrupt Undead, Stabilize
1- Litany of Sloth, Protection From Evil Languages: Common, Orc, Giant, Goblin [Bonus +2 INT] Equipment:
Gold: 2108gp; Spent:2096.51; Remaining: 7gp 4sp 9cp Carrying Capacity: [Treat as 18 Str due to Masterworked Backpack] Current Load: Light Load: 100 lbs.
Held/Worn Equipment: Masterwork Cold Iron Heavy Flail (330gp) 10 lbs
Shining WayfinderA shining wayfinder is a polished silver compass favored by members of the Shining Crusade.In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north). (2000gp) 1 lbs [Payed with 2 Prestige Points] Belt and Pouch (1gp) 0.5 lbs
Masterwork Backpack (50gp) 4 lbs Chalk (5 piece) (5cp)
__________________________ Chronicles Played__________________________
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