Kullen

Zaryn Carolingian's page

65 posts. Organized Play character for Ill_Made_Knight.


Full Name

Zaryn Carolingian

Race

HP 19/19, Init +3, AC: 20, T: 11, FF: 19, F: +7, R: +2, W: +5

Classes/Levels

Perception +6 <Darkvission 60ft>, CMD: 15 , Male Half-Orc Inquisitor 1/Fighter (Weapon Master) 1

About Zaryn Carolingian

Backstory
TBD
Appearance

TBD

Character Sheet

__________________________ GENERAL__________________________

Male Half-Orc, 1 Level Inquisitor of Sarenrae/1 Level Fighter (Weapon Master) Level 2
Age: 21
Height: 6'3
HP: 19/19 (15+4 Con) [Dead at -14]
Alignment: Chaotic Good
Faith: Sarenrae
PFS Faction: The Silver Crusade
Fame/Presteige: 7/3

STR: 17 [+3 modifier](+2 racial bonus)
DEX: 12 [+1 modifier]
CON: 14 [+2 modifier]
INT: 14 [+2 modifier]
WIS: 14 [+2 modifier]
CHA: 07 [-2 modifier]

Initiative +3 = +1 [DEX] +2 [Reactionary]

Favored Class: Inquisitor

__________________________ DEFENSE __________________________

AC 20 = 10 [Base] +1 [Dex] +9 [Full Plate]
Touch AC = 11
Flat-Footed = 19

Fortitude Save +7 = 4 [base] +2 [Con] +1 [Sacred Tattoo]
Reflex Save +2 = 0 [base] +1 [Dex] +1 [Sacred Tattoo]
Will Save +5 = 2 [base] +2 [Wis] +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___
1st-Combat Expertise
Fighter Bonus Feat: Improved Disarm

___Traits___
Reactionary
Armor Expert

___Skills___

Total + Ability Mod. + Ranks + Misc -ACP.

Skill Ranks: 2 [Fighter] 6 [Inquisitor] +2 [INT]
Total: 12

Acrobatics -3 = DEX 1+0+0-4
Appraise +1 = INT 1+0+0
Climb +3 = STR 3+1+3-4 [1 Rank]
*Craft +0 = INT 0+0+0
Diplomacy -2 = CHA -2+0+0
*Disable Device +0 = DEX 0+0+0
Disguise -2 = CHA -2+0+0
Escape Artist -3 = DEX 1+0+0-4
Fly -3 = DEX 1+0+0-4
Heal +6 = WIS 2+1+3 [1 Rank]
Intimidate +5 = CHA -2+1+6 [1 Rank]
Knowledge (Arcana) +8/+6 = INT 2+1+3 [1 Rank]
Knowledge (Dungeoneering) +8/+6 = INT 2+1+3 [1 Rank]
Knowledge (Nature) +8/+6 = INT 2+1+3 [1 Rank]
Knowledge (Local) +10/+8 = INT 2+1+5 [1 Rank]
Knowledge (Planes) +8/+6 = INT 2+1+3 [1 Rank]
Knowledge (Religion) +8/+6 = INT 2+1+3 [1 Rank]
Linguistics ***Trained Only****
Perception +6 = WIS 2+1+3 [1 Rank]
Perform +0 = CHA 0+0+0
Ride -3 = DEX 1+0+0-4
Sense Motive +7= WIS 2+1+4 [1 Rank]
*Sleight of Hand +0 = ***Trained Only****
Spellcraft +0 = ***Trained Only****
Stealth -3 = DEX 1+0+0-4
Survival +2 = WIS 2+0+0
Swim +3 = STR 3+1+3-4 [1 Rank]
Use Magic Device -2 = CHA -2+0+0

_________________Special Abilities _________________

Half-Orc

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

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.
Medium Load: 200 lbs.
Heavy Load: 300 lbs.
Lift Over Head: 300 lbs.
Lift Off Ground: 600 lbs.
Push or Drag: 1200 lbs.

Held/Worn Equipment:

Masterwork Cold Iron Heavy Flail (330gp) 10 lbs
Masterkwork Full Plate (1650) 50 lb
Scimitar (15gp) 4 lbs
Travellers outfit (1gp) 5 lbs
Wrist Sheath, spring loaded (5gp) 1 lbs
/w Wand of Cure Light Wounds (750gp) [Payed with 2 Prestige points]

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
Pouch, Spell components (5gp) 0.5 lbs
2 Flask of Acid (20gp) 3 lbs
1 Alchemist's fire (20gp) 3 lbs

Masterwork Backpack (50gp) 4 lbs

Chalk (5 piece) (5cp)
Waterskin (1gp) 4 lbs
50 ft Silk Rope (10gp) 5 lbs
Dagger (2gp) 1 lbs
Bedroll (1sp) 5 lbs
Tindertwig (1gp) - lbs

__________________________ Chronicles Played__________________________
03-01 Frost Fur Captives [GM Credit]
00-02 Hydra's Fang [GM Credit]
2-15 Shades of Ice [GM Credit]
MOD We Be Goblins! [GM Credit]