
Miron Vladimirescu |

Decimus here again. I think I'm done with both background and mechanics, but happy to take further pointers. I am not as familiar with Sandpoint, so I may need to flesh out more details involving that.
Miron is incredibly perceptive but social gifts have not come naturally to him. This will be occasionally apparent.
In combat, he is flexible, mostly relying on dexterity. He can fight at range, at reach, and in close quarters, even if he isn't doing massive damage. He should be able to support the party well with social skills, pointing out monsters' weaknesses, and spells.
Miron was an awkward, shy child, born to a merchant family. He made a special effort to be helpful to others, to compensate for not always grasping their ways and moods. He managed to build some friendships over many years, even if many dismissed him.
When he was fourteen, a wandering preacher of Abadar led a group storming the holdout of local criminals. Morin was awed by the man's stirring speeches afterwards, and the efficiency in which he uprooted the criminal's operation almost overnight, having prepared properly. That his family profession led them to pay great heed to Abadar did help his opinion.
The seeds were sown. When he was sixteen, Miron asked for and got permission from his parents to leave for Magnimar to learn the faith of Abadar in much more depth. He did however make a point of writing many letters to family and those few close friends he had made, including a tavern owner friend of the family.
The youth's true enthusiasm for the ways of Abadar, order and love of the values of trade and civilisation, convinced the church elders to test him further. His natural gifts for accuracy and focus were cultivated, and he showed aptitude for magic. When judged sufficienctly ready, he was placed in a select group of potential future inquisitors. Those tasked with battling heretics and the enemies of the faith.
He learned how to win over people, not by grace, but by keen observation of their moods and incentives. With effort, he could be as charming or frightening as he needed to be. His tutors were greatly pleased, and eventually declared him ready to begin life as an inquisitor. That was a month ago, and he has only recently returned to Sandpoint.
A very average looking 5' 9", Morin has quite well groomed brown hair, moustache and beard. His pale brown eyes are very slightly watery and he has trouble making eye contact. At least until he is actively socialising, in which case he comes across as much sharper.
His dress is worn but well-mended road merchant clothing, reddish brown in colour. His wooden holy symbol of Abadar may or may not be visible around his neck.
Primary Motivator: Order
Emotional Disposition: Anxious
Moodiness: Even-tempered
Outlook: Optimistic
Integrity:
See http://www.ashami.com/rpg/
Primary Motivator: Order
Emotional Disposition: Anxious
Moodiness: Even-tempered
Outlook: Optimistic
Integrity: Conscientious
Impulsiveness: Controlled
Boldness: Cautious
Agreeableness: Disagreeable (by default)
Interactivity: Reserved (by default)
Conformity: Conventional
Sense of Humour: Dry
Favourite Topic: Professional
Religion
Adherence: Orthodox Adherent, Tolerant (of heathens, not heretics)
Expression of Beliefs: Occasionally blatant, constantly subtle
Converting Others: Casual seeming
Attitude: Humble
Association: Chuch (of Abadar)
Religious Roles: Inquisitor
Quirks: Humming
Hobbies: Cards
Miron Vladimirescu
Male Human Inquisitor of Abadar 1
Lawful Neutral Medium Humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 17 (18 with buckler), touch 13, flat-footed 14 or 15 [10 +3 Dex +4 armour +1 shield]
hp 8 (1 HD; 1d8 +0 Con)
Fort +2, Ref +3, Will +6
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Offense
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Speed 30 ft. (20 ft. in armoured coat)
Melee
Longspear +1 1d8+1 x3 P brace, reach
Sickle +3 1d6+1 x2 S trip
Kunai +3 1d4+1 x2 B or P 10 ft.
Dagger +3 1d4+1 19-20/x2 P or S 10 ft.
Ranged
Light Crossbow +3 1d8 19-20/x2 P 80 ft.
Special Attacks
Inquisitor Spells Known(CL 1th; concentration +5)
. . 1st (2/day) - Cure Light Wounds,
. . 0th Detect Magic, Guidance, Light, Sift.
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Statistics
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Str 12, Dex 16, Con 10, Int 12, Wis 18, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats
Weapon Finesse, Point-Blank Shot
Traits
Favored Son/Daughter (Campaign)
You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
Tavern Owner: One of the town’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Schooled Inquisitor (Faith)
Your additional training aids in identifying the wiles of your faith’s enemies.
Benefit: You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.
Lover of the Law (religion - Abadar)
You have a strong belief in the righteousness of law and justice.
Benefit(s) You receive a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law.
Drawback
Self-Doubting
Your ever-present fear of failure causes a downward spiral. The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.
Languages
Taldane, Varisian
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).
Miron also has Knowledge (local) as a class skill
Skill Ranks per Level: 6 + Int modifier.
Armour Check Modifier: 0 (-2 with shield)
Acrobatics +4 |+4 Dex
Appraise +2 |+1 Int +1 rank
+Bluff +8 |+4 Wis +1 rank +3 class skill
+Climb +1 |+1 Str
+Craft +1 |+1 Int
+Diplomacy +8 |+4 Wis +1 rank +3 class skill
Disable Device* -- |+4 Dex
+Disguise -2 |-2 Cha
Escape Artist +4 |+4 Dex
Fly +4 |+4 Dex
Handle Animal* -- |-2 Cha untrained
+Heal +4 |+4 Wis
+Intimidate +9 |+4 Wis +1 rank +3 class skill +1 morale
+Knowledge Arcana* -- |+1 Int
+Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* -- |+1 Int untrained
Knowledge Geography* -- |+1 Int untrained
Knowledge History* -- |+1 Int untrained
+Knowledge Local* +6 |+1 Int +1 rank +3 class skill +1 trait
Knowledge Nobility* -- |+1 Int untrained
+Knowledge Nature* -- |+1 Int untrained
+Knowledge Planes* -- |+1 Int untrained
+Knowledge Religion* +5 |+1 Int +1 rank +3 class skill
Linguistics* -- |+1 Int untrained
+Perception +8 |+4 Wis +1 rank +3 class skill
Perform -2 |-2 Cha
+Profession (merchant) +8 |+4 Wis +1 rank +3 class skill
+Ride +4 |+4 Dex
+Sense Motive +9 |+4 Wis +1 rank +3 class skill +1 morale
Sleight of Hand* -- |+4 Dex
+Spellcraft* -- |+1 Int untrained
+Stealth +8 |+4 Dex +1 rank +3 class skill
+Survival +4 |+4 Wis
+Swim +1 |+1 Str
Use Magic Device* -- |-2 Cha untrained
SQ
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Gear
Light Crossbow 35g
20 Crossbow Bolts 2g
Longspear 5g
Sickle 6g
Kunai 2g
Dagger 2g
Armoured Coat 50g
Bucker 5g
Deck of Cards (decent) 1g
Grooming Kit 1g
Inquisitor's Kit 30g
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Starting Gold: 140g
Spent on equipment: 139g
Gold Remaining: 1g
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Class Features
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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).
Conversion Inquisition
You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Deities: Any deity.
Granted Powers:
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.
Miron: Sacred bonus
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.
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).
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Advancement
L1: +1 Skill point, Weapon Finesse, Point-Blank Shot