Full Name |
Altan the "Broken" |
Race |
Human |
Classes/Levels |
Inquisitor of Shelyn/1 |
Gender |
Male |
Size |
5' 5" |
Age |
22 |
Special Abilities |
Judgement 1/day, Domain: Protection (+1 on all saving rolls, Resistance Touch 5/day) |
Alignment |
NG |
Deity |
Shelyn |
Languages |
Common, Elven |
Strength |
15 |
Dexterity |
13 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
15 |
Charisma |
13 |
About Altan the Broken
NG Medium humanoid (human)
Init +5; Senses Perception +6
DEFENSE
AC 15, touch 11, ff 14 (+4 armor, +1 Dex)
hp 10 (8 (1d8) + 1 (Con) + 1 (hp bonus)
Fort +3, Ref +1, Will +4; +1 vs all saves
OFFENSE
Speed 30 ft
Melee glaive + 2 (1d10 + 3/x3)
Special Attacks judgment 1/day
Domain Power
resistance touch (5/day); Domain: Protection
Spells per Day (CL 1st; concentration +3)
1st (2/day)-bane (DC 13), command (DC 13)
0 (at will)-acid splash, daze (DC 12), detect magic, guidance
STATISTICS
Str 15, Dex 13, Con 12, Int 12, Wis 15, Cha 13
Base ATK +0; CMB +2; CMD 13
Feats Combat Reflexes, Improved Initiative
Skills (ranks: 8 (6 + 1 (INT) + 1 (human skill rank) Diplomacy +5, Heal +6, Intimidate +6, Knowledge (religion) + 5 (+7 vs enemy weaknesses), Perception +6, Sense Motive +8, Spellcraft +5, Survival +6
Languages Common, Elven
SQ monster lore, stern gaze
GEAR
spell component pouch, belt pouch, glaive, chain shirt armor, backpack, silver holy symbol of Shelyn, explorer's outfit, 4 gp (converted into 2 gp and 100 sp)
ABILITIES
Domain The Protection domain grants a +1 bonus to all saving throws.
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus (+1). With this feat, you may also make attacks of opportunity while flat-footed.
Improved Initiative Your initiative roll increases by +4.
Judgement 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 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.
Resistant Touch By touching a willing creature, they gain a +1 bonus to all saving throws for 1 minute. The inquisitor loses his +1 bonus to all saving throws for 1 minute.
Stern Gaze An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
TRAITS
ALL-Suspicious (+1 to Sense Motive checks)
Jade Regent-Childhood Crush (Once per
day, you may attempt to earn a kind word or a smile from
the NPC whom you have a crush on by making a DC 15
Charisma check. If you’re successful, the elation and joy
at the attention gives you a +1 trait bonus on all saving
throws for the remainder of the day. If you’re ever lucky
enough to win the NPC’s love, this +1 trait bonus on saving
throws applies at all times, as long as your relationship
remains active. In addition, you gain a +1
trait bonus on all attack rolls against foes that threaten
your crush; Chosen NPC: Ameiko)
Carrion Crow-Subject of Study (+1 damage rolls vs monstrous humanoids)
Giantslayer-Dragonfoe (+1 dodge against dragons and +2 Reflex vs breath attacks)