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About Andrek ValornResources
Andrek Valorn
Stats:
Initiative +3; Senses Perception +7 HP 29 (20+6Con+3FC) AC 16 (+5 Armor, +1 Dex) FF15 T11 (Without Shield) AC 17 (+5 Armor, +1 Shield, +1 Dex) FF16 T11 (With Shield) Speed 20 Str 18 Dex 13 Con 14 Int 8 Wis 14 Cha 9 Fort 5 Ref 2 Will 5 BAB 2 CMB +6 CMD 17 Melee bastard sword (1-Handed) +6 (1d10+4/19-20)
Languages Common
Skills:
6 Skill Points/Level -1 Int +1 Human (18 Total)
Class Skills: 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). Intimidate 6 (3+3CS-1Cha+1Inq)
Feats:
Human Combat Reflexes Inquisitor 1 Step Up Level 1 Following Step Level 3 Power Attack Inquisitor 3 Escape Route Spells:
Inquisitor Spells (Caster Level 3, Known 6/4, Cast Defensively +5, Ranged Touch +3) 1 (4/day)(DC 13) compel hostility, cure light wounds, divine favor, expeditious retreat,
Class/Racial Abilities:
Weapon and Armor Proficiency: Andrek is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and bastard sword. He is also proficient with light armor, medium armor, and shields (except tower shields). Ability Score Racial Traits: +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. 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. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1). Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered. 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). Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Teamwork Feat At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Judgments:
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).
Equipment:
Money pp 10 gp sp cp Bastard Sword (35gp) Scalemail (50gp) leather armor (to sleep in) 10gp light steel Shield (9gp) sling - 20 bullets in sack (1.2) Holy symbol of Muir (1gp) Dagger (4gp) Bedroll (1gp) Waterskin/Rations (2gp) Flint and Steel (1gp) Flask of Oil (4) Torches (10) 1gp) Hemp Rope 50' (1gp) Backpack (2gp) Caltrops (1 gp) Earplugs (3cp) Smoked goggles (10gp) Crowbar (2gp) 2 Iron Spikes (2gp) hammer (1gp) Sack (2) 2gp Magic Items:
Appearance:
Andrek is a lesser version than his brother Ares. Where his brother's aasimar feature make him exotic, Andrek is plain. He is usually seen with his worn bastard sword and shield and always carried a symbol of Muir with him Height 6'3'' Weight 240lbs Age 21 Years Eye Color Brown Hair Color Black Personality Andrek constantly has a chip on his shoulder and is never satisfied. However his brother has a positive affect on him and tends to pull him out of the worst of it. Like his brother he protects the weak, though in a more direct forceful way than his brother. (which he likes to hide from him if he can). He will do anything to allow his brother to succeed even if it is bad for himself. Background:
Andrek was raised with his half brother Ares by their adoptive father Marl Valorn a Muir cleric. Marl never talked much on who their parents were, or even if Marl knew himself, but he raised them as his own. Andrek's brother Ares was well liked with a constant smile and positive attitude. Andrek was not like that at all. Constantly with a chip on his shoulder, and not able to relate to people as well as Ares, Andrek seemed to get in trouble more often that not. A defining moment came while he and Ares were entering their teens. Andrek overheard another kid planning to do something to his brother so he immediately went over there and gave him a beating to make sure he knew to leave Ares alone. When his father found out he was furious, but then his training changed. While he still received divine training, the tone was different. While Ares was taught how to be the shining beacon of truth, Andrek was taught how to do the things to make Ares succeed at that. Ares and Andrek set off together to seek the twin shrines they have arrived at Bard's Gate. Dice:
[dice=Andrek Initiative]1d20+3[/dice] Combat
[dice=Bastard Sword (2-Handed)]1d20+6[/dice]
[dice=Bastard Sword (1-Handed)]1d20+6[/dice]
[dice=Sling]1d20+3[/dice]
Saves
Skills
Stat Generation:
Str 16 +2 race (10 Points) Dex 13 (3 Points) Con 14 (5 Points) Int 9 (-1 Points) Wis 14 (5 Points) Cha 8 (-2 Points) Level Choices:
2nd Roll 8 on d8. 3rd Roll 4 on d8. |