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About .ArrianAbout Arrian, Inquisitor of Cayden Cailean Arrian
======================================================================== Defense AC 18, touch 12, flat-footed 16 (+ 4 armor, + 2 shield, + 2 Dexterity) [AC drops to 16 when wielding falchion]
BAB = 2 CMB = + 5 CMD = + 17 ======================================================================== Offense Speed 40 ft. Melee Masterwork Falchion (+ 6 to hit, + 4 to damage, 2d4/18-20x2), Deals S damage
Ranged
Space: 5 ft.; Reach: 5 ft. ======================================================================== Skills Climb 7 (1 rank, + 3 Str, +3 class skill)
Languages: Common, Orc, and Goblin ======================================================================== Half-Orc Racial Traits:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60'. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Half-Orc Alternate Racial Trait:
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. 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.
======================================================================== [spoiler=Favored Class Bonus]
Traits:
Fate's Favored (Basic, Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Hagfish Hopeful (Campaign): Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Feats:
Endurance (Bonus feat from Half-orc alternate racial trait): Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. Toughness (1st Level Feat): You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Ferocious Loyalty (Teamwork Feat) – (Bonus Feat for 3rd level Inquisitor): You have a powerful sense of responsibility for your allies. Benefit: You gain a + 1 morale bonus on attack rolls against any foe that currently threatens an ally who also has this feat. Whenever an ally with this feat is rendered helpless or killed within 30 feet of you, you gain a + 2 morale bonus on attack rolls for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first. Furious Focus (Combat) (3rd Level Feat): Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. Prerequisites: Str 13, Power Attack, Base Attack Bonus + 1 Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. ======================================================================== Class Features Inquisitor Class Features:
Weapon and Armor Proficiency
Spells
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–3. In addition, he receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook). An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, he gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.) Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one he already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Domain
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does he gain bonus spell slots. The inquisitor uses his level as her effective cleric level when determining the power and effect of his domain powers. If the inquisitor has cleric levels, one of his two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. Domain Selected: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon his 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, he must select one type of judgment to make. As a swift action, he can change this judgment to another type. If the inquisitor is evil, he 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 his Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. 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 his Wisdom modifier on initiative checks, in addition to his Dexterity modifier. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time. Track (Ex): At 2nd level, an inquisitor adds half his 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. ======================================================================== Spell List:
Orisons Known (9; 6 + 3 from FCB) Acid Splash
1st Level Spells Known (4)
Divine Favor
======================================================================== Inventory Tracking Sheet Mundane Gear:
Lamellar (leather) Armor Shortbow Arrows (20) Alchemical Gear:
Magic Items:
Mundane Gear not on Item Tracking Sheets:
Explorer's Outfit Shield, Heavy wooden Rapier Club Dagger Bedroll Blanket Soap [2] Rope, hemp (50 ft.) Whetstone Candle [10] Oil, lamp [2] Torch [4] Rations, trail [4] Backpack, common Sack [4] Poncho Pouch, belt Holy Symbol, iron Pouch, spell components Waterskin Chalk [10] Flint & Steel Wrist sheath [1] Bandolier Canvas (square yard) [2] Grooming kit Grappling hook (common) Gear maintenance kit Holy Text Mess kit ==================================================================== Backstory:
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Arrian is a refugee from the Hold of Belkzen who fled into Varisia seeking to put significant space between him and his former homeland. Using his skills and toughness to survive off the land Arrian eventually found his way to Sandpoint – probably the farthest point in Varisia from Belkzen. He appreciated their hardworking nature and their lack of prejudice for those who prove their worth. He has taken up the mantle of Cayden Cailean after learning about him from the people of Varisia. Whether it's Cayden's concern for freedom and bravery, his edicts to free slaves and help the oppressed, or just enjoying drink, Arrian is a fine example of embodying the virtues of Cayden Cailean. When he arrives in Sandpoint he was taken in by Jargie Quinn, owner of The Hagfish tavern. Endlessly entertained by the ever-changing stories of how Jargie lost his leg, Arrian helps Jargie out doing odd jobs and making sure no one gets into a fight with Jargie. Per GM:
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