About Augusto ManchaBackground:
As an Inquisitor of Erastil, the Years have been rough on Augusto. The travel, the investigation, the
battles, have made him age well beyond his years. Streaks of Grey assault his temples and beard. He wears it as a badge of honor, of pride. However, the hard road he travels has not dulled his senses. His mind is sharp as ever, his body may be covered in scars and wounds of battle, is Hard, strong, and willing to give the extra effort to see his task completed. Augusto is an Honorable man. He keeps his word, is true to his allies, and will do whatever he can to help them. Don't mistake this for mercy. If you are on the wrong end of his Blades, he will give you no quarter. De La Mancha will do what he must to eradicate the Evils, the wicked, and the ones that prey on the innocent. He is fiercely devoted to his Deity, and converses with him on a Daily basis. Augusto views Erastil as an elder Family member, someone he can trust to give him advice, and keep him on the right path throughout live. Augusto De La Mancha is not without his Flaws, he has a soft spot for woman, especially ones with flaming red hair, and eyes as green as the forest. He is also been known to enjoy a Fine cigar, and a swig of Fine coffee or two in the evenings, after a hard day of tracking, and removing a threat to all that Erastil stands for. One night, Erastil came to Augusto in a dream, in the form of the Great stag. This stag lead Augusto from his home in the City of Brevoy into the wilderness, to a small group of Pioneers. Before his eyes, the settlers Shot and felled the Stag and used his body for food, tools and clothing. When he awoke, Augusto knew what he had to do. After Gathering his things, selling is small home, and preparing some supplies. He set off into the Wilderness With his Faithful Horse, Sancho* to Spread the Teachings of Easrtil to those who live in the wilds. And to lend a helping Hand when needed. *due to the trait i took to help Tie in my background, I start with a horse. I assume this is a light ridinghorse. it will NOT be used for Combat
Fur Subdomain:
*Predator's Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. *Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Inquisitor Class Abilities
Judgement:
Judgment 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. Judgements Destruction +3
Healing +3
Justice +2
Piercing +3
Protection +2The 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 +2
Resiliency +2
Resistance +6
Smiting: Magic, Lawful or Good
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 possess the same teamwork feats as the inquisitor for the purpose of determining if 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 Teamwork feats *Precise Strike (Combat, Teamwork)
*Outflank (Combat, Teamwork)
*Swap Places (Combat, Teamwork)
Bane:
(Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Discern Lies:
(Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Second Judgment:
(Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. As a swift action, she can change one of these judgments, causing the bonuses from that judgment to reset to those granted on the first round. Human Inquisitor 9:
AC 21 (+6 armor +3 dex, +1 deflect, +1 natural) T 14, FF 18 HP 81 (9d8+26, favored class(+8), toughness(+9), and belt of con +2) Fort +8 Ref +7 Will +10 Initiative +10 Speed 40(30 base, +10 from boots) Bab +6, CMB +10 CMD 23 Melee: Two Bladed Sword +1/+1
Ranged: + 1Comp longbow (+4str): Standard +10 1d8+5
Special attacks: Tanglefoot Arrow Feats
Skills (max 56 (6/lvl +int(0) +1/lvl for being human)
Gear Weapons
Misc
Mundane
Signal whistle 8s, Waterskin 1g, Rations, trail(10) 50s, Tobacco(Cigars)(5), 10g, Flask 3cp, Coffee 1cp. Gp 503gp Spells
1st(5)
2nd(5)
3rd(4)
Spells Per day
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