Ice Sculptor

Augusto Mancha's page

206 posts. Alias of Josh Shrader.


Full Name

Augusto De La Mancha

Race

Human

Classes/Levels

Inquisitor 1

Gender

Male

Size

Medium

Age

38

Special Abilities

1 Judgment1 1/day, Monster Lore, Stern gaze

Alignment

NG

Deity

Erastil, Domain

Languages

Common

Strength 18
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Augusto Mancha

Background:
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
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 +3
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 +2
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 +3
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 +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
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 +2
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 +6
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: Magic, Lawful or Good
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 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)
You are skilled at striking where it counts, as long as an
ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this
feat are f lanking the same the creature, you deal an
additional 1d6 points of precision damage with each
successful melee attack. This bonus damage stacks with
other sources of precision damage, such as sneak attack.
This bonus damage is not multiplied on a critical hit.

*Outflank (Combat, Teamwork)
You look for every edge when f lanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this
feat are f lanking the same creature, your flanking bonus
on attack rolls increases to +4. In addition, whenever
you score a critical hit against the f lanked creature, it
provokes an attack of opportunity from your ally.

*Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally during
a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also
has this feat, you can move into your ally’s square as part
of normal movement. At the same time, your ally moves
into your previous space as an immediate action. Both
you and your ally must be willing and able to move to
take advantage of this feat. Your ally must be the same
size as you to utilize this feat. Your ally does not provoke
an attack of opportunity from this movement, but you
provoke as normal. This movement does not count
against your ally’s movement on his next turn.


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
Standard +12 1d8+7 19-20 x2(2 handed)
Full MH +10 1d8+5, +5 1d8+5, OH +10 1d8+5 (2 bladed weapon)

Ranged: + 1Comp longbow (+4str): Standard +10 1d8+5
Full +10 1d8+5, +5 1d8+5

Special attacks: Tanglefoot Arrow

Feats
Exotic WP: DBS
Two Weapon Fighting
Toughness
Weapon Focus (DBS)
Double Slice
Improved Initiative
Teamwork Feats
Precise Strike
Outflank
Swap Places

Skills

(max 56 (6/lvl +int(0) +1/lvl for being human)
Acrobatics +5/10 (Dex 3, ranks 2, add +5 to jumps for boots)
Bluff +5 (cha 0, ranks 2, class 3)
Climb +10 (str 4, ranks 3, class 3)
Diplomancy +6 (cha 0, ranks 3, class 3)
Disable Device +7 (dex 3, ranks 4)
Disguise +5 (cha 0, ranks 2, class 3)
Heal +10 (wis 4, ranks 3 class 3)
Intimidate +8 (cha 0, ranks 1, class 3, Stern gaze 4)
K:Arcana +5/8 (int 0, ranks 2, class 3, add 3 to id Monsters)
K: Local +6 (int 0, ranks 2, Class 3, Trait 1)
K: Nature +6/9(int 0, ranks 3, class 3, add 3 to Id monsters)
K:Planes +5/8 (int 0, ranks 2, class 3, add 3 to id Monsters)
K:Religion +6/9 (int 0, ranks 3, class 3, add 3 to id Monsters)
Perception +12 (wis 4, ranks 6, Class 3)
Sense Motive +11 (wis 4, ranks 2, Class 3, Stern Gaze 4)
Stealth +15 (Dex 3, ranks 9, class 3)
Survival +8/11 (wis 3, ranks 2, class 3, Add 4 to follow or to identify Tracks)
ride +9, (dex 3, ranks 2, class 3)
SpellCraft +6 (int 0, ranks 3, class 3)
Swim +9 (str 4, ranks 2, class 3)
Linguistics +2 (int 0, ranks 2)

Gear

Weapons
+1/+1 Double Bladed Sword 4630g
+1 composite longbow (+4 str) 2500g
Armor
Mithril Breastplate 4200g

Misc
Boots of Striding and Springing 5500
Handy haversack 2000g
Ring of Prot. +1 2000g
Amulet of natural armor +1 2000g
Cloak of resistance +1 1000g
Wand of Cure Mod wounds (2d8+3, 32/50 charges) 4500g
Headband of inspired wisdom +2 4000g
Belt of mighty constitution +2 4000g
Metamagic, Extend, lesser 3000g
10 +1 flaming arrows (160gp each) 1600 gp

Mundane
Arrows(20)1g, Arrow, Tanglefoot(5) 100g, Bed roll 1s, Sun rod(3)6g, Crowbar 2g, Grappling hook 1g, Rope, silk (50 ft) 10g,

Signal whistle 8s, Waterskin 1g, Rations, trail(10) 50s, Tobacco(Cigars)(5), 10g, Flask 3cp, Coffee 1cp.

Gp 503gp

Spells
Spells Known
0 (6)
Create Water
Read Magic
Detect Magic
Detect Poison
Light
Stabilize

1st(5)
Cure Light Wounds
Divine Favor
Shield of Faith
Expeditious Retreat
Protection from C/E/L/G

2nd(5)
Invisibility
Restoration, Lesser
Cure Moderate Wounds
Knock
Silence

3rd(4)
Cure Serious Wounds
Magic Vestment
Dispel Magic
Magic Weapon, Greater

Spells Per day
1st 6 (5 +1)
2nd 5 (4 +1)
3rd 4 (3 +1)