Boggard

Bellam Anklebane's page

18 posts. Alias of RainyDayNinja (RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16).


Full Name

Bellam Anklebane

Classes/Levels

Male Grippli HP 17/17 | AC 18 | T 14 | FF 15 | CMD 13 | Fort +4 | Ref +3 | Will +5 | Init +5 | Perc +8 | Sense Motive +7 | Judgment 1/1 | Sudden Shift 6/6

About Bellam Anklebane

Bellam Anklebane grew up in a remote swamp in the wilderness of Sargava. When Cheliax colonized the area, many of his clan were either driven from their homes or enslaved. Though Cheliax no longer rules over his land, its shadow is long. Bellam's parents often told him of the injustices dealt to his people during their imperialistic history.
Especially interesting to him were the tales of the bravery of the Free Pirates in defending the land from a new Chelish invasion. He revered the heroes of those stories, as well as their goddess the Pirate Queen, and longed to defend his homeland in the same way. He saw the pirates as benevolent protectors, and wished to join them not for his own personal gain, but to shield his home from foreign invasions, and to drain the resources of the Sargavan government through tribute to keep them from exerting their influence over the native peoples.

He trained in both sword and shadow, hoping to one day bring the enemies of freedom to their knees, either through combat or espionage. Once he became an adult, he set out to Port Peril to seek his fate, and ended up in a drinking contest in the Formidably Maid...

Bellam Anklebane
Male Grippli Inquisitor of Besmara (Infiltrator, Deception domain) 2
CG small humanoid (grippli)
Init +8; Senses Perception +8 (Darkvision 60)

DEFENSE

AC 18, touch 14, flat-footed 15 (+3 Dex, +4 armor, +1 size)
hp 17/17 (2d8+4)
Fort +5, Ref +3, Will +6

OFFENSE

Speed 30 ft., Climb 20 ft.
Melee mwk. rapier +6 (1d4+1/18-20)
Ranged mwk. light repeating crossbow +6 (1d6/19-20)

STATISTICS

Str 12, Dex 16, Con 14, Int 12, Wis 16, Cha 8

Base Attack +1; CMB +2; CMD 14
Feats Weapon Finesse
Traits Besmara's Blessing, Reactionary, Fate's Favored

Spells
0-level: acid splash, create water, detect magic, guidance, read magic
1st-level (3/day): magic weapon, shield of faith, divine favor

Skills
Bluff +7, 2 rank
Climb +13, 1 ranks
Diplomacy +7, 2 rank
Knowledge (arcana) +5, 1 rank
Knowledge (nature) +5, 1 rank
Knowledge (planes) +5, 1 rank
Perception +9, 2 rank
Profession (sailor) +8, 1 rank
Sense Motive +8, 2 rank
Stealth +12, 2 rank
Swim +5, 1 rank

Languages Common, Grippli, Boggard

SPECIAL ABILITIES

Judgment (Su) (1/day): 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.

Misdirection (Sp): At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

Guileful Lore (Ex): At 1st level, the infiltrator's will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

Sudden Shift (Sp) (6/day): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

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.

Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track.

Equipment

Rapier, 1 lb.
Shortbow, 1 lb.
--20 arrows, 1.5 lb.

Armor
Lamellar (leather) armor, 12.5 lb.

Other Gear
Inquisitor's Kit (without the torches, iron pot, or rope), cold iron crossbow bolts (30), flask of acid (3)

Wealth
4 gp

Carrying Capacity
Light: 32 lb.
Medium: 64 lb.
Heavy: 92 lb.
Carried: 27 lb.