![]() About CalinderTime Zone: GMT+10 (yes I'm from the future). I usually post in the mornings and night. CALINDER IRANESCU Male half-elf Inquisitor 1
Description: Calinder stands 5'10" tall and has dirty blond hair with sharp green eyes. Except for his ears he takes on most of his traits from his human line particularly his body builders physique and a lack of dextrous grace. Background Spoiler:
Calinder or Cal as his friends call him, grew up in the care of a human priest of Sarenrae, Kayair Ibn Hammad and has never known his father (an elf) and has few memories of his mother, Talitha Iranescu (human) who died when he was 6 years old. This priest that raised him cares for the downtrodden in Rotgut District of Riddleport running a small orphanage. His mother, Talitha was a Varisian gypsy, disowned by the Iranescu clan when she fell pregnant to an elf out of wedlock and who subsequently abandoned her. Cal doesn't even know his fathers name and uses his mothers family name for appearances. Talitha made her way to Riddleport and became a seamstress and maid but soon found she wasn't earning enough for both of them to live and had to turn to prostitution after the baby was born. Father Kayair Ibn Hammad, a Qadiran priest of Sarenrae took pity on her and always believing in redemption offered her employment, cleaning the small chapel and orphanage he maintained in Rotgut while providing a place to stay for them both and an education for young Calinder. One day during his 6th year Talitha grew gravely ill from a strange affliction that father Kayair could not cure. After a lingering illness she passed away leaving Calinder in his care. Ever since his mothers death Cal has been searching for any information about his father or other familial links, a task encouraged by his adopted faith, Sarenrae. From a young age he has always spent time studying the way people look and act, a holdover from his constant search to find a living relative. This has given him the added benefit of an uncanny knack to be able to read the intentions of others through body language and facial twitches. He has used this to his advantage over the years by dodging unsavoury situations and gaining a reputation for being able to read peoples minds, even going so far as to solve small mysteries around Rotgut district. This and his faith have earned him the nickname Calinder Truth Seeker and regular work as a detective of sorts. After having recently worked at the Gold Goblin Casino under the patronage of Saul Vancaskerkin, Calinder has become dissilussioned with his chances of finding family ties in Riddleport and decided to set out into the wider world to put his detective skills to work. He first followed a lead from a colleague detailing an Elven expedition that left from Magnimar. This proved fruitfull enough for Cal to find himself signing on as a passenger to the Merchant Ship Jenivere and its world spanning destination. ==DEFENSE==
==OFFENSE==
==STATISTICS==
Languages Common, Elven Feats Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Shield Proficiency (PFCR 133), Skill Focus (sense motive)(PFCR 134), Expanded Arcana (2 x orisons, APG p159) Skills Bluff +5 (+7 vs jungle natives), Diplomacy +5, Heal +3, Intimidate +6, Knowledge (religion) +5, Perception +9, Sense Motive +11, Survival +7 Domain Healing
Spells Spoiler:
0 level known: Acid splash, create water, daze, detect magic, disrupt undead, stabilize 1st level known (cast 2/day): command, cure light wounds Class Abilities Spoiler:
• JUDGMENT (Su): 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. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. 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.
DESTRUCTION: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. 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. JUSTICE: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. 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. PROTECTION: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. PURITY: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic RESISTANCE: The inquisitor is shielded by a f lickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. 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. • MONSTER LORE (Ex): The inquisitor adds her Wisdom
• STERN GAZE (Ex): Inquisitors are skilled at sensing
• ORISONS: Inquisitors learn a number of orisons, or
• SPELLS: An inquisitor casts divine spells drawn from the
• INQUISITOR WEAPONS AND ARMOR: All simple weapons, hand crossbow,
• DOMAIN: Like a cleric’s deity, an inquisitor’s deity
Traits Spoiler:
• Child of the Temple (Faith) - +1 to Knowledge (nobility and royalty) and Knowledge (religion) checks. Knowledge (nobility) is a class skill for you. (PFCT 4)
• Boarded in Varisia: Traveling from lands far to the north, you likely have little experience with the jungle, its denizens, or its strange forces. Just as the lands of Garund are wild and exotic to you, so are you to them. This unusualness manifests in one of two ways. A +2 trait bonus on all Bluff checks made against inhabitants of the jungle.
Combat Gear {weight in lbs} Scimitar {4}, Javelins x 3 {6}, Dagger {1}, Scale mail {30}, Heavy Steel Shield {15} Other Gear {weight in lbs} Armor & Shield, Weapons, backpack {2}, flint and steel, hammer {2*}, hooded lantern {2*}, oil (5pts){5*}, belt pouch {.5}, trail rations (2 days){2*}, hemp rope (50'){10*}, whetstone {1}, waterskin {4*}, Travelers outfit (Qadiran style robes), piece of wood with strange etching (only clue about Father), neck chain with Mothers signet ring attached (has etchings that match varisian tattoos of Iranescu clan)
Wealth: 119gp, 109sp, 8cp |