Thorn's End Guard

Calinder's page

115 posts. Alias of Bacchreus.


About Calinder

Time Zone: GMT+10 (yes I'm from the future). I usually post in the mornings and night.

CALINDER IRANESCU

Male half-elf Inquisitor 1
XP: 0
NG Medium humanoid
Init -1 ; Senses low light vision, Perception +9

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==
AC 16, touch 9, flat-footed 17 (+5 armor, +2 shield, -1 dex)
hp 10 (1d10+2) Current: 10
Fort +4, Ref -1, Will +5

==OFFENSE==
Spd 20 ft./x4
Melee Scimitar +3 1d6+3 18-20/x2
Ranged Javelin -1 1d6+3 20/x2

==STATISTICS==
Str 16, Dex 8, Con 14, Int 10, Wis 16, Cha 12
Base Atk +0, Cmb +3 Cmd 12

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
Rebuke Death (Sp): You can touch a living creature as a
standard action, healing it for 1d4 points of damage plus
1 for every two cleric levels you possess. You can only use
this ability on a creature that is below 0 hit points. You can
use this ability a number of times per day equal to 3 + your Wisdom modifier (6).

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
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).

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.

SPELLS: An inquisitor casts divine spells drawn from the
inquisitor spell list (see page 42). She can cast any spell
she knows at any time without preparing it ahead of time,
assuming she has not yet used up her allotment of spells
per day for the spell’s level.
To learn or cast a spell, an inquisitor must have
a Wisdom score equal to at least 10 + the spell level.
The Diff iculty Class for a saving throw against an
inquisitor’s spell is 10 + the spell level + the inquisitor’s
Wisdom modif ier.

INQUISITOR WEAPONS AND ARMOR: All simple weapons, hand crossbow,
longbow, repeating crossbow, shortbow, light and medium armor, shields
(except tower shields), and favored weapon of deity -- Scimitar. (PFCR 39).

DOMAIN: Like a cleric’s deity, an inquisitor’s deity
influences her alignment, what magic she can perform,
and her values. Although not as tied to the tenets of
the deity as a cleric, an inquisitor must still hold such
guidelines in high regard, despite that fact she can go
against them if it serves the greater good of the faith.
An inquisitor can select one domain from among those
belonging to her deity. An inquisitor does not gain the bonus spells
listed for each domain, nor does she gain bonus spell slots.

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)
{* denotes items in backpack total lbs = 25}, Carrying capacity = 76lbs light, 153lbs medium.

Wealth: 119gp, 109sp, 8cp