Commoner

Chancre Cailean's page

848 posts. Alias of Kevin Hogan.


Full Name

Chancre Cailean

Race

Human

Classes/Levels

Inquisitor 9 (Guardian 2)

Gender

Male

Size

Medium

Age

45

Special Abilities

Birthday is 11 Kuthona

Alignment

CG

Deity

Cayden Cailean

Location

Drezen

Languages

Abyssal, Celestial, Giant, Taldane

Occupation

Itinerant

Strength 12
Dexterity 13
Constitution 19
Intelligence 14
Wisdom 22
Charisma 7

About Chancre Cailean

He's an Inquisitor of Cayden Cailean. How does that even work, anyway?

He's a short, flabby human. His clothing isn't too filthy, even if it's haphazard. All the important bits are covered, even if by accident. His teeth are yellow, and his breath could be better.

He talks with a Taldane accent, and if that's a cultivated accent, then it was cultivated a long time ago -- because he talks in his sleep, and that's how he talks there too.

pre-Chancre:
Chancre was born under a different name in a different place. Sold into slavery at a young age to pay a family debt, he was purchased by a Chelaxian group of adventurers who used the scrawny boy to test food for poison and to check rooms for traps. He managed to survive for a few months until the party came up against a very drunk, very angry dwarf. The Drunken-Style Barbarian made short work of the Chelaxians, freeing Chancre. Chancre never got the dwarf's name, but he remembered the broken shackles that the dwarf wore.

Eventually he ended up at a bar with a special devotion to Cayden Cailean, and began to learn the ways of the faith. Eager to leave his former path behind, he decided to take Cailean's name. He couldn't decide what to choose as a forename, so threw runes for it. He threw the runes against a stone fireplace, too hard. The runes for CHANCE came up, but one of them was cracked -- the crack was shaped like the letter "R" and so Chancre Cailean was born.

He had to work menial jobs for several years to pay off the rune that he broke.

His Family:
His birth family sold him into slavery. He doesn't know, doesn't care. Truth be told, doesn't remember that name.

He might have kids somewhere. Probably doesn't, but he wasn't always as cautious as he should have been, especially when he was younger.

Why Here? Why Now?:
Chancre has witnessed people doing things under the influence of alcohol that they would never do sober. Libation and liberation sound similar, but are they really? Chancre wants to know if people are inherently good, inherently evil, neither, or both. He also would like to find out if people can change.

So he’s going to a place where there should be a lot of good and evil on display: the WorldWound. And Kenabres is the gateway. He expects to see the extreme of human (and non-human) behavior.

Character Sheet Stuff:

Chancre Cailean
Male human inquisitor of Cayden Cailean 9 (Pathfinder RPG Advanced Player's Guide 38) Guardian 2
CG Medium humanoid (human)
Init +15; Senses Perception +19
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Defense
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AC 23, touch 11, flat-footed 20 (+8 armor, +1 Dex, +3 shield, +1 natural armor)
hp 100 (9d8+54)
Fort +13 (+2 bonus vs poison or drugs / +4 to avoid effects of alcohol), Ref +5, Will +13
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee corkscrew +7/+2 (1d6+1/18-20 x2)
. . cold iron shortsword +7/+2 (1d6+1/19-20 x2)
Ranged shortbow +7/+2 (1d6/×3)
. . +1 arrows +8/+3 (1d6+1/x3)
. . +1 holy arrows +8/+3 (1d6+1/x3)
Special Attacks bane 9/day, blinding shield 2/day, judgment 3/day
Inquisitor Spells Known (CL 9th; concentration +15)
. . 3rd (4/day)-cure serious wounds (*), dimensional anchor, locate weakness, mythic severance, searing light (*)
. . 2nd (6/day)-cure moderate wounds (*), lesser restoration, resist energy (*), see invisibility, spiritual weapon, mythic spiritual weapon, tactical acumen, tongues
. . 1st (7/day)—cure light wounds (*), divine favor (*), ear-piercing scream (*), expeditious retreat (*), shield of faith (*), true strike (*), weapons against evil, wrath
. . 0 (at will)—detect magic, guidance, light, read magic, resistance, stabilize
. . Domain Travel
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Statistics
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Str 12, Dex 13, Con 19, Int 14, Wis 22, Cha 7
Base Atk +6/+1; CMB +7; CMD 18
Feats Combat Casting, Combat Medic, Defiant Luck, Escape Route, Fast Learner, Improved Initiative, Inexplicable Luck, Judgment Surge[UM], Lookout, Mythic Improved Initiative
Traits Anatomist, Iron Liver, Stolen Fury
Skills Bluff +5, Climb +5*, Heal +16, Intimidate +6, Knowledge (dungeoneering) +10, Knowledge (nature) +10, Knowledge (planar) +10, Knowledge (religion) +14, Linguistics +3, Perception +19, Ride +5*, Sense Motive +20, Spellcraft +10, Stealth +5*, Survival +16 (+20 to follow or identify tracks), Swim +5*
Languages Abyssal, Celestial, Common, Giant
SQ absorb blow, agile feet (9/day), amazing initiative, bane (9/day), blinding shield (2/day), chancre's crank, cunning initiative, defiant luck, detect alignment, dimensional hop, discern lies (9/day), hard to kill, inexplicable luck, monster lore +6, mythic power (7/day), mythic spellcasting, potion glutton, relentless healing, second judgment, solo tactics, stern gaze +4, surge 1d6, track +4
Other Gear armored kilt, masterwork chain shirt, wooden armor, +1 light wooden shield, +1 blinding shield, +1 breastplate, +1 cloak of resistance, +1 amulet of natural armor, arrows (67), corkskrew, shortbow, whistling arrow (20), +1 holy arrows (5), +1 arrows (25), backpack, bedroll, belt pouch, candle (10), copper brooch depicting an amethyst-eyed bat perched on a mushroom, dwarven ale (potent - 19), flint and steel, hemp rope (50 ft.), holy text, ioun torch, manacles, mess kit, pot, soap, soul soap, spell component pouch, Terendelev's Scale, torch (10), trail rations (5), wand of spiritual weapon [14 charges, CL3], waterskin, wooden holy symbol of Cayden Cailean, 15 gp
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Special Abilities
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Absorb Blow (Su) As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Anatomist +1 to confirm critical hits.
Bane (9/day) (Su) 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.
Blinding Shield A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a successful DC 14 Reflex save or be blinded for 1d4 rounds.
Chancre's Crank You gain a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, you can ignore a single demon’s damage reduction for 1 minute, and increases the critical multiplier of any weapon you wield against that demon by 1.
Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Combat Medic (Teamwork) Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check.
Cunning Initiative (Ex) Add Wisdom modifier on initiative checks in addition to Dexterity modifier.
Defiant Luck Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll.
Detect Alignment (Sp) At will, can use detect chaos, detect evil, detect good, or detect law. Can only use one at a time.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Discern Lies (9/day) (Sp) 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.
Escape Route (Teamwork) You provoke no attacks of opportunity for moving through squares adjacent to (or within the space of) your allies who also have this feat.
Fast Learner Take two bonuses from the Favored Class Bonus.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Inexplicable Luck Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions (3 levels higher) of your judgments.
Lookout (Teamwork) Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknesses of creatures.
Mythic Improved Initiative (Mythic) The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.
Mythic Power 7/day (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Mythic Spellcasting (Ex) You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.
Potion Glutton You can drink potions, elixirs, or other potables as a swift action without provoking attacks of opportunity.
Relentless Healing (Su) You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power when casting a healing spell or using a class feature that heals damage to apply that healing to the dead creature. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.
Second Judgment (Ex) At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Solo Tactics All of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats.
Stern Gaze +4 (Ex) +4 morale bonus to all Intimidate and Sense Motive checks.
Stolen Fury +2 trait bonus on all CMB against demons. As a swift action, you can grant someone else this bonus for 1 round.
Surge 1d6 (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Tasty Coin Chancre gains a +2 bonus on Survival, 5 hit points, Potion Glutton (although Chancre is not a worshiper of Urgathoa and that pre-req has been struck down in this case), and +2 to Constitution.
Track +4 (Ex) +4 to Survival checks made to follow or identify tracks.

remaining today:
1 (/3) judgment, 0 (/1) judgment surge,
4 (/4) 3rd-level spells, 3 (/6) 2nd-level spells, 6 (/7) 1st-level spells,
9 (/9) agile feet, 9 (/9) bane, 9 (/9) discern lies, 3 (/7) mythic power, 6 (/6) teamwork feat changes, 1 (/1) defiant luck, 0 (/1) inexplicable luck,
2 (/3) uses of Terendelev's Scale, 2 (/2) uses of blinding shield, 14 charges on Wand of Spiritual Weapon, 20 (/90) feet of teleportation remaining

Skill Things:
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks: Bluff 4, Climb 5, Heal 7, Intimidate 1, Knowledge (dungeoneering) 5, Knowledge (nature) 5, Knowledge (planar) 5, Knowledge (religion) 9, Linguistics 1, Perception 9, Ride 5, Sense Motive 7, Spellcraft 5, Stealth 5, Survival 5, Swim 5.

*Armor Check Penalty skills (complete): Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

Loot Claimed:
copper brooch depicting an amethyst-eyed bat perched on a mushroom (200 gp)
masterwork chain shirt (175 gp)
wand of spiritual weapon (360 gp)
+1 light wooden shield (551 gp)
+1 breastplate* (675 gp)
+1 blinding shield* (2085 gp)
+1 holy arrows (103 gp) x5
cold iron shortsword (160 gp)
+1 arrow x25 (575 gp)
armor of the pious* (16,900 gp)
mw composite longbow [STR+2] (300 gp)
potent dwarven ale (150 gp) x20
efficient quiver (900g)
+2 magical beast bane arrows x19 (183g each)

Total Value = 29,873

* of Iomedae

Material Goods:
11,247 GP, 18 SP, 20 CP

shortbow
67 regular arrows
20 whistling arrows
corkscrewed rapier
wooden armor
masterwork chain shirt
with an armored kilt
+1 light wooden shield
ioun torch
soul soap
+1 cloak of resistance
+1 amulet of natural armor
+1 breastplate (of Iomedae)
+1 blinding shield (of Iomedae)
+1 holy arrows x5
cold iron shortsword
+1 arrow x25
armor of the pious
mw composite longbow [STR+2]
potent dwarven ale x 19

Inquisitor’s kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

copper brooch depicting an amethyst-eyed bat perched on a mushroom

Righteous Medal of Vigor

wand of spiritual weapon [14 charges, CL3]

Terendelev's Scale

The scale can be used three times per day to activate any of five powers: Cloudwalking, Disguise, Lay on Hands, Resistance, or Sacred Weaponry.

Cloudwalking: As a standard action, a scale can be used to cast levitate with a caster level of 20. A pillar of roiling clouds rises below the levitating object or creature, growing or shrinking with the target's altitude. This pillar is 5-ft in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Disguise: As a standard action, a scale can be used to cast alter self with a caster level of 20. While disguised, in addition to the standard effects of the spell, the target gains a +4 bonus on Bluff checks made against evil creatures.

Lay on Hands: The scale can be activated to provide lay on hands as per the paladin ability. This ability functions as if the bearer had a paladin level equal to his character level. (Currently 4d6)

Resistance: As an immediate action, the scale can be used to cast resist energy with a caster level of 20 - but only against electricity or cold.

Sacred Weaponry: As a swift action, the scale can be used to cast align weapon with a caster level of 20 - but only to align the weapon lawful or good. Unlike a normal align weapon this effect can be cast on an unarmed strike or natural weapon.


Immaterial Goods:
Chancre’s stated goal is to watch good things happen and bad things happen. He would like to know if people are immutable in their beliefs and their inherent state. He also wants to dabble a little in the pleasures of the flesh (e.g. find a really spicy chutney) and spirit (e.g. find a good argument) where available.

Mythic Spell Lists

Judgmental:
Because I am tired of having to look it up every time!

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.

Destruction: 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: 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: 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: 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: The 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: 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: 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: 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: 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).

Things To Integrate Into Character Sheet:

* mw composite longbow [STR+2] (1d8 / x3 / -2 since Str wrong, but +1 damage)

All composite bows are made with a particular Strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow

* armor of the pious

Armor of the Pious is +1 Mithral Full Plate ... in addition to which:

The armor requires 24 hours to attune itself to the wearer. Thereafter, once per day the armor’s wearer can offer a prayer to her deity (or Iomedae) as a swift action to increase the armor’s enhancement bonus to +2 for 10 rounds. For this duration, the armor also grants a +2 sacred bonus on saving throws. A wearer can use their lay on hands ability one additional time per day; a mythic character wearing armor of the pious also gains one additional use of mythic power per day. An evil character who wears armor of the pious gains 2 negative levels. These negative levels remain as long as the armor is worn and disappear when the armor is removed—they never become permanent but can’t be overcome in any way as long as the armor is worn.

efficient quiver

+2 magical beast bane arrows x19