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 About Cynric RenweardCrunch::  Cynric Renweard Male half-elf (Chelish human ancestry) Inquisitor of Milani 1 CG Medium humanoid (half-elf) Age 30 Init +1; Senses Perception +7, Low-light vision -------------------- DEFENSE -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 11 (1d8+3) Fort +5, Ref +2, Will +5 -------------------- OFFENSE -------------------- Speed 30 ft. Melee Morningstar +3 (1d8+4/x2) Ranged longbow +1 (1d8/×3) Special Attacks judgment 1/day, Inquisitor Spells Known (CL 1st; concentration +4) 1st (2/day)—divine favor, protection from evil 0 (at will)—detect magic, guidance, light, acid splash Domain: Liberation -------------------- STATISTICS -------------------- Str 16, Dex 12, Con 16 (+2 racial), Int 12, Wis 16, Cha 10 Base Atk +0; CMB +3; CMD 14 Feats: Intimidating Prowess Traits Unhappy Childhood: Tortured, Dirty Fighter Skills Bluff +0, Climb +3, Craft +1, Diplomacy +0, Disguise +4, Heal +3, Intimidate +4, Knowledge (Arcana) +1, Knowledge (Dungeoneering) +5, Knowledge (Nature) +1, Knowledge (Planes) +1, Knowledge (Religion) +1, Perception +9, Profession (Florist) +7, Ride +1, Sense Motive +7, Spellcraft +1, Stealth +5, Survival +, Swim +7. Languages Common, Elven SQ monster lore +3, stern gaze +1 Other Gear chain shirt, backpack, rock, torch, flint and steel, holy symbol of Milani, spell component pouch Wealth -------------------- SPECIAL ABILITIES -------------------- Inquisitor Domain (Liberation) 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. She can select an alignment domain only if her alignment matches that domain.. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. 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. 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. 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. 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). --------------------------------------------------------------------------- -------------------------------------- Half-Elf Racial Traits
 Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). -------------------- Background and Description::  Cynric Renweard That rat bastard Gaedren Lamm! Not many things will turn Cynric's stomach much these days. That name had not been thought of for years. Cynric became acquainted with Lamm at the very worst time of his life. His parents both lost in that tragic fire, tossed on the street like so much trash. On the brink of starving to death, there he was in his baleful wretchedness. Skinny, reeking of liquor and bad hygiene, Gaedren Lamm, offers easy work and a place to lay your head. Things were not as simple as that. Things went from terrible to absolutely horrendous. Since he possessed no inherent talent for pickpocketing, cut-pursing or simple thuggery, all he was good for was as a "Looket", or a distraction. At the right moment, he'd start a fight or accuse an adult of hitting him or worse. While all eyes were on him, the stealthier children would make off with the valuables sight unseen. More often or not, he'd fail to draw a big enough audience and the whole heist would fall apart. Back at the meet up, he'd get punished. The titters of joy from Lamm and fear of what he'd do to him would be enough for the others release their cruelty upon him. So, Cynric try to leave but never got very far. Lamm shackled his ankles together the first time. On the next attempt, he simply added more chains. He tried to escape again and this time he was thrashed so soundly he passed out. Cynric grew more bold with every escape. Finally, Lamm gathers the other children and makes them take turns holding his head in a bucket of brackish water until he drowned. Looking back, that's when Milani first sought him out. He knew she had chosen him. She had planted the seed of freedom in his mind, and his determination for it cultivated her favor. He would not just be the Everbloom's instrument, but her divine thorn. In an instant, light and sound and air all assault his senses at once demanding his attention. Lamm, hunched over Cynric's form like a sickly gargoyle, makes it clear that next time, it's the bottom of the river if he tries to leave again. So he plays along, bides his time, waiting for the right opportunity. While the group is casing a new mark, he takes the opportunity to break away. Running all the way to the docks, he finds a particularly large and busy fishing boat. Cynric stows away on a ship, hoping to beg the Captain to train to be a sailor. Anything's better than constant beatings and shackles. He soon finds out that this is no simple fishing vessel. No, this is a sailing ship bound for exotic shores. Milani surely smiled on his plight! Now a full fledged agent of the faith, his duties are to infiltrate and free those a prisoner of foul monsters like Gaedren Lamm. And Lamm has quite an unpleasant surprise awaiting him when they meet again. He'll find Cynric Renweard more than a match for his threats and kicks...he'll be lucky if he leaves his bloody head attached. Appearance:
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