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About Dagaard PyreBackground:
Dagaard Pyre Signed on to the Expedation to Prove himself worthy of Being accepted into the ranks of the Hell Knights. Already already a firm Believer the teachings that the Godclaw offers, he seeks to Further his understanding by joining their Order. His duty on the expedition is to provide guidance to the chaotic, and provide Divine assistance when needed. Dagaard is like most Cheliaxians, He is cold and calculating. He stands 5'11" with Dark Hair, dark eyes, and some say a dark heart. The Cold logic of Diabloism Dominates the Young man's mind. "The End justifices the Means, there must me Order." Is his Motto
Human Inquisitor 2
Melee: Mwk EarthBreaker
Ranged: Acid Splash +3touch 1d3 Feats:
Toughness Weapon Focus (EarthBreaker) Skills:
(max 56 (6/lvl +int(0) +1/lvl for being human)
Bluff +6 (cha 2, ranks 1, class 3) Climb +5 (str 4, ranks 1, class 3, -3 acp) Heal +6 (wis 2, ranks 1 class 3) Intimidate +9 (cha 2, ranks 2, class 3, Stern gaze 1, Trait +1) K:Arcana +5/7 (int 1, ranks 1, class 3, add 2 to id Monsters) K: Nature +5/7(int 1, ranks 1, class 3, add 2 to Id monsters) K:Planes +6/8 (int 1, ranks 2, class 3, add 2 to id Monsters) K:Religion +5/7 (int 1, ranks 1, class 3, add 2 to id Monsters) Perception +7 (wis 2, ranks 2, Class 3) Sense Motive +7 (wis 2, ranks 1, Class 3, Stern Gaze 1) Stealth +3 (Dex 2, ranks 1, class 3, -3 ACP) Survival +6/7 (wis 2, ranks 1, class 3, Add 1 to follow or to identify Tracks) SpellCraft +5 (int 1, ranks 1, class 3) LanguagesCommon, Chelixian, Infernal Gear:
Weapons
Armor
Misc Mundane
Gp 545gp
Spells:
Spells Known
Acid Splash
1st(2) (DC 13)
Spells Per day
Ferocity (strength) Domain:
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.
Inquisitor Class Abilities Judgement:
Judgment 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. Judgements Destruction +1
Healing +1
Justice +1
Piercing +1
Protection +1The inquisitor is surrounded by a protective aura, granting a +1 Profane 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 +1
Resiliency +1
Resistance +2
Smiting: Magic
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) 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. Track:
(Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. |