Fighter

Dagaard Pyre's page

34 posts. Alias of Josh Shrader.


Full Name

Daggard Pyre

Race

Human

Classes/Levels

Inquisitor 2

Gender

Male

Size

5'11"

Age

24

Alignment

LN

Deity

The GodClaw

Occupation

50XP

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 14

About Dagaard Pyre

Picture

Background:

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
AC 18 (+6 armor +2 dex,) T 12, FF 16
HP 23 (2d8+4, toughness +3)
Fort +5 Ref +2 Will +5
Initiative +4
Speed 20 (30 base, -10 from armor)
Bab +1, CMB +5 CMD 17

Melee: Mwk EarthBreaker
Standard +8 2d6+6 x2(2 handed)
Full

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
Heirloom(Mwk) EarthBreaker

Armor
Mwk Breastplate 350g

Misc

Mundane
Backpack (empty), Bedroll, Blanket winter, Flint and steel, Grappling hook, Pouch, belt (empty), Rope, hemp (50 ft.), Holy symbol, silver, Explorer's outfit, Waterskin. 15 days Rations

Gp 545gp


Spells:

Spells Known
0 (7)

Acid Splash
Brand
Create Water
Detect Magic
Light
Sift
Stabilize

1st(2) (DC 13)
Bane
Cure Light Wounds

Spells Per day
1st 4 (3 +1)


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
The inquisitor is filled with divine wrath, gaining a +1 Profane bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing +1
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 +1
This judgment spurs the inquisitor to seek justice, granting a +1 Profane 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 +1
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 Profane 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 +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
The inquisitor is protected from the vile taint of her foes, gaining a +1 Profane 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 +1
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 +2
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: Magic
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).


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.