Cristoph Metzger, Speaker of the Voices of the Spire
Male Varisian (Human) Inquisitor of Pharasma 8
Favored Class Inquisitor (+3 hit points; +3 L1 spell known; +2 L2 spell known)
Initiative +7; Senses Perception +14
Defense
Armor Class 23 (10 base + 4 Dex + 7 armor + 1 natural + 1 deflection) touch 15 flat-footed 19
Combat Maneuver Defense 23, flat-footed 19 [10 base + 6 BAB + 2 STR + 4 DEX + 1 deflection]
Hit Points 62/62 [8 L1 + 7*5 L2-L7 + 8*2 CON + 3*1 Favored class]
Fort +9 [6 class + 2 CON + 1 resistance]
Ref +7 [2 class + 4 DEX + 1 resistance]
Will +10 [6 class + 3 WIS + 1 resistance]
Known Spells and Spells used per day -
Spell Level: Spell (DC Save, other info)
Level 0 (Infinite): Detect Magic, Detect Poison, Disrupt Undead, Guidance, Light, Read Magic
Level 1 (5/5): Cure Light Wounds, Divine Favor, Expeditious Retreat, Heightened Awareness, Keep Watch, Protection from Evil, Shield of Faith, Wrath
Level 2 (5/5): Force Anchor, Ghost Whip, Huntmaster's Spear, Invisibility, Silence (DC 15), Weapon of Awe (DC 15)
Level 3 (3/3): Channel Vigor, Hunter's Eye, Second Wind
Special Attacks -
Bane (7/8 rounds remaining)(Su) - Make the weapon you are holding a bane weapon as a swift action.
Corpse Hunter (Trait) - You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks rolls against undead.
Deadly Aim -2/+4 (feat) - Trade a penalty to ranged attacks for a bonus to ranged damage. Doesn't apply to touch attacks.
Judgement (2/3 per day remain)(Su) - Variable bonuses initiated as a swift action. Lasts the duration of a combat.
Judgement of Sacred Destruction (Su) - Gain a +3 sacred bonus to weapon damage rolls
Judgement of Sacred Healing (Su) - Gain fast healing 3
Judgement of Sacred Justice (Su) - Gain +2 sacred bonus to all attack rolls
Judgement of Sacred Piercing (Su) - Sacred bonus to concentration checks and caster level checks to overcome spell resistance of +3
Judgement of Sacred Protection (Su) - Gain +2 sacred bonus to AC
Judgement of Sacred Purity (Su) - Gain +2 sacred bonus to saving throws
Judgement of Sacred Resiliency(Su) - Gain DR 2/magic
Judgement of Sacred Resistance (Su) - Gain Energy resistance (acid, cold, electricty, fire, sonic) of 6
Judgement of Smiting (Su) - Weapons count as magic and good for overcoming enemy DR
Outflank (feat)(teamwork) - Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Point-Blank Shot (feat) - +1 to attack/damage rolls with ranged weapons at up to 30 ft
Precise shot (feat) - You don't get a -4 to hit when shooting or throwing into melee.
Rapid Shot (feat) - You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgement(Su) - When using judgement, gain one additional variable bonus. Swift action changes only one of the two active bonuses.
Shake it off (feat)(teamwork) - Gain +1 to all saving throws per adjacent ally.
Solo tactics (Ex) - Count teamwork feats as if your allies had the same ones.
Teamwork feat chage (3/3 per day) - As a standard action, change most recently selected teamwork feat to another whose prerequisites you meat.
Touch the Spirit World (8 rds, 5/6 per day remain)(Su) - Allow touched weapon to harm incorporeal targets. (1/2 if non-magical and full if magical)
Ward Against Death (30 ft, 8/8 rounds per day remain)(Su) - Standard action to activate (free to maintain), 30 ft aura immunity to death effects, energy drain, and suppresses negative levels.
Special Abilities -
Detect Alignment (Sp)(At Will) - Detect chaos, evil, good, or law as a spell-like ability at will.
Discern Lies (8/8 rounds per day)(Sp) - Discern Lies as a spell-like ability for some rounds per day. Can activate as an immediate action.
Monster Lore +7 (Ex)(feat) - Gain a bonus to knowledge checks when identifying the weaknesses of monsters; improved by a feat
Traits
Corpse Hunter [Religion: Pharasma] - Christoph's training and long years of experience as a Voice of the Spire have left him well prepared to hunt and destroy those undead abominations which he becomes aware of. He gains a +1 trait bonus on damage rolls against Undead creatures.
Fate's Favored [Faith] - Having escaped from death by sheer luck and gone on to serve as a Voice of the Spire, Christoph has clearly been blessed by the Mistress of Fate. It's clear that he has some role to play in the world, though it's not clear yet what it is. As such, when under the effect of a luck bonus of any kind, that bonus is increased by 1.
Languages (s) are starting languages:
Feats:
Armor Proficiency (Light, Medium) (Inquisitor starter)
Shield Proficiency (Inquisitor starter)
Simple/Inquisitor Weapon Proficiency (Inquisitor starter)
Point-Blank Shot (L1)
Precise Shot (L1 Human bonus)
Rapid Shot (L3)
Shake it Off (L3 Teamwork)
Deadly Aim (L5)
Outflank (L6 Teamwork) [can be changed as a standard action]
Improved Monster Lore(L7)
Adventuring Skills:
Acrobatics +3 (0 ranks + 4 DEX - 1 ACP)
Climb +5 (1 rank + 2 STR + 3 class - 1 ACP)
Heal +10 (4 ranks + 3 WIS + 3 class)
Intimidate +11 (4 ranks + 3 class + 4 morale)
Knowledge(Arcana) +8 (4 ranks + 1 INT + 3 class) [+7 to identify monsters]
Knowledge(Dungeon) +7 (3 ranks + 1 INT + 3 class) [+7 to identify monsters]
Knowledge(Nature) +8 (4 ranks + 1 INT + 3 class) [+7 to identify monsters]
Knowledge(Planes) +5 (1 rank + 1 INT + 3 class) [+7 to identify monsters]
Knowledge(Religion) +12 (8 ranks + 1 INT + 3 class) [+7 to identify monsters]
Perception +14 (8 ranks + 3 WIS + 3 class)
Ride +7 (1 rank + 4 Dex + 3 class - 1 ACP)
Sense Motive +18 (8 ranks + 3 WIS + 3 class + 4 morale)
Spellcraft +9 (5 ranks + 1 INT + 3 class)
Stealth +14 (8 ranks + 4 DEX + 3 class - 1 ACP)
Survival +10 (4 ranks + 3 WIS + 3 class) [+4 to track]
Swim +5 (1 rank + 2 STR + 3 class - 1 ACP)
Background Skills:
Detailed Gear:
Jitters (Heavy Horse):
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Background:
Appearance:
Personality:
Prized Possessions:
Plot hooks/motivations/random thoughts for the GM: