Valeros

Gaius Tindareus's page

485 posts. Alias of mbauers.


Full Name

Gaius Tindareus

Race

Half Elf

Classes/Levels

Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

Gender

Male

Alignment

CN

Deity

Calistria

About Gaius Tindareus

Background: A Lesson in Vengeance:
As Gaius raises his fist over the cowering wretch, his mind wanders to a time long past…

He remembers pinning the other child with one hand as he hit him with the other, the blood spattering his features. Even back then, at that awkward age, Gaius was handsome, a unique blend of his exotic parentage. The younger boy couldn’t put up much of a fight, but before another punch landed on the bruised and swelling face, a quiet but stern voice commanded him to stop. He half turned in annoyance, then quickly stood at attention when he saw Sister Rose, her yellow robes matching his own novice’s attire. She was short and slight, but her presence was menacing nonetheless.

What is the meaning of this? she asked with an edge to her voice.

Indignant, Gaius replied: He stole from me, three coppers, so I’m paying him back. One black eye per coin. He’ll have to owe me for the third. Would you keep me from my vengeance?

Quiet, your ignorance betrays your age, she snapped before extending a hand to the hurt boy, who flinched at first before accepting her help. Rose continued: You are Willem, the baker’s son, yes? Tell me, why would a baker’s son steal bread money? Tell me true, or I’ll know.

The child, utterly defeated, couldn’t meet the sister’s gaze as he responded. My father…he owed on a bad wager, so he borrowed some money. He paid the debt weeks ago, but still the men come. They…they’ve taken everything we have. I didn’t know what else to do.

Give me a name, child.

Silas…the man’s name is Silas, the child’s voice quavered as he spoke.

Willem, I expect Silas, or one of his associates, will be returning your money to you shortly. Go home, and remain there.

Gaius watched, thoroughly interested, as Rose put her arm around him and said softly: Gaius, you need not have all the answers, but at least know what are the right questions. Vengeance without cause is just cruelty in disguise, and I promise you The Unquenchable Fire frowns upon such. Come with me to this Silas, and I’ll show you what vengeance is.

Another whimper snapped Gaius back to the present.

Vengeance without cause, ask the right questions. Almost there…

Please, don’t kill me! I didn’t know my guys were supplying the drugs to ladies of the temple. I didn’t…

Give me a name, Gaius, blackjack in hand, interrupted his quarry. The beaten man craned his neck to look through swollen eyes at the inquisitor, speaking with a bloody ruin of a mouth.

Lamm…Ghaedrin Lamm…

Description:

Name: Gaius Tindareus
Chaotic Neutral Half-Elf Inquisitor (Infiltrator) 1/ Ranger (Warden/Urban Ranger) 1 of Calistria
Age: 33 Height: 5’11” Weight: 160 lbs Eyes: Green Hair: Brown
Languages: Common, Elven
Favored Class: Inquisitor and Ranger

Stats:

Stats:

Str 16 (5 pts—14 starting, +2 racial)
Dex 14 (5 pts)
Con 12 (2 pts)
Int 8 (-2 pts)
Wis 15 (7 pts)
Cha 13 (3 pts)

Languages: Common, Elven
Age: 33 years

Offense:

Offense:
___________________________________________________________
+4 Initiative (+2 Dex, +2 Wis) (+2 additional in urban terrain)

+2 BAB (+1 Inquisitor, +1 Ranger)
+5 CMB (+2 BAB, +3 Str)
+17 CMD (+2 BAB, +3 Str, +2 Dex, +10)

+6 Masterwork Longsword (+1 MW, +2 BAB, +3 Str) Damage: 1d8+3 (+3 Str)(19-20/x2)
+5 Whip (+2 BAB, +3 Str) Damage: 1d3+3 (+3 Str) (Nonlethal,disarm, trip, reach)
+5 Morningstar (+2 BAB, +3 Str) Damage: 1d8+3 (+3 Str)
+5 Dagger (+2 BAB, +3 Str) Damage: 1d4+3 (+3 Str)
+4 Crossbow (+2 BAB, +2 Dex) Damage: 1d8 (19-20/x2)

Special Abilities Available:
Torturer's Touch: 6/6
Judgment: 1/1

Defense:

Defense:
____________________________________________________________
Current hp: 22
Max hp: 22 (8 +6 + 6 +0 for Favored Class, +2 Con)
AC 18 [+4 Masterwork Chain Shirt, +2 Heavy Wooden Shield, +2 Dex, +10]
Flatfoot AC 16 [+4 Masterwork Chain Shirt, +2 Heavy Wooden Shield, +10]
Touch AC 12 [+2 Dex]

+6 Fort (+5 base, +1 Con) (+3 Inquisitor, +2 Ranger)
+4 Ref (+2 base, +2 Dex) (+0 Inquisitor, +2 Ranger)
+5 Will (+3 base, +2 Wis) (+3 Inquisitor)

Elven Immunities: +2 racial saving throw bonus against enchantment spells and effects.

Skills:

+9 Bluff (Cha +1, Wis +2 (class feature), Ranks 3, Class Skill +3)
+8 Diplomacy (Cha +1, Wis +2 (class feature), Ranks 2, Class Skill +3)
+9 Disable Device (Dex +2, Ranks 2, +2 masterwork tools, Class Skill +3)
+5 Disguise (Cha +1, Ranks 1, Class Skill +3)
+12 Intimidate (Cha +1, torture inquisition +2, skill focus +3, Ranks 3, Class Skill +3)
+3 Knowledge Local (Int -1, Ranks 1, Class Skill +3)
+10 Perception (Wis +2, racial +2, Ranks 3, Class Skill +3)
+7 Sense Motive (Wis +2, Ranks 2, Class Skill +3)
+6 Stealth (Dex +2, Ranks 1, Class Skill +3)

Master of Terrain: +2 to Knowledge (geography), Perception, Stealth, and Survival skill checks when in urban terrain

Charming Trait: +1 trait bonus to Bluff or Diplomacy on a character that is (or could be) sexually attracted to you.

Drug Addict Trait: +2 additional bonus to Diplomacy checks to gather information

Track: +1 survival to follow tracks

Traits:
• Drug Addict (Addicted Friend): Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +2 bonus on Diplomacy checks to gather information.

•Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

•Blade of Mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

• Loner (Drawback): You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.

Feats:
•Skill Focus (Intimidate): +3 Intimidate
•Enforcer: Demoralize foes who take nonlethal damage
•Simple Weapon Proficiency
•Weapon Proficiency (Hand Crossbow, Repeating Crossbow)
•Weapon Proficiency (Longbow, Shortbow)
•Weapon Proficiency (Whip--Calistria)
•Weapon Proficiency (All Martial)
• Armor Proficiency, Light
• Armor Proficiency, Medium
• Shield Proficiency (all but tower)
• Power Attack: -1 attack, +2 damage

Racial:

Medium
Speed - 30 feet
Senses: Low-Light Vision
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
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.

Favored Class:

Favored Classes: Inquisitor and Ranger
Lvl 3 (Skill +3)

Inquisitor:

Calistria
Inquisition: Torture

Torture Inquisition
Only through pain can truth and justice come to the surface. And if that doesn’t work, at least you’ve enacted divine vengeance.

Torturer’s Presence (Ex): You gain a +2 bonus when using the Intimidate skill. This is in addition to your bonus for Stern Gaze.

Torturer’s Touch (Sp): You may use touch of fatigue as a spell-like ability. Creatures that are immune to pain effects are immune to this touch. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Critical Precision (Ex): At 8th level, when you roll a critical threat, you may expend one use of your torturer’s touch ability to add +4 on your critical confirmation roll. This does not stack with Critical Focus.

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.

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).

Misdirection (Sp) At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).

This power replaces stern gaze.

Guileful Lore (Ex)

At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

This ability replaces monster lore.

Forbidden Lore (Ex)

While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

This ability replaces track.

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. He can only use one of these at any given time.

Necessary Lies (Su)(Level 5)

An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

This power replaces discern lies.

Ranger:

Track (+1 survival to follow tracks)

Wild Empathy (+2)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Master of Terrain-Urban-(buildings, streets, sewers)
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Spells Known:

Orisons - 0 level --> Acid Splash, Brand, Guidance, Light, Sift
1st Level --> Disguise Self, Litany of Sloth, True Strike

Spells per day:

Orisons - 0 level --> unlimited
1st Level --> 3
Charming: +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Equipment:

Arms, Armor, and Clothing

(free) Traveler’s Outfit 5 lbs (doesn't count towards encumbrance?).
Masterwork Chain Shirt 25 lbs.
(7) Heavy Wooden Shield 10 lbs.

Masterwork Longsword 4 lbs.
(8) Morningstar 6 lbs.
(2) Dagger 1 lb
(1) Sap 2 lbs.
(1) Whip 2 lbs.
(35) Light Crossbow 4 lbs.

(2) Backpack 2lbs.
In Backpack

(1) Waterskin 4 lbs.
(.02) Whetstone 1 lb.
(1) Trail rations (2 days) 2 lbs.
(.1) Wandermeal rations (10 servings) 5 lbs.
(.02) 2 Torches 2 lbs.
(1) Flint and Steel
(2) Sunrods 1 lb
(25) Smelling Salts
(1) Wooden Holy Symbol of Calistria
Masterwork Thieves' Tools 2 lbs.

Quiver
(1) 10 Crossbow Bolts 1 lb.

(1) Belt Pouch 0.5 lbs.
In Belt Pouch
8 sp 6 cp

Carrying Capacity

Current Weight: 74.5

Light Load: x < 76 lbs.
Medium Load: 77 < x < 153 lbs.
Heavy Load: 154 < x < 230 lbs