Inquisitor 3| HP 27 | AC 16 | T 10 | FF 16 | CMD 15 | Fort +5 | Ref +1 | Will +5 | Init +2 | Perc +8 | Sense Motive +9
Gender
Male
Size
Medium
Age
19
Deity
Pharasma
Languages
Common
Strength
17
Dexterity
10
Constitution
15
Intelligence
10
Wisdom
14
Charisma
11
About Graven Chandler
Graven Chandler
Male Human Inquisitor 3
LN Medium Humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 27 (3d8+9); judgement of sacred healing 2
Fort +5, Ref +1, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 20 ft.
Melee Masterwork Greatsword +7 (2d6+4/19-20/x2) and
Masterwork Silver Greatsword +7 (2d6+3/19-20/x2)
Ranged Masterwork Composite longbow (Str +3) +3 (1d8+3/x3) and
Sling +2 (1d4+3/x2)
Special Attacks judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities
At will—Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Shield of Faith, Divine Favor, Cure Light Wounds, Wrath
0 (at will) Resistance, Acid Splash, Detect Magic, Guidance, Light, Sift
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Statistics
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Str 17, Dex 10, Con 15, Int 10, Wis 14, Cha 11
Base Atk +2; CMB +5; CMD 15
Feats Martial Weapon Proficiency (Greatsword), Paired Opportunists, Power Attack -1/+2, Weapon Focus (Greatsword)
Traits Armor Expert, Corpse Hunter
Skills Acrobatics -3 (-7 jump), Bluff +6, Climb +4, Craft (weapons) -2, Diplomacy +6, Escape Artist -3, Fly -3, Intimidate +9, Knowledge (nature) +5 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+8 to identify the abilities and weaknesses of creatures), Perception +8, Ride -3, Sense Motive +9, Spellcraft +5, Stealth -3, Survival +6 (+7 to track), Swim +4; Racial Modifiers monster lore
Languages Common
SQ domains (conversion inquisition), judgement (1/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Potion of cure light wounds (2), Wand of cure light wounds; Other Gear Masterwork Chainmail, Arrows (20), Blunt arrows (20), Masterwork Composite longbow (Str +3), Masterwork Greatsword, Masterwork Silver Greatsword, Sling, Sling bullets (10), Backpack, masterwork (18 @ 21 lbs), Bedroll, Chalk (5), Charcoal stick (5), Hammer, Iron spike (3), Manacles, Silk rope, Survival kit, 183 GP, 5.5 SP, 5 CP
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TRACKED RESOURCES
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Arrows - 0/20
Blunt arrows - 0/20
Judgement (1/day) (Su) - 0/1
Potion of cure light wounds - 0/2
Sling bullets - 0/10
Teamwork Feat (change 2/day) - 0/2
Wand of cure light wounds - 0/50
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Special Abilities
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Armor Expert -1 Armor check penalty.
Corpse Hunter You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
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Brought to the church of Pharsama at a very early age, Graven has been raised by the church. He is tall and broad shouldered, his eyes are grey and his hair black but kept short. Not long after his arrival at the church, the clerics discovered a rare gift. The ability to detect evil innately. He began training and it was soon discovered his martial skill was much better than a cleric's normally. Paired with his innate hatred of evil, especially the undead, he began training as an Inquisitor. Sent to root out evil and the undead, his reputation for his tireless pursuit of his targets began building.
Graven prefers his Greatsword to any other weapon, even having a Greatsword made of silver to better attack those who were undead.
The official story of his parent's death is that they died by a plague of some sort. Graven believes they died due to some sort of evil, perhaps undead. His earliest memories are of are of screaming and horrible screeching noises. And fire. And evil.
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Brought to the church of Pharsama at a very early age, Graven has been raised by the church. He is tall and broad shouldered, his eyes are grey and his hair black but kept short. Not long after his arrival at the church, the clerics discovered a rare gift. The ability to detect evil innately. He began training and it was soon discovered his martial skill was much better than a cleric's normally. Paired with his innate hatred of evil, especially the undead, he began training as an Inquisitor. Sent to root out evil and the undead, his reputation for his tireless pursuit of his targets began building.
Graven prefers his Greatsword to any other weapon, even having a Greatsword made of silver to better attack those who were undead.
The official story of his parent's death is that they died by a plague of some sort. Graven believes they died due to some sort of evil, perhaps undead. His earliest memories are of are of screaming and horrible screeching noises. And fire. And evil.
Detailed Backstory:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1. Raised by the church, does not know if he has any other family
2. Orphaned
3. Hatred of Undead. (Considering the feat Charge of the Righteous to continue this theme.)
4. Very large, very serious person, doesn't really know how to trust, or make jokes well
5. Misses relationships since he's been on the road for so long, perhaps this group can become his new family.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Find out how/why his parents died. (could this evil have played a part?)
2. As a player, I would love to develop relationships for Graven, make him really part of the group/family.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. His family was killed by something evil/undead. That's not the official stance, I guess it's not much of a "secret" since he mentioned it earlier.
2. His family is perhaps not dead, perhaps undead. (feel free to hook that in.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Clerics of Pharasma
2.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. He's never learned how to play or joke around, so he tends to have a very dry sense of humor.
2. He will charge/run into battle with undead.
3. He has bad dreams sometimes about his family.