Paladin of Iomedae

Guillaume LaFontaine's page

55 posts. Organized Play character for Zesdead.


Full Name

Guillaume LaFontaine

Classes/Levels

Male Human Inquisitor 1, 10/12HP, AC17 T13 FF14, CMD15, F2 R2 W4, Init +2, Perception+4

Deity

Iomedae

About Guillaume LaFontaine

Male Human Inquisitor 1 (favoured class – Inquisitor)
NG Medium Humanoid, Initiative +2, Perception +4

Defense

AC 17, Touch 13, Flat-Footed 14
HP 12 (8 at first level, 3 for Toughness, 1 for Favoured Class at level 1)
Fort +2, Ref +2, Will +4

Offense
Longsword +3 Attack, +3 Damage (19-20 x2)

*****

Speed 30ft

Statistics

Str 16(increased by 2 for human), Dex 14, Con 10, Int 10, Wis 14, Cha 14
BAB 0, CMB +3, CMD 15

Feats
(1 bonus feat for human)
Toughness
Dodge

Feat Mechanics:
Toughness: You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits

***

Trait Mechanics:

Class Features

Weapon and Armour Proficiency
Spells: 2 Level 1: Cure Light Wounds, Detect Evil
Domain: War
Judgment
Monster Lore
Orisons: Detect Magic, Light, Resistance, Stabilise
Stern Gaze

Class Feature Mechanics:
Weapon and Armour Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favoured weapon of her deity. She is also proficient with light armour, medium armour, and shields (except tower shields).


Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3 of the Pathfinder CRB. In addition, she receives bonus spells per day if she has a high Wisdom score (14 Wis gives 1 Level 1 Spell, 1 Level 2 Spell: see Table 1–3 of the Pathfinder CRB).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4 of the Pathfinder CRB.

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers.

War Domain, Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Judgement (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, paralysed, 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).

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.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 of the Pathfinder CRB under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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).

Skills
(7 Skill Ranks per Level – 6 plus Int (0) for Inquisitor plus 1 for Human)
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Diplomacy +6 (+2 Cha, +3 Trained Class Skill, 1 Skill Rank)
Heal +6 (+2 Wis, +1 Stern Gaze, +3 Trained Class Skill, 1 Skill Rank)
Intimidate +7 (+2 Cha, +3 Trained Class Skill, 1 Skill Rank)
Knowledge (religion) +4 (+3 Trained Class Skill, 1 Skill Rank)
Knowledge (planes) +4 (+3 Trained Class Skill, 1 Skill Rank)
Perception +6 (+2 Wis, +3 Trained Class Skill, 1 Skill Rank)
Sense Motive +6 (+2 Wis, +3 Trained Class Skill, 1 Skill Rank)

Languages
Common

Equipment
Longsword (15GP)
Chainshirt (100GP)
Adventuring Gear - Inquisitor's Kit (30GP)
Backpack,
Bedroll,
Belt pouch,
Candles (10),
Cheap holy text,
Flint and steel,
Iron pot, manacles,
Mess kit,
Rope,
Soap,
Spell component pouch,
Torches (10),
Trail rations (5 days),
Waterskin,
Wooden holy symbol.

Trackable Resources
HP: 12
Spells per Day: 2 Level 1
Pathfinder Boon - Tattoo of the Open Road:You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you.