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Ian McLaren's page

45 posts. Alias of Ira kroll.


Full Name

Ian McLaren

Race

Human

Classes/Levels

Inquisitor 1, Init 7, Perception 4, AC 17/11/16, Saves 3/1/6, HP 9, Spells (0) (DC 14)acid splash, brand, daze, guidance, light (1) lend judgement, remove fear

Gender

Male

Size

Medium

Alignment

LG

Deity

Sarenrae

Strength 14
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 19
Charisma 8

About Ian McLaren

Ian McLaren:

Init +7; Senses Perception +4
DEFENSE
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
OFFENSE
Speed 20 ft.
Melee shield, light wooden -2 (1d3+1)
Melee scimitar +2 (1d6+2/18-20)
Ranged shortbow +1 (1d6/x3)

Special Attacks Fire of Belief, Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,

Traits: Focused Mind and Reactionary

Known Inquisitor Spells (CL 1st, concentration +7):
1st (2/day)—lend judgment, remove fear
0 (at will)—acid splash, brand (DC 14), daze (DC 14), guidance, light

STATISTICS
Str 14, Dex 12, Con 12, Int 10, Wis 19, Cha 8
Base Atk +0; CMB +2; CMD 13

=== Feats ===
Armor Proficiency, Light, Armor Proficiency, Medium, Improved Initiative, Judgment Surge, Shield Proficiency, Simple Weapon Proficiency

=== Skills ===
Acrobatics (1 rank) -3
Acrobatics (Jump) -7,
Appraise +0,
Bluff -1,
Climb -3,
Diplomacy -1,
Disguise -1,
Escape Artist -4,
Fly -4,
Heal +4,
Intimidate (1 rank) +4,
Knowledge (Local) (1 rank) +1,
Knowledge (Local/ID monster) +5,
Knowledge (Religion) (1 rank) +4,
Knowledge (Religion/ID monster) +8,
Perception +4,
Ride -4,
Sense Motive (1 rank) +9,
Stealth -4,
Survival (1 rank) +8,
Swim -3,
Use Magic Device (1 rank) +0

Languages Common
SQ bonus feat, bonus inquisitor spell, judgment (sacred), monster lore, skilled,

Gear shield, light wooden; scimitar; outfit (traveler's); scale mail; Shortbow ; Bandolier ; 40 Arrows ; 20 blunt arrows

SPECIAL ABILITIES
Bonus Feat Humans select one extra feat at 1st level.
Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Fervor Inquisition

Fire of Belief (Sp) You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6+1 points of fire damage. If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability 7 times per day. - 3 used

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand.

Judgments:
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / 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.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / 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.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / 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.
Judgment / 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.
Judgment (Sacred) (Su) 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. An inquisitor can use this ability 1 times 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.
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.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

lend judgment:

LEND JUDGMENT
School divination; Level inquisitor 1
Casting Time 1 standard action
Components V, DF
Range touch
Target one ally
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one of your active judgments (as do you). If you cannot use a judgment (for example, if you are not in combat, are frightened or unconscious, and so on) or change judgments, the ally loses the benefit of the judgment. If you have multiple judgments active, the ally gains only one, chosen when you cast this spell.