Sanvil Trett

Julius Miller's page

66 posts. Alias of Diego Rossi.


Full Name

Julius

Race

Human

Classes/Levels

Inquisitor (spellbreaker) of Sarenrae 1

Gender

Male

Size

M, height 5' 10" 180 lbs

Age

18

Alignment

CG

Deity

Sarenrae

Languages

Common, Dwarven, halfling

Occupation

Wandering, currently in search of a job

Strength 18
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 18
Charisma 11

About Julius Miller

Background:
Julius is the 7th son of a miller. While fairly affluent, his father was strongly against the idea of dividing his inheritance between several boys: "Our estate should remain unified and strong in the hands of a single person, that is how our family has managed it for centuries.", so every child after the first was meant to find his way in the world with a good initial allowance and a benediction from the family, but nothing more.
Luckily for the young Julius he has a birthmark in the shape of a flying angel on the back of his left hand. That birthmark was noticed by a wandering priest of Sarenrae that proposed his father to train the child in the tenets of his faith. his father readily agreed and at the tender age of 10 Julius left his house to wander the world with the old priest.
Julius found the wandering lifestyle and the faith in Sarenrae agreeable with him, less agreeable the interpretation of his mentor, that was heavily in the more mystical and contemplative part of the faith.
The strapping lad was more interested in seeing and experiencing things than in meditating on stone plinths and studying mystical portents.
After being passed from a teacher to another he finally found his right calling with the more militant branch of the church. He became an inquisitor of the church of Sarenrae, tasked with protecting the travelers, especially against magical treats.
Recently he completed his training and now doing his Wanderjahre along the roads of Thraydria, trying to find people willing to pay him for his protection.
So far he hasn't been very successful as most of the time he has helped poor people in need for free or received promises of pay hat rarely were maintained.

Juilius is still in contact with his family, that includes his father Calvin, his mother Jane, 4 surviving brothers and sisters and a large number of cousins, but he isn't very close to any of them.
His best friend is protector Colson, a aged inquisitor that has taught him the arts of his profession.

Personality:
Julius is a trusting person, always willing to think the best of any sentient beings and even most animals, always giving them a second and often a third chance. The only kind of creature that he distrust on first sight are the undead.
He is carefree, with a tendency to spend his money with ease and a noticeable curiosity about anything.
He keep a traveling journal of his experiences, something that his first teacher strongly urged it to do. He even register his dreams in it.

Statblock:
Jiulius Miller
Male human (taldan) inquisitor (spellbreaker) of Sarenrae 1
CG Medium humanoid (human)
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EDITING

More detailed statblock

Combat:

Attack
Scimitar +4 damage S 1d6+4 18-20/x2
Sling +1 damage B 1d4+4 20/x2
CMB +4
Ranged touch +1
Touch +4

6 day Fire Bolt (Sp): 30' range touch attack, damage 1d6+1 fire

Defense
AC 17 Flat footed 16 Touch 11
Scale armor + buckler, dex 12
CMD 15
Naive: -2 against improvised weapons & dirty tricks
Concentration +5

Saves
Fortitude +4
Reflex +1
Will +6 (2 rolls vs mind affecting spells)
+2 trait bonus on all saving throws against charm and compulsion effects

Initiative +1
Movement 20 (30 base)

Skills:

Skill points are the values within the parenthesis
All values are already modified by the armor where appropriate

Acrobatics -3
Bluff +0
Climb +0
Diplomacy (1) +1
Disguise +0
Escape Artist -3
Fly -3
Heal (1) +8
Intimidate +1
Knowledge (arcana) (1) +6
Knowledge (local) (1) +3
Knowledge (nature) (1) +6
Knowledge (religion) (1) +6
Perception (1) +8
Ride -3
Sense Motive +5
Spellcraft (1) +6
Stealth -3
Survival(1) +8
Swim (1) +4

Background skills
Appraise +2
Knowledge (geography) (1) +3
Profession (miller) (1) +8

Traits, feats and special abilities:

class abilities
Judgment (1/day) (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.

Judgment of Sacred Destruction +1 (Su)
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Judgment of Sacred Healing 1 (Su)
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.

Judgment of Sacred Justice +1 (Su)
This judgment spurs the inquisitor to seek justice, granting a +1
sacred/profane 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.

Judgment of Sacred Piercing +1 (Su)
This judgment gives the inquisitor great focus and makes her spells more
potent. This benefit grants a +1 sacred/profane 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.

Judgment of Sacred Protection +1 (Su)
The inquisitor is surrounded by a protective aura, granting a +1
sacred/profane 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.

Judgment of Sacred Purity +1 (Su)
The inquisitor is protected from the vile taint of her foes, gaining a
+1 sacred/profane 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.

Judgment of Sacred Resiliency 1: Magic
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.

Judgment of Sacred Resistance 2
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.

Judgment of Sacred Smiting (Magic) (Su)
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).

Strong-Willed (Ex)
At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.

Fire Bolt 1d6 fire (6/day) (Sp)
As a standard action, you can unleash a scorching bolt of divine
fire from your outstretched hand. You can target any single foe
within 30 feet as a ranged touch attack with this bolt of fire. If you
hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point
for every two cleric levels you possess. You can use this ability a
number of times per day equal to 3 + your Wisdom modifier.

Feats & traits
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).

Armor Expert
You have worn armor as long as you can remember, either as part
of your training to become a knight's squire or simply because you
were seeking to emulate a hero. Your childhood armor wasn't the
real thing as far as protection, but it did encumber you as much as
real armor would have, and you've grown used to moving in such
suits with relative grace. When you wear armor of any sort, reduce
that suit's armor check penalty by 1, to a minimum check penalty of
0.

Birthmark
You were born with a strange birthmark that looks very similar to
the holy symbol of the god you chose to worship later in life. This
birthmark can serve you as a divine focus for casting spells, and,
as a physical manifestation of your faith, increases your devotion to
your god–you gain a +2 trait bonus on all saving throws against
charm and compulsion effects as a result.

Hedge Magician
You apprenticed for a time to a craftsman who often built magic
items, and he taught you many handy shortcuts and cost-saving
techniques.
Benefit: Whenever you craft a magic item, you reduce the cost of
gp required to make the item by 5%.

Spells:
Inquisitor (Spellbreaker) spells known (CL 1st;
concentration +4)
Melee Touch +3 Ranged Touch +1
1st (2/day)—cure light wounds, shield of faith
0th (at will)—create water, disrupt undead , light,
stabilize
[D] Domain spell; Domain Fire
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two inquisitor levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gear:

Editing