Valeros

Ketomir Sandargaard's page

34 posts. Alias of Oceanshieldwolf.


Full Name

Ketomir Sandargaard

Race

Human

Classes/Levels

Inquisitor 1

Gender

Male

Size

Medium

Special Abilities

Inquisition Power (TBA), Judgment, Spells

Alignment

Neutral Good

Deity

Sarenrae

Location

The Drunken Silkworm

Strength 12
Dexterity 13
Constitution 13
Intelligence 12
Wisdom 16
Charisma 14

About Ketomir Sandargaard

Quick View Stats for Combat:
Status: Healthy
HP: 13
AC:17, 11 touch, 16 flat-footed
Saves: Fort: +3 (+2 Inq, +1 Con), Reflex: +1 (+1 Dex), Will +5 (+2 Inq, +3 Wis)
BAB +0
CMB +1 CMD 12

Initiative: +1 (+1 Dex)
Hero Points:
Conditions:
Spells/Judgments in Effect:
Currently wearing:
Items in Hand: Scimitar

SPELLS
Spontaneous Spells/day: 2 1st
1st level spell slots: (_)(_) (Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Spells Known:
Orisons : 4 – acid splash, detect magic, disrupt undead, read magic
First Level: 2 cure light wounds, magic weapon

Abilities: Inquisition, Judgment 1/day, Monster lore, Orisons, Stern Gaze.

Consumables:

Ketomir's Background:
Ketomir was born in a farmstead on the edge of the Chitterwood - his mother (an Andoran) was a retired high functionary of Gozreh and his father an Isgeri soldier, both killed in violence that spilled over during the Goblinwood Wars and the farmstead subsequently gifted to another noble. Ketomir was then a youth, away at the time, ostensibly studying to become a devout follower of Gozreh, but in reality was more of a wastrel in Logas. Avoiding the Thrune led purge of Gozreh and brainwashing of youth to the pleasure of Asmodeus, Ketomir escaped to Almas in Andoran, and half-starved and close to death found sanctuary in a temple of Sarenrae.
Drawing on his mother's religious fervor, and his father's martial legacy, Ketomir burned with anger and zeal, and in recognition of this the Temple trained Ketomir as an Inquisitor of Sarenrae.

Ketomir has returned to the land of his birth to see justice done for his family name and holdings, and to see the beautiful Chitterwood of his youth returned to glory. Sadly, Ketomir is as much haunted by his orphan state as he is enamored of his upbringing. He is guarded emotionally, and finds little in Cheliax or House Thrune to delight in.

Ketomir has been staying at the Drunken Silkworm for three weeks, avoiding official scrutiny and embarking on scouting missions to his old homestead, and keeping an eye on local bandits and listening with horror to rumors of undead.

Ability Scores Score (bonus) [point buy]
Str : 12 (+1) [2]
Dex: 13 (+1) [3]
Con: 13 (+1) [3]
Int: 12 (+1) [2]
Wis: 16 (+3) [5] (+2 Human)
Cha: 14 (+2) [5]

Initiative: + 1

DEFENSE:

DEFENSE:
AC: 17, touch 11, flat-footed 16 (+ 5 armor, +1 dex, +1 shield, +0 size)
HP: 13 (Full first level = 8, +1 Con, +1 Favored Class, +3 Toughness)
Fort +3, Ref +1, Will +5

OFFENSE:
:
Speed xxft
Melee:
+1 Scimitar 1d6 +1, 18-20 x2 (+1 Str, +0 BAB)

+1 Shortbow 1d6, x3, (+1 Dex, +0 BAB)

+1 Light mace 1d6 +1, 1 x2 (+1 Str, +0 BAB)
Base Atk: +0

CMB: +1 (+0 BAB, +1 str) CMD: 12 (10, + 0 BAB, +1 str, +1 dex)

Favored Class Bonus Hit points

FEATS:

Toughness: +3 HP at 1st level, +1 per HD over three
Alertness: +2 to Perception and Sense Motive

SKILLS:

Skills: (7 ranks - 6 Class, +1 Int, +1 human) x x x x x x
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/x/+xx = +xx
Appraise/No/x/+xx = +0
Bluff/Yes, +3/x/+xx = +xx
Climb/Yes, +3/x/+xx = +xx
Craft (tattoo)/Yes, +3/x/+xx = +xx
Diplomacy/Yes, +3/1/+2 = +6
Disable Device/No/x/+xx = +xx
Disguise/Yes, +3/x/+xx = +xx
Escape Artist/No/0/+xx = +xx
Fly/No/0/+xx = +xx
Handle Animal/No/0/+xx = +xx
Heal/Yes, +3/x/+xx = +xx
Intimidate/Yes, +3/1/+2 = +7 (+1 Stern Gaze)
Knowledge (arcana)/Yes, +3/xx/+xx = +xx
Knowledge (dungeoneering)/Yes, +3/xx/+xx = [/b]+xx[/b]
Knowledge (nature)/Yes, +3/0/+1 = +xx[/ooc]
Knowledge (nobility)Yes, +3/0/+1 = xx
Knowledge (planes)/Yes, +3/0/+xx = +xx
Knowledge (religion)/Yes, +3/1/+1 = +6 (+1 Faith trait)
Linguistics/No/0/+xx = +xx
Perception/Yes, +3/1/+3 = +9 (+2 Alertness)
Perform/No/xx/+xx = +xx
Profession (xxx)/Yes, +3/xx/+xx = +xx
Ride/Yes, +3/0/+xx = +xx =
Sense Motive/Yes, +3/1/+3 = +9(+1 Stern Gaze, +2 Alertness)
Sleight of Hand/No/0/+xx = +xx
Spellcraft/Yes, +3/1/+1 = +5
Stealth/Yes, +3/1/+1 = +5
Survival/Yes, +3/1/+3 = +7
Swim/Yes, +3/xx/+xx = +xx
Use Magic Device/No/0/+xx = +xx

TRAITS:

Child of the Temple: Benefits: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Anatomist:
Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

xx:

Languages: Common, Goblin.

CLASS ABILITIES:

Inquisition: Valor
Touch of Resolve (Sp): You may use remove fear on a single creature a number of times per day equal to your 3 + your Wisdom bonus.

Judgment 1/day
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.

Monster lore :Add Wis mod to Knowledge checks when indentifying abilities and weaknesses of creatures.

Stern Gaze : Add ½ level to Intimidate and Sense Motive

GEAR:

Weapons:
Scimitar (15 gp) 1d6, 18–20/×2; Wt 4 lbs.; Dam Type - (S)
Shortbow (30 gp) 1d6, x3 (Range 60 ft.) Wt 2 lbs., Dam Type - (P)
Mace, light (5 gp) 1d6, ×2; Wt 4 lbs.; Dam Type - (B)

20 Arrows. (1 gp) Wt 3 lbs.

Armor:
Scale mail (50gp), ACB +5; Max Dex +3; ACP –4; ASF 25%; Spd 20 ft., Wt 30 lbs.

Buckler (5 gp), ACB +1; Max Dex —; ACP –1; ASF 5%; Wt. 5 lbs.

Skill Equipment:
Miscellaneous:xxx
Total equipment cost: 106 of 240 gp.
Weight:
Weapons 13 lbs.
Armor 35 lbs.
Total 48 lbs.
130 lbs Capacity. Less than 43 lbs = light load. Load: Light