Beltias Kreun

Kurt Law's page

1 post. Alias of Codanous.


Full Name

Positive Conditions: | Negative Conditions:

Race

HP: 9/9 |AC:14 T:14 FF:10,| CMD: 14 | Fort: +3, Refl: +4, Will: +3 | Init: +4, Speed 40ft

Classes/Levels

Spells per day:First:2/2] | Judgement 1/1 | CG Human Urban Infiltrator Inquisitor | basic attack Longbow +4 (1d8)

About Kurt Law

HP: 9/9 |AC:14 T:14 FF:10,| CMD: 14 | Fort: +3, Refl: +4, Will: +3 | Init: +4, Speed 40ft

Spells per day:First:2/2] | Judgement 1/1 | CG Human Urban Infiltrator Inquisitor | basic attack

Positive Conditions: | Negative Conditions:

Kurt Law

Kurt Law
Male Human Urban Infiltrator Inquisitor of Cayden Cailien
CG Medium Humanoid(human)
Init: + Senses: Darkvision
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Defenses:
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AC 16, T14: FF:12 (+2 armor, +4 Dexterity)
HP: 9 (1d8 + 1)
Saves: Fort: +3, Reflex +4, Will: +3
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Offense
Speed 30 ft
Melee 1.) Brass Knuckles +0 (1d3 )
Ranged 1.) Longbow +4 (1d8 ) +1 to Att/Dam w/in 30 feet
2.) Dagger +4 (1d4 ) +1 to Att/Dam w/in 30 feet
Spells Known
1st 2/day Divine Favor, Disguise Self
0th Stabilize, Light, Guidance, Create Water, Brand
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Statistics
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Str 11, Dex 18 Con 12, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Precise Shot

Traits:

Fates Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Extraordinarily Ordinary: The only thing extraordinary about your appearance is its ordinariness. You carry yourself in an understated way, and many people who see your face soon forget it. You gain a +4 trait bonus on Stealth checks whenever you attempt to hide in a crowd.

Ex-Asmodean: You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacrifice, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you left the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some day get revenge against the church.

Choose one: you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

Skills (8 ranks/level)
Bluff (Cha+Wis) (1), +5
Diplomacy (Cha+Wis) (1) +4/+5 to Gather Information quickly
Disguise (Cha+Wis) (1) +6
Disable Device (Dex) (1) +8
Knowledge (history) (bg) +5
Knowledge (nobility) (bg) +57
Knowledge (religion) (Int)(1) +5
Perception (Wis)(1) +6,
Sense Motive (Wis) (1) +6
Stealth (Dex) (1) +8

Languages: Common, Infernal,

240 gp start

[/b]Carrying Capacity:[/b] 11 STR - Light 38 lbs. or less Medium: 39–76 lbs. Heavy: 77–115 lbs.

Medium Encumbrance: +3 Dex Max –3 ACP Speed 30 ft

Gear:
backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, a mess kit, rope, soap, a spell component pouch, trail rations (5 days), a waterskin, and a wooden holy symbol. Thieves Tools, arrows(40), Cold iron arrows(20), 2 daggers, 5 platinum, 30 gold, 10 silver
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Special Abilities
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Favored Class Bonus: Add 1 spell to spells known list that is one level lower than the highest I can cast. +1 0th level spell known.

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity(Rapier). She is also proficient with light armor, medium armor, and shields (except tower shields).

Judgment (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.

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).

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. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Traveler(Exploration Subdomain):

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Door Sight (Su) - Exploration Subdomain Power: You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—expeditious retreat, 2nd—locate object, 3rd—fly, 4th—locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—world wave.

Backstory:

1. Kurt Law, Inquisitor of Cayden Cailean

2. 24

3. Kurt Law stands at an average height with a lean, muscular build honed from years of hardship and training. His once severe, Asmodean appearance has softened; his dark hair, now worn lorn and roughly shorn, frames a face marked by both youthful energy and the shadow of past traumas. His eyes, a piercing blue, hold a mix of determination and a hint of mischief. Kurt dresses in practical, sturdy clothing suitable for both combat and blending into a crowd, small charm hanging from his belt in the shape of a tankard of ale is the only thing that might mark him as a Worshiper.

4. Kurt speaks with a confident, engaging tone, often accompanied by a warm, infectious smile. He has a habit of toying with a small, silver tankard charm that hangs from his belt when deep in thought or during conversations.

5. Kurt was born and raised in Kintargo by his parents, who were devout followers of Asmodeus.

6. Kurt's parents, both fervent Asmodeus worshippers, were executed by the church of Asmodeus for a fatal mistake in their service. They held positions of influence within the church before their deaths.

7. Kurt's family was largely wiped out by the church's execution. His closest friends are now fellow followers of Cayden Cailean.
8. Kurt is unmarried and has no children, he is wary of getting too close to people, as he realizes how real the threat of the Government can be to those closest to him.

9. Chaotic Good

10. Kurt believes in personal freedom, fighting against tyranny and of a darker nature, revenge for his family. While they were evil, he can’t shake his familial love.

11. Yes, Kurt aims to liberate Kintargo from Cheliax's oppressive rule and get revenge for his executed family.

12. Yes, Kurt is a devout follower of Cayden Cailean.

13. Already answered.

14. Kurt is generally optimistic and has a habit of laughing heartily, even in tense situations. He can also be somewhat reckless, often acting on impulse and struggles to show patience when confronted by those who killed his family.

15. He has returned to Kintargo to finally free his city and take revenge.

16. Kurt sees himself as a liberator and protector, using his skills and knowledge to fight for freedom and justice and to seek revenge.

17. Kurt has a prominent scar across his left forearm, a reminder of his narrow escape from the Asmodean church.

18. Kurt is generally friendly and easygoing, making friends quickly with his warm demeanor and infectious enthusiasm for life.

19. The cruelty of the Asmodean church.

20. The Asmodean Church, that they’ll remember him, that he’ll fail to avenge his parents or break the cycle of cruelty in the city. He is terrified he won’t be good enough or that he’ll fail with his goals left unaccomplished, another person crushed under the unending wheel of Asmodeus.