Simulacrum of Vraxeris the Illusionist

Leonides's page

221 posts. Organized Play character for John Woodford.


Full Name

Leonides of Augustana

Race

Andoren Human

Classes/Levels

Human/Inquisitor 3 | AC 19 T 11 FF 18 | HP 27/27 | F +5 R +2 W +5 | Init +2 | Perc +7

Gender

Male

Alignment

NG

Deity

Arshea

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

About Leonides

XP: 6
Fame: 12
Current Prestige: 10

Daily Expendables
1st-level Spells (4/day) [ ] [ ] [ ] [ ]
Judgments (1/day) [ ]
hp 27 (3d8+6+3)
Current hp 27

Male Andoren human inquisitor 3
NG Medium humanoid (human)
Init +2 (+1 DEX, +1 WIS for cunning initiative) Perception +7

DEFENSE
AC 19 (+6 armor/+1 Dex/+2 shield), touch 11, flat-footed 18
Fort +5, Ref +2, Will +5

OFFENSE
Speed 20 ft.
Melee mw flail +6 (1d8+3/x2) or dagger +5 (1d4+3/19-20/x2)
Ranged
Special Attacks Judgment

Spells Known (CL 3rd)
1st (4/day)-cure light wounds, divine favor, wrath
0 (at will)-guidance, detect magic, disrupt undead, light, detect poison

STATISTICS
Str 16, Dex 12, Con 14, Int 13, Wis 13, Cha 12
Base Atk +2; CMB +5/+10 w/disarm attempts w/flail; CMD 16/18 vs. disarm attempts

Feats
Combat Expertise (L1) You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Disarm (human bonus feat) You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

xxx (L3)

xxx (bonus teamwork feat)

Skills
Diplomacy +7 (2 ranks, +1 CHA, +3 class skill, +1 trait)
Healing +5 (1 ranks, +1 WIS, +3 class skill)
Intimidate +7 (2 ranks, +1 CHA, +3 class skill, +1 stern gaze)
Knowledge (Religion) +6/+7 (2 ranks, +1 INT, +3 class skill, +1 for monster identification only)
Perception +6 (2 ranks, +1 WIS, +3 class skill)
Sense Motive +7 (2 ranks, +1 WIS, +3 class skill, +1 stern gaze)
Spellcraft +6 (2 ranks, +1 INT, +3 class skill)
Survival +6/+7 (2 ranks, +1 WIS, +3 class skill, +1 tracking)

Racial Modifiers None
Note: +1 skill rank per level
Languages Common (Taldane), Celestial

Traits
Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on checks with Diplomacy, and it is always a class skill for you.

SQ

Combat Gear mw breastplate, mw flail, heavy wooden shield, sickle, shortspear, wand of cure light wounds (38 charges), mw backpack, bedroll, belt pouch (2), traveler's outfit, flint & steel, 5 torches, healer's kit, 2 flasks alchemist's fire, 2 flasks holy water, 20 pcs rice paper, ink, pen, sack (2), trail rations (2 days) 0 pp, n gp, 0 sp, m cp

SPECIAL ABILITIES

Racial Traits +1 skill rank per level

Spells

Favored Class: Inquisitor +1 HP 1st-2nd levels.

Domain Liberation
Granted Powers You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your inquisitor level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Judgment

Monster Lore Add WIS modifier to Knowledge skill checks to identify the abilities & weaknesses of creatures, in addition to INT modifier.

Stern Gaze Add half inquisitor level to Intimidate and Sense motive skill checks.

Cunning Initiative Add WIS modifier to initiative checks, in addition to DEX modifier.

Detect Alignment At will, can use detect chaos, detect evil, detect good, or detect law. Only one can be used at a time.

Track Add half inquisitor level to Survival skill checks to follow or identify tracks.

Solo Tactics All of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from teamwork feats known. The allies do not receive any benefit themselves unless they also possess the feat(s) themselves. Their position and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Chronicle Sheet #1

Chronicle Sheet #2

Future Abilities:

Bane Can imbue one weapon with the bane special ability as a swift action, choosing the type of foe to target at the time of imbuing. That is, attacks with that weapon against the stated type of foe are at +2 to hit, and inflict +2d6 damage on a successful hit. Creature type can be changed as a swift action. The effect lasts for one round per inquisitor level per day, which do not have to be consecutive.

Discern Lies Can discern lies, as per the spell, for up to one round per inquisitor level per day. The rounds do not have to be consecutive. Activating the ability is an immediate action.