Race |
Human |
Classes/Levels |
Inquisitor |
Gender |
Male |
Strength |
15 |
Dexterity |
18 |
Constitution |
10 |
Intelligence |
8 |
Wisdom |
14 |
Charisma |
10 |
About Lucent Ferelden
Lucent Ferelden
Human Inquisitor 1
Infiltrator Archetype
CG Medium Humanoid (Human)
Init +6; Perception +6
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Defense
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AC 17, Touch 14, Flat-Footed 13 (+3 Armor, +4 Dex)
HP 9 (1d8+1(Favored))
Fort +2, Ref +4, Will +4
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Offense
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Longbow | +4 to hit; 1d8 Damage; 20/x3 Crit, 100 ft range. (3 lbs)
(+1 to hit and damage within 30 ft)
Starknife (ranged) | +4 to hit; 1d4+2 Damage; 20/x3 Crit. (3 lbs)
(+1 to hit and damage within 30 ft)
Starknife (melee) | +2 to hit; 1d4+2 Damage; 20/x3 Crit. (3 lbs)
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Statistics
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Str 15, Dex 18, Con 10, Int 8, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits Reckless, Adopted (Half-Elf - Elven Reflexes)
Languages Common
Other Gear: 10 Arrows, Backpack, Bedroll, Flint and Steel, Mug, Cold-Weather Outfit, 2 Trail Rations, Studded Leather, Waterskin
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Skills
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Acrobatics +8
Bluff +2
Climb +5
Diplomacy +6
Escape Artist +3
Heal +2 (Untrained)
Perception +6
Ride +3 (Untrained)
Sense Motive +6
Stealth +3
Survival +6
Swim +1
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Special Abilities
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Feats:
Point-Blank Shot: +1 on attack and damage rolls with ranged weapons within 30 ft
Precise Shot: No penalty when shooting or throwing into melee
Misdirection (Sp)
At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
This power replaces stern gaze.
Spells Known:
Detect Magic (0)
Guidance (0)
Light (0)
Create Water (0)
Cure Light Wounds (1)
Divine Favor (1)
Judgements:
Destruction - +1 sacred bonus on all weapon damage rolls
Healing - Fast Healing 1
Justice - +1 sacred bonus on all attack rolls
Piercing - +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance
Protection - +1 sacred bonus to AC
Purity - +1 sacred bonus on all saving throws
Resiliency - DR 1/magic
Resistance - 2 points of energy resistance against one energy type
Smiting - weapons count as magic for bypassing DR