Master of Auctions Sarfaraz Al-Qoor

Markwin Vasvax's page

18 posts. Organized Play character for AbyssDancer.


Full Name

Markwin Vasvax

Race

Human Inquisitor (Ravener Hunter) 1 / Molthune

Classes/Levels

AC15 T10 FF15 | HP: 10/10 | F4 / R0 / W4 | Init: +1 | Perc: +6

Gender

M

Size

M

Special Abilities

Judgement / Quick Draw in surprise round / Bludgeoneer

Alignment

NG

Deity

Gorum

Languages

Common

Occupation

Pathfinder... for now

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14

About Markwin Vasvax

Markwin Vasvax (218409-13)
Markwin is an grim-faced warrior, with a cold unsmiling demeanor and a heavy moustache. He is armoured in field armour of the Molthune Imperial Army, and his weapons are unadorned and functional. In conversation he is direct and blunt, with a dark sense of humour only sometimes shining through.

NG Male Human Inquisitor 1
Init +1 | Senses Normal | Languages: Common | Speed 20 ft.
Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 14

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Defense

AC 17, touch 10, flat-footed 17 (+5 armour, +2 shield, 0 Dex, +0 Nat)
HP 10
Fort +4, Ref +0, Will +4
BAB 0, CMB 3, CMD 13

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Offense

Melee: Warhammer +3, Damage 1d8+3 (B), x2
Melee: Longsword +3, Damage 1d8+3 (S), 19-20/x2
Rangd: Sling +0, Damage 1d4+3 (B), range 50'
Rolls: [dice=warhammer!]1d20+3;1d8+3[/dice], [dice=shaken for X rnds]1d20+8[/dice]

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Skills

Acrobatics -6[0], *Bluff 2, *Climb -3[3], *Diplomacy +6, *Disguise 2, Escape Artist -6[0], *Heal +2, *Intimidate +8, *Knowledge (nature) +4, *Knowledge (relig) +4, *Perception +6, *Ride -6[0], *Sense Motive +7, *Stealth -6[0], *Survival +6, *Swim -3[3]

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Spellcasting

Spell DC 13

* Cantrips: Acid Splash, Light, Guidance, Detect Magic
* 1st: Bless, CLW

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Traits, Feats, Class Feats and Proficiencies

Armour (L, M, H), Shield, Weapons (Simple, Martial)
Imperial Soldier: You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round
Veteran of Battle: You gain a +1 trait bonus on Intimidation, and it is always a class skill for you

Skilled: +1 skill rank per level
Bludgeoneer: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage
Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast a spell with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items
Judgement 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. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Ravener Oracle Mystery: Battle

Judgements:

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).


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Equipment
Scale Mail, Heavy Wooden Shield, Longsword, Warhammer, Crowbar, Backpack, Lantern, Oil, 50' rope.
50gp

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Spell Details:

Acid Splash
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Guidance
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Bless
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and
dispels bane.

CLW