Undead Slayer

Marta Agarici's page

1 post. Alias of rdknight.


Full Name

Marta Agarici

Race

Human

Classes/Levels

Inquisitor (Ravener Hunter / Sanctified Slayer 1)

Gender

Female

Size

Medium

Age

20

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Taldane

Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 14
Charisma 12

About Marta Agarici

Statistics:
Female Human Inquisitor (Sanctified Slayer - Ravener Hunter) 1
NG Medium Humanoid (Human)

Init +2; Senses Perception +6
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+5 Armor, +2 Dex)
hp 14
Fort +4, Ref +2, Will +6 (+1 vs Poison)
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OFFENSE
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Speed 30 ft.

Melee +3

Ranged +2
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STATISTICS
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Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 12

Base Atk +0; CMB +3; CMD 15
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Traits

Corpse Hunter:
Requirement(s) Pharasma
You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.

Desperate Focus (Magic):
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Friend in Every Town (Social):
You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Overprotective (Drawback):
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Skills (8 points; 6 class, 1 skilled, 1 INT, 2 Background)
ACP -2

SKILLS

Acrobatics* +2 = DEX 2+0+0
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Appraise +1 = INT 1+0+0
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Bluff +3 = CHA 1+0+0+2 (Boritsi)
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Climb* +3 = STR 3+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +5 = CHA 1+1+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +2 = WIS 2+0+0
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Intimidate +2 = CHA 1+0+0+1 (+1 Stern Gaze)
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K (Arcana +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +2 = INT 1+1+0 (+1 Background)
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K (History) +2 = INT 1+1+0 (+1 Background)
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K (Local) +5 = INT 1+1+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +5 = INT 1+1+3
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Linguistics +1 = INT 1+0+0
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Perception +6 = WIS 2+1+3
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Perform +1 = CHA 1+0+0
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Profession +2 = WIS 2+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +7 = WIS 2+1+3+1 (+1 Stern Gaze)
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft +1 = INT 1+0+0
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Stealth +6 = DEX 2+1+3
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Survival +6 = WIS 2+1+3
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Swim* +3 = STR 3+0+0
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Use Magic Device +1 = CHA 1+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane

Special Abilities:

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SPECIAL ABILITIES

Human

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

Boritsi Legacy:
+2 Bonus to Charisma.
Bluff is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 on Fortitude Saves vs. Poison.

Inquisitor (Sanctified Slayer-Ravener Hunter):

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. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Monster Lore (Ex):
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 (Ex): 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).

Charged by Nature:
At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra RevelationAPG feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
This ability replaces domain.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

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 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.

Spells:

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Spells
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0th (At Will) DC 12

Detect Magic
Disrupt Undead
Guidance
Light

1st (4/day) DC 13

Cure Light Wounds
Divine Favor

2nd (2/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables

Candles (10)
Torches (10)
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Greatsword
Battle Aspergillum
Dagger (Cold Iron)
Dagger
Scale Armor
Explorer's Outfit
Holy Symbol
Ink
Parchment x3
Scroll Case
Journal
Belt Pouches x2
Spell Component Pouch
Mending Kit
Small Metal Mirror
Grooming Kit
Soap
Rope (50')
Pitons (4)
Hammer
Inquisitor's Kit:
-Backpack
-Bedroll
-Flint and steel
-Iron pot
-Manacles
-Mess kit
-Rope (50')
-Soap
-Spell component pouch (Spare)
-Waterskin

Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 18 lb.

Money 3 GP 8 SP 5 CP

Background:

Background

Appearance and Personality:

Height: 5'7” | Weight: 130 | Hair: Black | Eyes: Dark Brown

Appearance

Personality