Yaniel

Maud Lefévre's page

67 posts. Alias of Sarah Olsen.


Race

HP: 20/20 |AC:16 T:12 FF:16,| CMD: 14 | Fort: +4, Refl: +1, Will: +5 | Init: +3, Speed 30ft, Perception +7

Classes/Levels

Spells per day:First:3/3 | Judgement 1/1| Ferocious Strike 5/5 | Lesser Smite 1/1 Female Human Inquisitor 2

About Maud Lefévre

HP: 20/20 |AC:16 T:12 FF:16,| CMD: 14 | Fort: +4, Refl: +1, Will: +5 | Init: +3, Speed 30ft, Perception +7

Spells per day:First:3/3 | Judgement 1/1| Ferocious Strike 5/5 | Lesser Smite 1/1 Female Human Inquisitor 2

Maude Lefévre

Maude Lefévre
Female Human Inquisitor - Venerates Michael, the Archangel
NG Medium Human(Humanoid)
Init: +3 Senses: Perception +7
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Defenses:
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AC 16, T11: FF:16 (+1 Dex)
HP: 20 (2d8(13)+7)
Saves: Fort: +4, Reflex +1, Will: +5
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Offense
Speed 30 ft
Melee 1.) Cold Iron Longspear +5 (1d8+4), 20, x2
Ranged 1.) Javelin +2 (1d6+3)
Spells per day
1st Divine Favor, Magic Weapon, Disguise Self
0th Create Water, Detect Magic, Mending, Light
SQ: Judgement 1/day, Ferocious Strike 5/day, Lesser Smite 1/day
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Statistics
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Str16, Dex13, Con 13, Int12 , Wis14 , Cha 12
Base Atk +1; CMB+4 CMD 15
Feats Toughness, Weapon Focus(Longspear)
Traits

Indomitable Faith:
You receive a +1 trait bonus to your Will Saves

Demon Smiter:
You grew up around those who learn to fight the demons. Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.

Skills (14 Ranks+2 FC) - +2 to Knowledge checks to identify creatures.

Climb(1) +7
Bluff(1) +5
Diplomacy(2) +6
Kn: Religion(2) +7/+9
Kn: Planes(1) +6/+8
Perception(2) +7
Stealth(2) +6
Survival(2) +7
Heal(1) +6
Disguise(1) +5
Sense Motive(1) +7

Languages: English, French, Latin

Gear: Other Gear: Gear: Scalemail, Cold Iron Longspear, Light Mace, Hand Crossbow, 15 bolts, Potion of Cure Light Wounds, Alchemist Fire x2 Other Gear: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Paper, charcoal. Belt pouch.

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Special Abilities
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Domain(Ex):

Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Judgement(Su):
At 1st level, an inquisitor can use this ability, starting it as a swift action once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
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).

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:
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).

Cunning Initiative:
You add your Wisdom Modifier on Initiative checks in addition to your dexterity modifier

Detect Alignment(sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track(ex):
an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.