Merelda "The Widow" Widdomeria
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Race Elf
Gender Female
Age ??
Alignment/Class CN Inquisitor (Preacher) 2
Init +7
Senses:
Low-Light; Perception +6, Sense Motive +7
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BUFFS AND CONSUMABLES
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DEFENSE
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AC 17, touch , flat-footed (+4 Armor, +3 Dex, + Shield, +Deflection, + Natural)
HP 18/18 ( Temp?) (2d8HD +0 Con; +2 Favored Class)
'Fort +3, Ref +3, Will +5
*Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
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OFFENSE
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Speed 30
Melee
~MW Rapier +5
~Dagger +4
~Whip + (15ft reach/non-lethal)
Ranged
~Dagger +4
~Hand Crossbow +4
Special Attacks
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STATISTICS
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Str 12, Dex 16, Con 11, Int 12, Wis 15, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats
1st Level: Precise Shot
@3rd: Wasp Familiar
@5th: Extra Bane
Feats 2 Get
~Weapon Focus(Rapier)
~Fencing Grace (+Dex to Dam)
~Wasp Familiar(x2)
~Favored Judgment(Undead)
Traits
*Warrior of Old (Racial): +2 Initiative
*Natural Born Leader: Source Hell's Rebels Player's Guide pg. 12; Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of. You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
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SKILLS 7/lvl +0 w/favored class (*=Class Skill) 14pts total
+1+3+1 Bluff (Cha)*
+1+3+1 Diplomacy (Cha)*
+0 Heal (Wis)*
+1+3+1 Intimidate (Cha) (+1/2 Lvls w/Stern Gaze)*
+1+3+1 Knowledge (arcana) (Int) [+2 Monster Lore)*
+1+3+1 Knowledge (dungeoneering) (Int) [+2 Monster Lore)*
+1+3+1Knowledge (nature) (Int) [+2 Monster Lore)*
+1+3+1 Knowledge (planes) (Int) [+2 Monster Lore)*
+1+3+1 Knowledge (religion) (Int) [+2 Monster Lore)*
+1+3+2 Perception (Wis)*
+1+3+2 Profession (Courtesan)(Wis)*
+1+3+3 Ride (Dex)*
+1+3+2 Sense Motive (Wis) (+1/2 Lvls w/Stern Gaze)*
+0 Spellcraft (Int)*
+1+3+3 Stealth (Dex) *
+1+3+2 Survival(Wis)* (+1/2 Lvls w/While Tracking*
+0+3 Acrobatics(Dex)
Languages
Common and Elven + Sylvan
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SPECIAL QUALITIES
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Class Abilities
Domain: Trickery(Deception)
*Sudden Shift (Sp):As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Judgment 1/day (Swift Action-Lasts until that combat ends)
*Destruction: +1 sacred bonus on all weapon damage rolls. (+1 / 3 lvls)
*Healing: Inquisitor gains fast healing 1 (+1 / 3 lvls)
*Justice: +1 sacred bonus on all attack rolls.(+1 / 5 lvls) Double bonus @10th level to confirm crits.
*Piercing: +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. (+1 / 3 lvls)
*Protection: +1 sacred bonus to Armor Class.(+1 / 5 lvls) Double bonus @10th level to prevent confirming crits.
*Purity: +1 sacred bonus on all saving throws. (+1 / 5 lvls) @10th lvl, the bonus is doubled against curses, diseases, and poisons.
*Resiliency: DR 1/magic(+1 / 5 lvls) @10th level, this DR changes from magic to an alignment (lawful).
*Resistance: 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
(+2 / 3 lvls)
*Smiting: Inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. @6th level, the inquisitor’s weapons also count as one alignment type (chaotic) for the purpose of bypassing damage reduction. @10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Determination
At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
~Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
~Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.
~Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
*Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics.
Monster Lore
*Add Wis bonus to Knowledge checks for monsters
Stern Gaze
*An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning initiative
*At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment
**@2nd level and 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
**@2nd level an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Bane (Su)
*At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
SPELL-LIKE Abilities (Racial Trait Bonus)
(1/Day Each)
Comprehend languages
Detect Magic
Detect Poison
Read Magic
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SPELLCASTING
0 Level (Infinite/Day)
Disrupt Undead
Light
Stabilize
Acid Splash
Create Water
1st Level (2/day)
Protection from Evil
Cure Light Wounds
Disguise Self
2nd Level (0/day)
Spells to Get
~(1st)Positive Pulse, Burst Bonds, Brand of Conformity, Ear-Piercing Scream, Expeditious Retreat
~(2nd)Knock, Spiritual Weapon, Inflict Moderate Wounds, Blistering Invective, Force Anchor, Cure Moderate Wounds
~(3rd)Searing Light, Speak with Dead, Resist Energy(Communal), Halt Undead, Burst of Speed
~(4th)Chaos Hammer, Death Ward, Dismissal, Freedom of Movement, Neutralize Poison, Positive Pulse, Greater
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EQUIPMENT AND GOLD Spent:974gp / Remaining: 26gp
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Gear
MW "Spiked" Chain Shirt (250gp+50gp)
MW Rapier (320gp)
Whip (1gp)
Dagger (x3) (6gp)
Hand Crossbow (102gp)
w/20 Quarrels
+1 Bolt x2 (40gp each=80gp)
Ioun Torch (75 gp)
Potion (CLW 1d8+1)(50gp)
Kit, Inquisitor's (30gp)
*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.
Kit, Courtesan's (10gp)
*The kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres.
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RACIAL TRAITS
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Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
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APPEARANCE
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Height 5ft 10in
Weight 120lbs
Eye Color Ice Blue
Hair Color Golden Blonde
Region of Origin Kyonin
Deity Calistria