Full Name |
Mikal Amakiir |
Race |
Human |
Classes/Levels |
Ranger 2/ Inquisitor of Abadar 3 |
Gender |
Male |
Size |
Medium |
Age |
28 |
Alignment |
Lawful Neutral |
Deity |
Abadar |
Languages |
Common, Celestial, Elven, Dwarven |
Strength |
14 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
12 |
About Mikal Amakiir
Mikal Amakiir - Ranger 2/Inquisitor of Abadar 3
Lawful Neutral Medium Humanoid (Human Male)
Init +7; Senses Perception +10
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DEFENSE
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AC 22, touch 13, flat-footed 19 (+7 armor, +2 shield, +3 dex)
HP 49 (3d8 + 2d10 + 5 con)
Fort +7 , Ref +7, Will +6
Conditional Modifiers +4 concentration w/grapple and defensive casting
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OFFENSE
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Speed 30 ft./ x3
Melee +1 Longsword +7 (1d8+3) 19-20/x2
Melee Light Mace +6 (1d6+2) 20/x2
Melee Dagger +6 (1d4+2) 19-20/x2
Melee +1 Greataxe +7 (1d12+4) 20/x3
Ranged Mwk Composite Shortbow +8 (1d6+2) 20/x3
Inquisitor Spells Known (CL 3rd)
Orisons (at will) DC 12—Detect Magic, Detect Poison, Guidance, Read Magic, Sift, Stabilize
1st (4/day) DC 13—Command, Cure Light Wounds, Divine Favor, Protection from Chaos
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STATISTICS
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XP 10000
Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 12
Base Attack +4; CMB +6; CMD 19
Feats Armor Proficiency (Light/Medium), Combat Casting, Combat Reflexes, Cleave, Power Attack, Precise Shot, Precise Strike, Shield Proficiency
Traits Indomitable Faith, Reactionary
Armor Check Penalty -3
Favored Class Inquisitor (+3 skill ranks)
Skills Acrobatics +2 (2) (Jump +6), Bluff +7 (3), Climb +4 (2), Disguise +7 (3), Handle Animal +5 (1), Heal +7 (2), Knowledge (dungeoneering) +5 (1), Knowledge (geography) +6 (2), Knowledge (nature) +5 (1), Knowledge (religion) +7 (3), Linguistics +3 (2), Perception +10 (5), Profession (cartographer) +6 (1), Ride +4 (1), Sense Motive +9 (3), Spellcraft +5 (1), Stealth +8 (5), Survival +10 (5) (Track ½ spd +13, norm spd +8, 2x spd -7)
Languages Celestial, Common, Dwarven, Elven
EquipmentBreastplate +1, Buckler +1, Longsword +1, Great Axe +1, Light Mace, Dagger, Efficient Quiver (Mwk Composite Short Bow (+2 str), 60 Common Arrows), Handy Haversack ( 2 Potion of Cure Moderate Wounds, Explorer’s Outfit, 2 sacks, Waterskin, 2 days Trail Rations, 2 Flask Lamp Oil, 1 vial Antitoxin, Bedroll, Compass, Area Map w/case, 50ft Silk Rope, Hooded Lantern, Healer’s Kit, Map Making Kit, Flint and Steel, Grappling Hook, Whetstone, Shovel, Pipe w/tobacco, Chain Shirt +1, light mace, dagger), Wooden Holy Symbol (Abadar)
Cash 82gp 32sp 36cp
Encumbrance Light ( 64 lbs)
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SPECIAL ABILITIES
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Combat Casting: +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Combat Reflexes: 3 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Cleave: As a standard action, make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Power Attack: take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Precise Strike: Whenever you and an ally are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage is not multiplied on a critical hit.
Indomitable Faith: +1 trait bonus on Will saves.
Reactionary: +2 trait bonus on Initiative checks.
Favored Enemy: Humanoid (Humans) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans. +2 bonus on weapon attack and damage rolls against them. Make Knowledge skill checks untrained when attempting to identify these creatures.
Track: adds half his level (+2) to Survival skill checks made to follow or identify tracks.
Wild Empathy: improve the initial attitude of an animal. This ability functions just like a Bluff check to improve the attitude of a person. 1d20 + 3 to determine the wild empathy check result.
Combat Style – Archery:Gain Precise Shot Feat
Domain – Travel: Increase your base speed by 10 feet.
• Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 5 times per day.
Judgment: 1/day, as a swift action, pronounce a judgment. Select one type of judgment to make. As a swift action, he can change this judgment to another type. All bonuses are sacred bonuses.
• Destruction: +2 sacred bonus on all weapon damage rolls.
• Healing: Gain fast healing 2.
• Justice: +1 sacred bonus on all attack rolls.
• Piercing: +2 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 saving throws.
• Resiliency: Grants DR 1/magic.
• Resistance: Gains 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
• Smiting: The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.
Monster Lore: Adds Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: Cast 0-level spells known at will
Stern Gaze: +1 morale bonus on all Bluff and Sense Motive checks.
Cunning Initiative: Add Wisdom modifier on initiative checks, in addition to his Dexterity modifier.
Detect Alignment: At will, he can use Detect Chaos, Evil, Good, or Law.
Solo Tactics: All of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor.
Teamwork Feat: Gains a bonus Teamwork Feat: Precise Strike.
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Background
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Mikal grew up the son of a cartographer who had a small shop in Coran, his father, Torv, created maps for all manner of customers but never left the street they lived on. His mother, Anna, took care of the books and ordered supplies and other goods. But not Mikal, his mind wandered down every road and river, along coastlines and over mountains.
When he was finally of age, he signed on as a caravan guard and set out to see the world. His skill with maps and knowledge of geography made him stand out from the usual rabble who signed on for such duty. He was assigned to train with the scouts and was mentored by a grizzled veteran by the name of Dragun. Dragun turned the boy into a lethal scout, and taught him the finer aspects of life on the road (where to get deals on gear in Gumlat, where not to drink in Issust Hold, etc.)Mikal always brought Dragun home with him for a meal when they were in Coran, and they would spend the night pouring over his fathers maps telling tales of the places they had been.
During one trip north of Gumlat, the caravan was waylaid by an especiallly crafty tribe of goblins. The group was descimated, Dragun was killed, and Mikal was left for dead. He was dicovered by a group of Clerics of Abadar who were on a mission in the north trying to establish the rule of law among the barbarian tribes. They returned with him to Gumlat and he was nursed back to health by the local temple. But Abadar does not dole out healing and hospice for free and the price of his salvation soon became apparent. He was enlisted into the church and taught the traditions of the Master of the First Vault. It was decided that his skills as a scout could be put to use in the Inquisition. He was trained and tasked with rooting out threats to the church and trade in the region, and to keep an eye on the theive's guilds and even the ruling mageocracy. To accomplish his mission he would return to his profession of scouting for caravans, and clandestinely report to the church when he visited the cities on the routes.
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Friends:
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Other than his mother and father in Coran, Mikal has a few others that are inportant to him. Dessa, a barmaid in Issust Hold holds his heart in her dusky eyes. He often takes lesser paying routes that will lead him to her arms for a fortnight, much to the consternation of his masters at the temple. Mikal also has a friend in Balen, a timber merchant in Gumlat who housed him during his recovery. Mikal has never directly met with the leaders of the church who control his strings, so as not to be able to identify them under magical compulsion.
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motivations/fears:
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Mikal is motivated by a desire to repay his debt to the church, take advantage of his charge to explore the world, and to live up to the standard of professionalism set for him by Dragun. He lives in fear of being caught unawares as he was in the ambush of the goblins, he is meticulous in his preperations because of this. He also has a fear of spiders. While he will not run shreiking from them, he will avoid dealing with them if at all possible.
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Physical Description:
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Mikal is 5'10" tall and weighs 185 pounds. He wears his sandy brown hair short and has a full gotee that covers a scar on his chin from the goblin attack. His eyes are amber and are creased from years spent in the field and betray a man who has seen a lot in his 28 years. His tanned skin is covered in many small scars, badges won the hard way on the road. His clothes are utilitarian in design and often covered in dust from the road. He dresses so as not to stand out, as he has found that many powerful people do not seem to notice the caravan guard standing there while they are talking of their plots and schemes.