Paracount Julistar

Miron Vladimirescu's page

717 posts. Alias of Decimus Observet.


Full Name

Miron Vladimirescu

Race

Human (Varisian)

Classes/Levels

Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

Gender

DECEASED - Male

Size

Medium, 5' 9"

Age

24

Alignment

Lawful Neutral

Deity

Abadar

Location

Sandpoint

Languages

Lip-Reading, Taldane, Varisian, Varisian Sign Language

Occupation

Inquisitor of Abadar

Strength 12
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 22
Charisma 7

About Miron Vladimirescu

Miron Vladimirescu
Male Human Inquisitor of Abadar 8
Lawful Neutral Medium Humanoid (human)
Init +8; Senses Perception +15, SM +18

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Defense
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AC 22, touch 14, flat-footed 19 [10 +3 Dex +7 breastplate +1 natural +1 deflection]
hp 43 (8 HD; 1d8 +0 Con)
Fort +7, Ref +6, Will +13
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Offense
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Speed 30 ft. (20 ft. in +1 breastplate)

Melee
Impaler of Thorns* +8 1d8+2 x3 P brace, reach
Sickle +9 1d6+1 x2 S trip
Kunai +9 1d4+1 x2 B or P 10 ft.

An impaler of thorns is a +1 longspear. Once per day as it strikes a foe, the wielder can cause it (as a free action) to unleash a 30-foot-radius burst of despair that affects all creatures not wielding an impaler of thorns. Creatures affected must succeed at DC 16 Will saves or become overwhelmed with sadness and despair, taking –2 penalties on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. The target struck when this effect is triggered must also succeed at a second DC 16 Will save to resist becoming nauseated with despair for 1 round.

Ranged
Mwk Composite Longbow +10 1d8 x3 110 ft.

Special Attacks
Inquisitor Spells Known(CL 6th; concentration +11)
. . 0th Acid Splash, Detect Magic, Guidance, Light, Sift, Stabilise
. . 1st Bane, Bless, Cure Light Wounds, True Strike, Vocal Alteration - 6/7
. . 2nd Confess, Consecrate, Focused Scrutiny, Weapon of Awe - 5/6
. . 3rd Coordinated Effort, Dispel Magic, Terrible Remorse - 2/4

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Statistics
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Human: +2 Wis, Headband: +2 Wis, L4: +1 Wis, L8: +1 Wis
Str 12, Dex 16, Con 10, Int 12, Wis 22, Cha 7

Base Atk +6/+1; CMB +7; CMD 20

Feats
L1: Weapon Finesse, Point-Blank Shot
L2:
L3: Precise Shot, Inquisitor: Stealth Synergy
L4:
L5: Deadly Aim
L6: Inquisitor: Lookout
L7: Rapid Shot
L8:

Lookout (Combat, Teamwork)

Your allies help you avoid being surprised.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Traits
Favored Son/Daughter (Campaign)
You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.

Tavern Owner: One of the town’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.

Miron: The Rusty Dragon

Schooled Inquisitor (Faith)
Your additional training aids in identifying the wiles of your faith’s enemies.

Benefit: You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.

Lover of the Law (religion - Abadar)
You have a strong belief in the righteousness of law and justice.

Benefit(s) You receive a +1 trait bonus on saving throws against charm and compulsion effects, and may attempt a new saving throw with an additional +1 bonus (for a total of +2) if you are directed to break the law.

Drawback
Self-Doubting
Your ever-present fear of failure causes a downward spiral. The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.

Languages
Lip-Reading, Taldane, Varisian, Varisian Sign Language

Skills
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Miron also has Knowledge (local) as a class skill

Skill Ranks per Level: 9 (6 + 1 Int +1 racial +1 favoured class)

+2 background skills

Armour Check Modifier: -3

Acrobatics +3 |+3 Dex
Appraise +2 |+1 Int +1 rank
+Bluff +11 |+6 Wis +2 rank +3 class skill
+Climb +5 |+1 Str +1 rank +3 class skill
+Craft +1 |+1 Int
+Diplomacy +13 |+6 Wis +4 rank +3 class skill
Disable Device* -- |+3 Dex
+Disguise +4 / +14 |-2 Cha +3 rank +3 class skill (+10 hat)
Escape Artist +3 |+3 Dex
Fly +3 |+3 Dex
Handle Animal* -- |-2 Cha untrained
+Heal +14 |+6 Wis +5 rank +3 class skill
+Intimidate +19 |+6 Wis +6 rank +3 class skill +4 morale
+Knowledge Arcana* +5 |+1 Int +1 rank +3 class skill
+Knowledge Dungeoneering* +5 |+1 Int +1 rank +3 class skill
Knowledge Engineering* +2 |+1 Int untrained +1 rank
Knowledge Geography* +2 |+1 Int untrained +1 rank
Knowledge History* +4 |+1 Int +3 rank
+Knowledge Local* +11 |+1 Int +6 rank +3 class skill +1 trait
Knowledge Nobility* +7 |+1 Int +3 rank +3 class skill
+Knowledge Nature* +4 |+1 Int +3 rank
+Knowledge Planes* +5 |+1 Int +1 rank +3 class skill
+Knowledge Religion* +12 |+1 Int +8 rank +3 class skill
Linguistics* +3 |+1 Int +2 rank
+Perception +17 |+6 Wis +8 rank +3 class skill
Perform -2 |-2 Cha
+Profession (merchant) +9 |+6 Wis +1 rank +3 class skill
+Profession (priest) +9 |+6 Wis +1 rank +3 class skill
+Ride +3 |+3 Dex
+Sense Motive +21 |+6 Wis +8 rank +3 class skill +4 morale
Sleight of Hand* +7 |+3 Dex +1 rank +3 class skill
+Spellcraft* +7 |+1 Int +5 rank +3 class skill
+Stealth +12 |+3 Dex +8 rank +3 class skill
+Survival +14 |+6 Wis +2 rank +3 class skill (+4 inquisitor to track)
+Swim +5 |+1 Str +1 rank +3 class skill
Use Magic Device* -- |-2 Cha untrained

SQ
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gear
Deck of Cards (decent) 1g
Grooming Kit 1g
Inquisitor's Kit 30g
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.

Longspear 5
Sickle 6
Kunai 2
40 Arrows 2
silver dagger 22
Cloak of Resistance +1 1000
Deck of Cards (decent) 1
Grooming Kit 1
Inquisitor's Kit 30
Book of Lamashtu 100
Masterwork manacles 50
+1 breastplate 1200
+1 elf bane arrows x4 160.08
Mwk composite longbow 400
+1 war razor 2008
3 Holy Water 75
3 Silver Dust 75
hat of disguise 1800
Everburning Torch 110
Headband of Inspired Wisdom +2 4000
Impaler of Thorns 7500
Amulet of Natural Armour +1 2000

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Class Features
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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).

Conversion Inquisition
You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.

Deities: Any deity.

Granted Powers:

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Judgement (Su) 2/day

Starting at 1st level, an inquisitor can pronounce Judgement upon her foes as a swift action. Starting when the Judgement is made, the inquisitor receives a bonus or special ability based on the type of Judgement made.

At 1st level, an inquisitor can use this ability 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 Judgement to make. As a swift action, she can change this Judgement 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.

Miron: Sacred bonus

Justice: This Judgement 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.

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).

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her 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)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

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.

Second Judgment (Ex)

At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

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Advancement

L1: +1 Skill point, Weapon Finesse, Point-Blank Shot
L2: +1 Skill point, 0: Acid Splash, 1: Bless, Lip-Reading

Overview:

Miron is incredibly perceptive but social gifts have not come naturally to him. This will be occasionally apparent.

In combat, he is flexible, mostly relying on dexterity. He can fight at range, at reach, and in close quarters, even if he isn't doing massive damage. He should be able to support the party well with social skills, pointing out monsters' weaknesses, and spells.

Background:

Miron was an awkward, shy child, born to a merchant family. He made a special effort to be helpful to others, to compensate for not always grasping their ways and moods. He managed to build some friendships over many years, even if many dismissed him.

When he was fourteen, a wandering preacher of Abadar led a group storming the holdout of local criminals. Morin was awed by the man's stirring speeches afterwards, and the efficiency in which he uprooted the criminal's operation almost overnight, having prepared properly. That his family profession led them to pay great heed to Abadar did help his opinion.

The seeds were sown. When he was sixteen, Miron asked for and got permission from his parents to leave for Magnimar to learn the faith of Abadar in much more depth. He did however make a point of writing many letters to family and those few close friends he had made, including a tavern owner friend of the family.

The youth's true enthusiasm for the ways of Abadar, order and love of the values of trade and civilisation, convinced the church elders to test him further. His natural gifts for accuracy and focus were cultivated, and he showed aptitude for magic. When judged sufficiently ready, he was placed in a select group of potential future inquisitors. Those tasked with battling heretics and the enemies of the faith.

He learned how to win over people, not by grace, but by keen observation of their moods and incentives. With effort, he could be as charming or frightening as he needed to be. His tutors were greatly pleased, and eventually declared him ready to begin life as an inquisitor. That was a month ago, and he has only recently returned to Sandpoint.

Appearance:

A very average looking 5' 9", Morin has quite well groomed brown hair, moustache and beard. His pale brown eyes are very slightly watery and he has trouble making eye contact. At least until he is actively socialising, in which case he comes across as much sharper.

His dress is worn but well-mended road merchant clothing, reddish brown in colour. His wooden holy symbol of Abadar may or may not be visible around his neck.

Personality:

Primary Motivator: Order
Emotional Disposition: Anxious
Moodiness: Labile
Outlook: Optimistic
Integrity:

Personality Traits:

See http://www.ashami.com/rpg/

Primary Motivator: Order
Emotional Disposition: Anxious
Moodiness: Even-tempered
Outlook: Optimistic
Integrity: Conscientious
Impulsiveness: Controlled
Boldness: Cautious
Agreeableness: Disagreeable (by default)
Interactivity: Reserved (by default)
Conformity: Conventional

Sense of Humour: Dry
Favourite Topic: Professional

Religion
Adherence: Orthodox Adherent, Tolerant (of heathens, not heretics)
Expression of Beliefs: Occasionally blatant, constantly subtle
Converting Others: Casual seeming
Attitude: Humble
Association: Chuch (of Abadar)
Religious Roles: Inquisitor

Hobbies: Cards