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About Miron VladimirescuMiron Vladimirescu
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Melee
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
Special Attacks
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Base Atk +6/+1; CMB +7; CMD 20 Feats
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
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)
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)
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
Languages
Skills
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
SQ
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Gear
Longspear 5
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Conversion Inquisition
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)
Detect Alignment (Sp)
Track (Ex)
Solo Tactics (Ex)
Teamwork 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)
Discern Lies (Sp)
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. ========
L1: +1 Skill point, Weapon Finesse, Point-Blank Shot
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
Sense of Humour: Dry
Religion
Hobbies: Cards |