Narciso Kyras
Male Half Elf Inquisitor 1
Neutral Good Medium Humanoid (Human, Elf)
Init +1; Senses: Low Light Vision ; Perception +12
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield)
HP 9 (1d8+3)
Fort +3, Ref +1, Will +5
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OFFENSE
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Speed 20 ft. (from Heavy Load and Medium Armor)
Melee +3 Club(1d6+3/x2) OR Dagger +3 (1d4+3/19-20)
Ranged +1 Light Crossbow (1d8/19-20)
Space 5 ft, Reach 5 ft
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STATISTICS
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Str 16, Dex 12, Con 12, Int 16, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 14
Feats: Skill Focus(Perception), Toughness
Traits:
Accelerated Drinker(You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.)
Schooled Inquisitor(You gain a +2 trait bonus on all Knowledge (planes) and Knowledge (religion) checks made to identify the abilities and weaknesses of creatures.),
Skills: Knowledge(arcana) +7, Knowledge (dungeoneering) +7, Knowledge(nature) +7,Knoweldge(planes) +7, Knowledge(religion) +7, Perception +12, Profession(Brewer) +7, Sense Motive +7, Survial +7
Languages: Common, Elven, Celestial, Dwarven, Orc
Combat Gear:
Other Gear: Traveler's Outfit (5 lb), Armored Coat (20 lb), Buckler (5 lb), Club (3 lb), Dagger (1 lb), Light Crossbow (5 lb), 20 bolts (2 lb), masterwork backpack (4 lb), bedroll (5 lb), 10 candles (-lb), flint and steel (- lb), iron pot (4 lb), mess kit (1 lb), spell component pouch (2 lb), wooden holy symbol(-), 1 keg [15.5 gallons] of beer (154 lb), 10 tin tankards (10 lb), 5 waterskins of common wine (4 lbs each, 20 lbs total), 2 bottles of fine wine, 50 feet of silk rope, 2 packs cheap playing cards, 16 gp, 6 sp
Note: 246 lbs of gear out of maximum possible of 260 lb, heavy load
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SPECIAL ABILITIES
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Adaptability: Half-elves recieve Skill Focus as a first level bonus feat
Elf Blood: Half-elves count as both humans and elves for any effect related to race
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks
Multitalented (Inquisitor, Fighter): Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point when they take a level in either classes
Judgement (Su) 1/day
Domain(Strength)
Strength Surge (Sp) 6/day: As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally
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).
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SPELLS
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0-level spells DC 13
Brand
Create Water
Detect Magic
Detect Poison
1-level spells DC 14
2(1+1)/day
Divine Favor
Protection from Evil