Svirfneblin

Qiroyo Darudo's page

207 posts. Organized Play character for Ellioti.


Full Name

Qiroyo Darudo

Race

Gnome Inquisitor of Irori 1 / Sensei 1 | AC 17 T 17 FF 14 | HP 14/20 | F +7 R +4 W +7 (+4 vs disease/poison, +2 vs illusions) | Init +4 | Perc +8 | Advice 4/4 rds

Classes/Levels

Skills:
Acrobatics +6, Bluff +9, Diplomacy +9, Linguistics +6, Perception +8, Profession (Librarian) +10, Stealth +10, all Knowledge Skills +2 (+3 for identifying monsters), all Profession skills +5

About Qiroyo Darudo

Qiroyo Duarudo
Male Gnome Inquisitor of Irori 1 / Monk 1, Archetypes Sanctified Slayer, Tactical Leader / Sensei
NG Medium humanoid (gnome)

Init +4
Senses Darkvision; Perception +8
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DEFENSE
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AC 17, touch 17, flat-footed 14 (+2 Dex, +1 size, +3 Wis, +1 dodge)
hp 20 ((1d8)+3 + 1d8+4)
Fort +7, Ref +4, Will +7 Bonus +4 against disease and poison, +2 against illusions
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OFFENSE
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Speed 20 ft.
Melee unarmed strike +0 (1d4-1)
Ranged light crossbow +3 (1d6/19-20x2)
Inquisitor Spells Known (CL 1st; concentration +4)
1st-Protection from Evil, Recharge Innate Magic
0th-Detect Magic, Disrupt Undead, Read Magic, Guidance
Spell-like abilities (CL 1st; concentration +4, DC 14)
1/day—bleed, chill touch, detect poison, touch of fatigue
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STATISTICS
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Str 9, Dex 14, Con 16, Int 10, Wis 17, Cha 9
Base Atk +0; CMB -2; CMD 13
Feats Breadth of Experience, Improved Unarmed Strike, Stunning Fist, Dodge
Skills Acrobatics +6, Bluff +9, Diplomacy +9, Linguistics +6, Perception +8, Profession (Librarian) +10, Stealth +9, all Knowledge Skills +2 (+3 for identifying monsters), all Profession skills +5
Traits Reactionary, Librarian
Languages Common, Gnome, Sylvan, Aklo, Azlanti, Undercommon, Aboleth
Gear Light Crossbow, 30x bolts, Monk's Kit (includes a backpack, a belt pouch, a blanket, soap, trail rations (5 days), and a waterskin), Inkpen, 9 sheets of paper
SQ Stunning Fist 1/day DC 14, Advise 4 rds/day
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SPECIAL ABILITIES
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Spoiler:

Advice A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion.
Breadth of Experience You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Domain Conversion Inquisition
Fell Magic Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.
Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Leader’s Words (Ex) Tactical leaders are skilled at speaking soothing words that keep the peace and bolster allies’ resolve. A tactical leader receives a morale bonus on all Diplomacy checks equal to half his inquisitor level (minimum +1).
Librarian You are trained to manage and maintain books, and you find it easy to obtain information from tomes. You gain a +1 bonus on Linguistics and Profession (librarian) checks, and one of these skills (your choice) is a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.
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.
Nosophobia You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

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BACKGROUND
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Qiroyo just celebrated his 100th birthday. He has been working in the archives for more than half a decade as a researcher and an archivar. He follows closely the teachings of Irori, especially the aspect of preserving knowledge. In his lifetime he aquired a lot of knowledge, not deep knowledge, but widespread across all topics.
Because of this, an old friend, who has been with the society for quite some time convinced him to join, too. First reluctant to leave the safe haven of the libraries, he eventually joined the pathfinders for the possibility to uncover forgotten and lost truths.