Harsk

Quaesitor Tyro Bane-Edge's page

59 posts. Alias of Keraos.


Full Name

Quaestor Tyro the Bane Edge

Race

Dwarf

Classes/Levels

Inquisitor 1

Gender

  • Defense:
    AC 18, touch 10, flat-footed 18
  • Infos:
    Perception 8 | HP 10/10, F+4, R+0, W+6 | 14gp 1sp

  • Size

    Medium

    Age

    53

    Alignment

    LN

    Deity

    Abadar

    Languages

    Common, Dwarven

    Occupation

    Inquisitor

    Strength 16
    Dexterity 10
    Constitution 14
    Intelligence 10
    Wisdom 18
    Charisma 8

    About Quaesitor Tyro Bane-Edge

    Quaesitor Tyro the Bane Edge
    Male Dwarf Inquisitor 1
    LN Medium Humanoid (dwarf)
    Init +0; Senses darkvision 60 ft.; Perception +8
    --------------------
    Defense
    --------------------
    AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
    hp 10 (1d8+2); judgement of profane healing 1
    Fort +4 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
    Defensive Abilities defensive training, judgement of profane protection +1; DR judgement of profane resiliency 1: magic; Resist judgement of profane purity +1, judgement of profane resistance 2 (acid)
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee Heavy Shield Bash -1 (1d4+3/x2) and
    . . Battleaxe +3 (1d8+3/x3)
    Ranged Light crossbow +0 (1d8/19-20/x2)
    Special Attacks hatred, judgement of profane destruction +1, judgement of profane justice +1, judgement of profane piercing +1, judgement of profane smiting (magic)
    Inquisitor Spells Known (CL 1):
    1 (2/day) Divine Favor, Cure Light Wounds
    0 (at will) Light, Read Magic, Detect Magic, Stabilize
    --------------------
    Statistics
    --------------------
    Str 16, Dex 10, Con 14, Int 10, Wis 18, Cha 8
    Base Atk +0; CMB +3; CMD 13 (13 vs. Bull Rush, 13 vs. Trip)
    Feats Endurance
    Traits Armor Expert, Tunnel Fighter
    Skills Acrobatics -6 (-10 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +3, Climb -3, Diplomacy +3, Escape Artist -6, Fly -6, Heal +8, Intimidate +0, Knowledge (arcana) +4 (+8 to identify the abilities and weaknesses of creatures), Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6, Sense Motive +9, Spellcraft +4, Stealth -6, Survival +4 (+6 to avoid becoming lost when using this), Swim -3 (+1 to resist nonlethal damage from exhaustion) Modifiers monster lore
    Languages Common, Dwarven
    SQ command (7/day), domains (inevitable), greed, hardy, judgement (1/day), slow and steady, stability, stonecunning +2
    Other Gear Four-mirror armor, Heavy wooden shield, Battleaxe, Crossbow bolts (100), Light crossbow, Backpack (28 @ 66 lbs), Bedroll, Blanket, Bottle (2), Canvas (sq. yd.) (10), Compass, Flask, Flint and steel, Rope, Sack (5 @ 5 lbs), Shovel, Signal horn, Tent, small, Torch (5), Trail rations (5), Twine (50') (2), 14 GP, 1 SP
    --------------------
    Special Abilities
    --------------------
    Armor Expert -1 Armor check penalty.
    Command (7/day) (Su) As per command spell.
    Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
    Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
    Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
    Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
    Inquisitor Domain (Inevitable) Associated Domain: Law
    Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
    Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
    Judgement of Profane Healing 1 (Su) Fast Healing
    Judgement of Profane Justice +1 (Su) Attack bonus
    Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
    Judgement of Profane Protection +1 (Su) AC bonus
    Judgement of Profane Purity +1 (Su) Save bonus
    Judgement of Profane Resiliency 1: Magic (Su) DR/magic
    Judgement of Profane Resistance 2 (Acid) (Su) Energy Resistances
    Judgement of Profane Smiting (Magic) (Su) DR bypass
    Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
    Slow and Steady Your base speed is never modified by encumbrance.
    Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
    Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
    Tunnel Fighter +2 Initiative and +1 critical damage while underground.

    Trackables:

    Spells LV1 |_ _|
    Command |X _ _ _ _ _ _|
    Judgement |_|
    Crossbow Bolts 100/100

    The Legend
    Inquisitors of Abadar are few. They are selected to be subtle forces for order and law - working their way into chaotic and unpredictable situations and setting them right, rooting out those who create chaos and bringing them to Abadar's justice. They are selected from among the clergy, and are sent out to bring order and stability where it is needed. They may be tasked to bring a particular region to heel, or they may simply be sent forth to find and destroy agents of chaos.

    Tyro was born the fourth child of a simple, industrious family. He was dedicated to the temple of Abadar as thanks for the peace and order which the family had found, and grew up in service of Abadar. However, he quickly displayed a penchant for mischief - not destructive and dangerous, but playful and easily set right. His pranks were well thought out, and never destructive. Rather than seeking to create chaos through his mischief, he sought to find additional, unusual opportunities to create order - the perfectly timed bucket of water dropped on the head, which only doused the student who scuffed his shoes on the floor, or the marking inks tucked into locks which would burst only if the lock were picked.

    These talents were recognized by his instructors, and they guided him down the path of an inquisitor. It was reasoned that his talents would allow him to thrive in places of disorder, blending in while quietly guiding them to correct behavior. The years of rigorous training as an inquisitor hardened him, pushing much of his mischief down, out of sight. Finally, once his training was complete, he was released out into the world to find disorder and chaos and bring the law to them.