About QuinleeQuinlee
Defense:
-------------------- AC 29, touch 16, flat-footed 24 (+9 armor, +5 Dex, +1 insight, +2 natural, +2 shield) hp 107 (13d8+39) Fort +16, Ref +14, Will +17 (+2 vs. channeled negative enrgy and inflict spells) Defensive Abilities sacred tattoo[APG], stalwart; Resist negative energy 5 -------------------- -------------------- Offense:
-------------------- Speed 30 ft. Melee +3 planar adamantine bastard sword +12/+7 (1d10+12/19-20) or dagger +9/+4 (1d4+9/19-20) or mwk cold iron morningstar +10/+5 (1d8+9) Ranged +3 adaptive impervious planar seeking whipwood composite longbow +13/+13/+8 (1d8+13/×3) Special Attacks greater bane (18 rounds/day), judgment 5/day (2 simultaneous) -------------------- -------------------- SPELLS:
-------------------- Inquisitor Spell-Like Abilities (CL 13th; concentration +17) At will—detect alignment, discern lies (13 rounds/day) Inquisitor Spells Known (CL 13th; concentration +17) 5th (1/day)—righteous might, communal stoneskin[UC] 4th (4/day)—divine power, freedom of movement, greater invisibility, restoration 3rd (5/day)—channel vigor, magic vestment, greater magic weapon, protection from energy, communal resist energy[UC] 2nd (6/day)—remove paralysis, resist energy, lesser restoration, see invisibility, weapon of awe[APG] (DC 16) 1st (6/day)—divine favor, heightened awareness[ACG], lend judgment[UM] (DC 15), protection from evil, shield of faith, true strike 0 (at will)—create water, detect magic, detect poison, disrupt undead, light, read magic Domain Reformation inquisition -------------------- -------------------- Statistics:
-------------------- Str 16, Dex 20, Con 16, Int 14, Wis 18, Cha 7 Base Atk +9; CMB +9; CMD 28 -------------------- -------------------- Feats:
-------------------- Feats Clustered Shots[UC], Deadly Aim, Manyshot, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot -------------------- -------------------- Traits and Drawbacks:
-------------------- Traits fate's favored, friend in every town -------------------- -------------------- Skills = 98:
-------------------- Skills Acrobatics +19, Appraise +4, Bluff +0, Climb +9, Diplomacy +11, Disguise +0, Escape Artist +6, Fly +6, Heal +10, Intimidate +24, Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (planes) +19, Knowledge (religion) +19, Linguistics +5, Perception +19, Perform (oratory) +10, Ride +10, Sense Motive +16, Spellcraft +8, Stealth +10, Survival +10, Swim +8; Racial Modifiers +2 Intimidate, +2 Knowledge (local), blessed correction Languages Abyssal, Celestial, Common, Infernal, Orc SQ awaken discontent, determination, monster lore +10, orc blood, stern gaze +6, track +6 -------------------- -------------------- Gear:
-------------------- Combat Gear adamantine durable arrow (30), cold iron durable arrow (30), potion of fly, silversheen durable arrow (30), wand of cure light wounds; Other Gear +1 mithral agile breastplate[APG], +1 adaptive impervious planar seeking whipwood composite longbow (+1 Str), +1 planar adamantine bastard sword, arrows (20), dagger, mwk cold iron morningstar, amulet of natural armor +2, bane baldric[UE], belt of physical perfection +2, cloak of resistance +3, cracked dusty rose prism ioun stone, dark life ring, dusty rose prism ioun stone, efficient quiver, handy haversack, headband of mental prowess +2 (Int, Wis), ring of force shield, stone of good luck (luckstone), bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 1,341 gp -------------------- -------------------- Special and Class Abilities:
-------------------- Awaken Discontent (4/day, DC 20) (Su) Affect target with charm person as a std action. Blessed Correction (4/day) (Ex) Roll twice for Diplomacy, Intimidate, or Perform (oratory) checks & take best roll. Clustered Shots Total damage from full-round ranged attacks before applying DR Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Determination (5/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack. Discern Lies (13 rounds/day) (Sp) Discern Lies at will Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks. Greater Bane (+2 / 4d6, 18 rounds/day) (Su) Make the weapon you are holding a bane weapon. Inquisitor Domain (Reformation Inquisition) Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can. Granted Powers: You can speak with divine persuasiveness. Manyshot You can shoot two arrows as the first attack of a full attack action. Monster Lore +10 (Ex) +10 to Knowledge checks when identifying the weaknesses of creatures. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Sacred Tattoo +1 to all saves. Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues. Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead. Stern Gaze +6 (Ex) +6 to Sense Motive and Intimidate. Track +6 Add the listed bonus to Survival checks made to track. -------------------- -------------------- Magical Items Placement:
--------------------- (Belt Slot) Belt STR/DEX/CON +2 (Body Slot) (Chest Slot) Bane Baldric (Eyes Slot) (Feet Slot) (Hands Slot) (Head Slot) (Headband Slot) Headband INT/WIS +2 (Neck Slot) Amulet NA +2 (Shoulder Slot) Cloak of Res +3 (Wrist Slot) (Ring Slot 1) Ring of Force Shield (Ring Slot 2) Dark Life Ring -------------------- -------------------- Backstory:
-------------------- Quinlee is a Dromaar from the River Kingdoms. She was abandoned at birth and raised in a Ragathiel Monestary. She was a difficult child, always getting into fights with other children and demanding children her age work instead of play. Instead of becoming a Paladin, Warpriest or Cleric for the General of Vengeance she drifted to the divine path of an Inquisitor. She joined a troop to clear out sections of the Emerald Spire and established a Training Ground with her rewards. -------------------- -------------------- Personality:
-------------------- Quinlee is a very militant inquisitor. If it is wrong then it is wrong- period. It takes a lot to sway her to do something she believes in. She knows she is not well liked and is rude to others but when you stand atop the moral high ground as she does then the perceptions of others don’t really matter. -------------------- -------------------- Planned Progression:
-------------------- 1-12+= Inquisitor all the way -------------------- -------------------- Scenarios:
-------------------- The Emerald Spire: #01 The Tower Ruins The Emerald Spire: #02 The Cellars The Emerald Spire: #03 Splinterden The Emerald Spire: #04 Godhome The Emerald Spire: #05 The Drowned Level The Emerald Spire: #06 The Clockwork Maze The Emerald Spire: #07 Shrine of the Awakener The Emerald Spire: #09 The Spire Axis The Emerald Spire: #10 The Magma Vault The Emerald Spire: #12 The Automaton Forge The Emerald Spire: #13 The Pleasure Gardens The Emerald Spire: #14 The Throne of Azlant -------------------- -------------------- PP Spent/Boons:
-------------------- Caravan Day Job: Intimidate +24+4 Training Grounds: +1 trait bonus to initiative. {emerald spire} +4 to all Day Job checks {emerald spire} -------------------- |
