Undead

Raikel Fel's page

3 posts. Organized Play character for Raphael Valen.


Full Name

Raikel Fel

Race

Tiefling -Grimspawn

Classes/Levels

lv5 Inquisitor (Redemption Inquisition)

Gender

Male

Size

5'11

Age

27

Special Abilities

Darkvision 60ft

Alignment

CG

Deity

Ashava, the True Spark

Location

wandering around

Languages

Common, Abyssal, Infernal, Elvish

Occupation

Inquisitor/Priest of Ashava

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

About Raikel Fel

Raikels stats:
Raikel Fel Lv5 Inquisitor of Ashava, The True Spark (Redemption Inquisition)
Tiefling (Grimspawn +2 Dex, +Int, -2 Wis)
CG Medium, Native Outsider
Init +7; Senses: darkvision 60 ft.; Perception +13
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Defense
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AC 21, touch 14, flat-footed 17 (+4 Dex, +7 Armor)
hp 38 (5d8+15)
Fort +6, Ref +5, Will +7
cold resistance 5, electricity resistance 5, and fire resistance 5
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Offense
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Speed 30 ft.
+1 Longbow: +8 (+10 bane) (1d8+1) (1d8+2d6+3=bane)
Bladed Scarf +5 (+7 bane) (1d6+3) (3d6+5=bane)
Special Attacks: Merciful +1d6 all damage is non-lethal/ Bane 8 rounds per day
Spells Known (CL 5th; concentration +8):
2nd (3/day)— CMW, Invisibility, Restoration- Lesser
1st (5/day)— CLW, Persuasive Goad, Shield of Faith, Divine Favor
0 (at will)— Deathwatch/ Detect Magic, Read Magic, Light, Stabilize, acid splash, create water
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Statistics
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Str 14, Dex 18, Con 14, Int 14, Wis 16, Cha 14
Base Atk +3; CMB +5?; CMD 19
Feats: point-blank shot, precise shot, Extra Bane, Ferocious Loyalty (Teamwork)
Traits: Fates Favored: add +1 to any luck bonus, Rest for the Wicked: heal 3 ablility point damage on a fulls day rest, still heal only 1 with nights rest.
Skills: +12 Diplomacy, +13 Perception, +10 bluff +12 intimidate, +10 Knowledge (arcana), +10 Knowledge (dungeoneering), +10 Knowledge (nature), +10 Knowledge (planes)
Languages: Common, Abyssal, Infernal, Elvish
SQ: Soul Seer: (deathwatch at will as spell-like ability.) Skilled:+2 Disable Device, Sleight of Hand.
Other Gear: +1 Longbow, Bladed scarf, +1 mithral Breastplate, Inquisitor's kit:: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol., Muleback Cords, 20 arrows, 20 blunt arrows, 20 silver arrows 1877GP
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Special Abilities :
Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.
Judgment (Su): 1/day :Multiple Choices see Judgment ability
Monster Lore (Ex): Add wis to Int when making skill checks to identify creatures
Stern Gaze (Ex): inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

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Judgment:
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment 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 judgment to make. As a swift action, she can change this judgment 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.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment 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.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).