Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16|
Classes/Levels
Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day
About Roland Alimane
Roland Alimane
Male Human Inquisitor (Preacher/Living Grimoire) 3
NG Medium Humanoid
Follower of Nethys
Init. +7; Perception +6
Bot Me:
Spoiler:
Roland basically hits things with his holy book. He can heal others if needed, but generally, he’s a melee Basher.
PFS # 12445-21
XP: 7
PP: 11/12 (spent two on wand of CLW, gained one through Imoressive Find)
Fame: 12
Completed scenarios:
Spoiler:
1. The Silverhex Chronicles (1 xp, 2PP, 501 gold)
2. Master of the Fallen Fortress (1 xp, 2PP, 489 gold)
3. Module: Crypt of the Everflame (3 xp, 4 PP, 1408 gold)
4. 09-06 The Shores Of Heaven (1xp, 2 PP, 533 gold)
5. 10-16 What the Helms Hide (1 xp, 2 PP, 1520 gold)
Boons:
Spoiler:
1. Champions of Time from my Core character, Pau. Councilor of Time: Brand new character starts with three traits instead of two. Extra trait must be one of Caretaker, Charming, or Ease of Faith. Chose Ease of Faith.
2. Impressive Find: once you get 12 Fame you gain one PP. can’t raise PP higher than fame score.
3. Exilir of Treasure Seeking: can drink for +2 on Appraise and Perception for an adventure. If gains less than full gold, can use this to gain an extra 150 gold in the adventure.
4. Kassen’s Blessing: 1 time, can mark off this boon and reroll Attack roll, saving throw or skill check.
5. Heavenly Scholar: if you are trained in Knowledge Religion, you can, on two occasions, check a box and a 1d6 to the knowledge roll, even after the roll is made, but before the success or failure is announced. Alternatively, you can check a box, and treat the check as if you were trained in Knowledge Religion. Both boxes can be checked on the same roll.
6. Heaven’s Redemption: you can check this box and change your alignment to lawful good, neutral good, or lawful neutral and worship a lawful good deity. When doing so you receive the benefits on an Atonement Spell with no cost. Additionally, you may retrain Feats, class abilities, or other features that no longer function with your new deity, as well as other character abilities that are directly attuned to your old diety’s Favored weapon, like weapon focus. This boon does not effect your characters weapons.
7. A Torch in the Dark: (Legacy) this boon will have an effect in Pathfinder 2.0 PFS.
8. Impressive Find: when you get to 12 PP, you gain one PP. when you sue the boon, Mark it off the sheet.
9. Piercing the Veil: three times you can use this boon at the start of an adventure to gain a +1 on Perception, Sense motive checks, and on saves vs. Illusions for the entire adventure.
10. Dark Life Ring: purchased off What the Helms Hide sheet. Described in equipment section.
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Defense
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AC 20, touch 12, flat footed 19
HP: 30 (3d8 + 6 Con + 3 Favored Class + 3 Toughness)
Saves
Fort: +5 (Base +3, +2 Con)
Ref: +2 (Base +1, +1 Dex)
Will +3 (Base +3, +0 Wis)
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Offense
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Speed20' (Base 30')
Melee
+5, Silver dagger, 1d4+2 (19-20/x2)
+6, Holy Cold Iron Tome of Nethys, 1d6+3, (x2)
Ranged
+6 Holy Cold Iron Tome of Nethys, 1d6+3, (x2), 30 ft.
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Statistics
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STR16, DEX12, CON14, INT16, WIS10, CHA8
BAB: +2 CMB +5 CMD 16
Feats
Spoiler:
1. Toughness, H. Improved Initiative, 3. Power Attack.
Bluff +5 (3 rank + 3 Class -1 Cha)
Diplomacy +6 (3 rank + 3 Class - 1 Cha + 1 Trait)
Intimidate +6 (3 rank - 1 Cha + 3 Class + 1 Stern Gaze)
Know. Arcana +9 (3 rank + 3 Int + 3 Class)
Know. Religion +9 (3 Rank + 3 Int + 3 Class)
Perception +6 (3 Ranks + 0 Wis + 3 Class)
Profession Bookbinder +6 (3 rank + 0 Wis + 3 Class)
Sense Motive +7 (3 ranks + 0 Wis + 3 Class + 1 Stern Gaze)
Spellcraft +9 (3 rank + 3 Int + 3 Class)
Survival +6/7* (3 Ranks+ 0 Wis + 3 Class)
*to identify or follow tracks.
Traits
Spoiler:
Reactionary: Benefit: +2 to Initiative.
Focused Mind: Benefit: +2 to Concentration checks.
Ease of Faith: Benefit: +1 to Diplomacy checks.
Languages Common, Celestial, Draconic, Infernal.
Inquisitor Special Abilities:
Spoiler:
*Domain--Magic. Hand of the Acolyte: As a standard action, you can make a ranged attack with a melee weapon within 30' feet. After the attack, the weapon returns to your hands immediately. 'This is treated as a ranged attack with a thrown weapon, except you add Int bonus to the attack instead of Dexterity bonus. Strength is still added to determine damage. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
*Orisons
*Spells
*Holy Book: at 1st level, gains a bond with iron bound text of Nethys and learns to use it as a weapon. Deals damage as a Cold Iron light mace, is proficient with it, takes no improvised weapon penalty, and gains a +1 to attack rolls. It serves as a Holy symbol and divine focus, and can be enchanted as a magic weapon. This replaces Monster Lore.
*Sacred Word: the book gains the powers of a warpriest's Sacred Weapon ability. Book deals damage based on the inquisitor's level. At 4th level, the book can be enchanted as per a warpriest's Sacred Weapon. This ability replaces Judgment.
*Spellcasting: intelligence based casting as a prepared caster. Holy book has all orisons and six 1st level spells. Gain extra two spells per level. Replaces Cunning Initiative.
*Stern Gaze--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).
*Detect Alignment.
*Track
*Determination 1/day
Magic:
Dark Life Ring: 1250 gold. +2 profane bonus on Will saves versus negative energy damage. In addition, any time the weirder takes negative energy damage, he subtracts five from the damage taken to a minimum of 0 damage, calculated after the saving throw is made.
Weapons:
Cold Iron Holy Tome of Nethys, free
Silver Dagger, 22 gp.
Armor and Shields :
Scale Mail, 50 gp
Heavy wooden Shield, 7 gold
Traveler's Outfit w/ apron, free,