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About Rurik GorunnRurik Gorunn
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AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex, )
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Speed 30 ft.
Melee dagger +7+1 (1d4+1/19-20)
Melee warhammer +7/+2 (1d8+1/x3) Special Attacks Bane, Stern Gaze,
Spells Cast
Inquisitor Spells Known (CL 7th; concentration +11) | Pearl of Power +1
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Str 12, Dex 16, Con 14, Int 11, Wis 19, Cha 12,
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Combat Gear Boots of Speed (10 charges), Pearl of Power (1st Level) (1 charges), longbow +1, +2 adamantine breastplate, cloak of resistance +1, outfit (explorer's), scabbard of vigor, backpack, masterwork, arrows (20), dagger, warhammer, 118.74 gp antiplague (vial)
scroll (invisibility purge)
alchemist's fire (flask) (2)
Other Gear outfit (explorer's), backpack, masterwork, caltrops, chalk (1 piece), climber's kit, compass, crowbar, earplugs, fishing net (25 sq. ft.), flour (per lb.), grappling hook, common, hammer, manacles (masterwork/medium), piton (10), rope, spider silk (50 ft.), smoked goggles, wrist sheath, chain shirt +1 (mithral), 148.74 gp =================================================
Rurik was summoned by one of the Patriarchs of Muir two months ago upon completing a difficult quest for the church. His reward? To be sent into the Desolation, a potentially fatal quest to determine what had happened to Lord Bishu. Despite the lethality of his quest, Rurik has decided that nothing will turn him back, and now moves to gather companions with whom he may penetrate the depths of Tsar to learn what happened to the paladin and his companions. =================================================
Aasimar (Archon Blooded) Archon Blooded Aasimars Receive a +2 bonus to Constitution and Wisdom and a +2 bonus to Intimidate and Sense Motive checks. They can cast Continual Flame as a spell like ability. Bane (Su) 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 7 rounds per day. These rounds do not need to be consecutive. Celestial Language (Ex) Aasimars speak Celestial. Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Darkvision See in the dark up to 60 ft. 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. Domains Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Hide Tracks (Ex) You are adept at hiding your tracks. Creatures attempting to track you take a -5 penalty on rolls to find or follow your tracks. Lore of Escape (Ex) You use every trick you know to escape those now pusuing you. You add your Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. Protection Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Resistant Touch (Sp) As a standard action, you can touch an ally and grant them your +2 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 7 times per day. Skilled (Ex) Archon Blooded Aasimars receive a +2 bonus to Intimidate and Sense Motive checks. Solo Tactics (Ex) 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. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Spell-Like Ability (Sp) Archon Blooded Aasimars can use continual flame 1/day as a spell-like ability. Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +3 morale bonus on all Intimidate and Sense Motive checks. Summon Monster (Sp) A monster tactician can cast summon monster I as a spell-like ability 7 times per day. She can cast this spell as a standard action, and the creatures remain for 7 minutes (instead of 7 rounds). At 3rd level and every 2 inquisitor levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). A monster tactician cannot have more than one summon monster spell active in this way at a time; if she uses another, any existing summon monster immediately ends. These summon monster spells are considered to be part of the monster tactician's spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fulfill the construction requirements of any magic items she creates, so long as she can use this ability to cast the required spells. At 2nd level and each level thereafter, the monster tactician can add one monster from the expanded summon monster list (see pages 28/29) to her list of available summoned creatures. She can add a new option to any summon monster spell she can cast at the time she chooses the monster; once made, these choices cannot be changed. Summon Tactics (Su) Every time a monster tactician casts a summoning spell, she can choose any one teamwork feat she knows. All creatures summoned by the spell are treated as if they had the chosen feat for all purposes, without needing to meet any prerequisites. Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks. |