Sandpoint Cleric

Shawn Ashler's page

69 posts. Alias of AGM Lemming.


Race

Diplomacy:+7/Intimidate:+10/Sense motive:+8/Stealth:+5/Survival:+7 | Init:+7 |

Classes/Levels

CMB +2, CMD 14 | Stamina Pts. 3/3 | Spells: Level 1: 2/3 | Active Conditions: Bless for 1 minute

Gender

Male Human Inquisitor 2 | HP 19/19 | AC:17, Touch:13, FF:13 | F:+5, R:+3, W:+5 | Perc +8 |

About Shawn Ashler

Basic details:

Character Name: Shawn Ashler
Character Race: Human
Alignment: Neutral Good
Deity: Nethys

Current Moderator:
Adventure:

Gender: Male
Age: 22
Height: 5' 9"
Weight: 175
Eyes: Brown
Hair: Black

Character Level: 2
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Sylvan, Goblin, Orc, Draconic

Stats:

Strength: 13 (3 ranks)
Dexterity: 16 (5 ranks, Race +2)
Constitution: 14 (5 ranks)
Intelligence: 14 (5 ranks)
Wisdom: 14 (5 ranks)
Charisma: 12 (2 ranks)

Hit Points: 19 (d8+2/lvl, 10, 9)

Defense and Saves:

Armor Class: 17 (Base: 10, Dex +3, Armor +4)
Flatfooted Armor Class : 13
Touch Armor Class: 13

Chain Shirt +4 AC | -2 ACP

Special Armor Class Notes: None

Save vs. Fortitude: +5 (Base: +3, Con: +2)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +5 (Base: +3, Wis: +2)

Special Save Notes: None

Offense:

Initiative Modifier: +7 (Dex+3, Wis+2, Trait+2)
Base Attack Bonus: +1
Melee Attack Bonus: +1
Ranged Attack Bonus: +3

Special Combat Notes: +1 to hit w/ Staff (Weapon Focus)

Weapons:
Weapon and Armor Proficiency: All simple weapons, hand crossbow, longbow, repeating crossbow, shortbow, and Deity's favored weapon. Proficient with light armor, medium armor, and shields.

2 Daggers d4 | 19-20 x2 | 10' | S
Staff d6 | x2 | B
Longbow d8 | x3 | 100' | P
Arrows(20)

Skills:

Total skill points earned: 10 +2/level (6 + Int(2) + GM Bonus(2)) +2 Background

Inquisitor's class skills: Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Heal(Wis), Intimidate(Cha), Knowledge(arcana)(dungeoneering)(nature)(planes)(religion)(Int), Perception(Wis), Profession(Wis), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Stealth(Dex), Survival(Wis), Swim(Str)
Gained from Fey thoughts: Acrobatics(Dex) & Use Magic Device(Cha)

Acrobatics: = +0 (Dex 3)
Bluff: = +2 (Wis 2)
Diplomacy: = +7 (Wis 2) 2 Ranks +3 [Class Skill]
Disguise: = +1 (Cha 1)
Escape Artist: = +0 (Dex 3)
Heal: = +2 (Wis 2)
Intimidate: = +10 (Wis 2) 2 Ranks +3 [Class Skill] Stern Gaze +1, Trait +2
Knowledge (arcana): = +6 (Int 2) 1 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Knowledge (dungeoneering): = +6 (Int 2) 1 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Knowledge (local): = +N/A
Knowledge (nature): = +7 (Int 2) 2 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Knowledge (planes): = +7 (Int 2) 2 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Knowledge (religion): = +7 (Int 2) 2 Ranks +3 [Class Skill] (+WIS 2 to Identify monsters)
Perception: = +8 (Wis 2) 2 Ranks +3 [Class Skill] Trait +1
Ride: = +0 (Dex 3)
Sense Motive: = +8 (Wis 2) 2 Ranks +3 [Class Skill] Stern Gaze +1
Stealth: = +5 (Dex 3) 2 Ranks +3 [Class Skill]
Survival: = +7/+8 (Wis 2) 2 Ranks +3 [Class Skill] Class: +1 to follow or identify tracks

Background Skills
Appraise: = +4 (Int 2) 2 Ranks
Artistry: = +2 (Int 2)
Craft: = +2 (Int 2)
Linguistics: = +4 (Int 2) 2 Ranks
Perform: = +1 (Cha 1)

Feats and Traits:

Feats: 1 per level w/ Elephant in the Room feat tax rules. Everyone gets Combat Stamina (Combat) for free.

1st Level: Additional Traits

Human Bonus: Weapon Focus(Staff)

2nd Level: Antagonize

Traits:
Combat: Reactionary: +2 initiative
Social: Inexorable Authority: When you speak with the full weight of law, your conviction lends you a terrible presence. You gain a +2 trait bonus on Intimidate checks when enforcing or pronouncing a lawful judgment that you’re legitimately deputed to enforce or pronounce.
Faith: Fate's Favored: +1 to any Luck bonus
Magic: Magical Knack: +2 Caster Inquisitor Level (Up to current HD)

Race:

Race: Human
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
xxxx Skilled: Replaced by Fey Magic
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

+Fey Magic
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.

A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.

+Fey Thoughts
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Acrobatics & Use Magic Device

+Low-Light Vision

Class:

Class: Inquisitor

Domain/Inquisition: Conversion Inquisition: Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Judgement 1/day: Select at start of combat. Lasts through combat as long as I am active in it.
- Destruction: +1 Sacred bonus to weapon damage
- Healing: Fast Healing 1
- Justice: +1 Sacred bonus to attack rolls
- Piercing: +1 Sacred bonus to Concentration checks and caster level checks to overcome spell resistance.
- Protection: +1 Sacred bonus to Armor Class.
- Purity: +1 Sacred bonus to all saving throws.
- Resiliency: DR1/Magic
- Resistance: 2 points of energy resistance, type chosen when activated
- Smiting: Weapons count as magic for purpose of DR.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): 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).

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.

Favored Class Option: Inquisitor (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Equipment & Gear:

Armor: 25 lbs | 100 GP
Chain Shirt: 25 lbs | 100 GP

Weapons: 12 lbs | 84 GP
2 Daggers: 2 lbs | 4 GP
Quarterstaff: 4 lbs
Longbow: 3 lbs | 75 GP
Arrows(20): 3 lbs | 1 GP

Traveler's Outfit

Iron Holy Symbol Helm & Mask of Nethys

Backpack 2 lbs, 2 GP - Total: 11 lbs | 4.1 GP
- Bedroll: 5 lbs, 1 SP
- Waterskin 4 lbs, 1 GP
- Rations, 2 days: 2 lbs, 1 GP

Pouch, Belt: Total: .5 lbs | 1 GP
- Wand of Cure Light Wounds: 50 charges

Spell Component Pouch: 3 lbs | 15 GP
- Acid Flask (10 gp/1 lb.)

Light horse, 75 GP. Saddle 10 GP, Bit & Bridle, 2 GP

Total weight carried: 51.5 lbs

Carrying capacity : Light -> 50 lbs, Medium -> 100 lbs, Heavy -> 150 lbs

Starting Gold: WBL: 1,000 GP

Remaining Gold: Platinum: 4, Gold: 5, Silver: 9
Add 83 gp & 3 sp

Movement:

Movement:
Base Speed: 30 ft., 20 ft. for Medium Encumbrance

Magic:

Magic:
Spells Known:
Level 0: 7 (Base 5 & FCB 2)
Acid Splash
Daze
Detect Magic
Disrupt Undead
Guidance
Light
Stabilize

Level 1: 3
Bless
Divine Favor
Lucky Number

Spells per Day:
Level 1: (2 +Wis(1))

Save DC: 10 + Spell Level + WIS(2)

Fey Magic: Underground only, Spell-like Ability 1 use per day
Level 0: Grasp, Purify Food & Drink, Read Magic
Level 1: Faerie Fire

History:

Don't ask me who my parents were, I don't know. I was a young child when everyone was wiped out and I was taken to the First World. Sadly, I'm also not really sure why I was saved. I was protected and raised, but none of the creatures actually took charge of me like a parent. I think they were waiting for me to decide that their viewpoint in life was the best way or something. That pretty much means I disappointed them!

I can't say that the Fey weren't fair to me. I am alive and I was trained in what I wanted to learn. My choice to follow Nethys wasn't popular, but they didn't immediately expel me. When I was 'dumped' back into the normal world I wasn't as naked as when they rescued me. I had equipment needed to survive, and even to thrive. I don't know anything about the geography of the world or the political structures. But, I can learn. All I need to do now is survive.