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About Shawn AshlerBasic details:
Character Name: Shawn Ashler Character Race: Human Alignment: Neutral Good Deity: Nethys Current Moderator:
Gender: Male
Character Level: 2
Known Languages
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)
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:
2 Daggers d4 | 19-20 x2 | 10' | S
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)
Acrobatics: = +0 (Dex 3)
Background Skills
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:
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
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
+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.
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
Traveler's Outfit Iron Holy Symbol Helm & Mask of Nethys Backpack 2 lbs, 2 GP - Total: 11 lbs | 4.1 GP
Pouch, Belt: Total: .5 lbs | 1 GP
Spell Component Pouch: 3 lbs | 15 GP
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
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
Spells per Day:
Save DC: 10 + Spell Level + WIS(2) Fey Magic: Underground only, Spell-like Ability 1 use per day
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.
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