![]() About Tamaellcrunch:
Neutral Good Inquisitor (Preacher) 5 Worships Erastil Middle-aged Angelkin (small) appears as a gnome STR=19(21) INT=12 DEX=12 CON=12 WIS=12 CHA=14 Offense:
___________________________________________________________ +4 Initiative (+1 Dex +1 WIS, +2 trait) +3 BAB +7 CMB (+3 BAB, +5 Str, -1 size)
Defense:
____________________________________________________________ Current hp: 38/38 AC 19 [+7 Breastplate, +1 Dex, +1 size, +10] Flatfoot AC 18 Touch AC 12 +6 Fort (+4 base, +1 Con, +1 cloak)
Feats/Traits:
Feats: Power Attack Exotic Weapon = Fouchard Boon Companion Traits:
Skills-Languages:
Skills (7/level)
Appraise +1 (+1 int) Diplomacy +10 (+2 Cha, +5 rank, +3CS) Bluff +2 (+2 Cha, +0 rank) Disguise +6 (+2 Cha, +1 rank, +3CS) Fly +1 (+1 Dex) Intimidate +15 (+2 Cha, +5 rank, +3CS,+2stern gaze, +1 trait, +2 ioun stone) Know Arcana +9 (+1 Int, 1 rank +3 CS) Know Planes +9 (+1 Int, 1 rank +3 CS) Know Religion +9 (+1 Int, 1 rank +3 CS) Know Dungeoneering +9 (+1 Int, 1 rank +3 CS) Know Nature +9 (+1 Int, 1 rank +3 CS) Sense Motive +13 (+1 Wis, +5 ranks, +3CS, +2racial, +2stern gaze) Spellcraft +5 (+1 Int, +1 rank, +3 CS) Swim +9 (+5 Str, +1 rank, +3CS) Perception +9 (+1 Wis, +5 ranks, +3CS) Survival +5 (+1 Wis, +1 ranks, +3CS) Ride +5 (+1 Dex, +1 ranks, +3 class) Use Magic Device +11 (+2 CHA +5 ranks, +3 class, +1 trait) Languages:
Aasimar abilities:
Standard Racial Traits
Type: Aasimars are outsiders with the native subtype. Size: Tamaell is a small creature Speed: Tamaell has base speed of 20 feet. •Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Senses Racial Traits •Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
gear:
5 wooden holy symbols of Erastil (5/0) +1 Fouchard (small) (2314/?) +2 Belt of giant strength (4000/-) +1 breastplate (1350/15) Cloak of resistance (1000/?) Magenta Prism ioun stone (cracked) (0) (800) - +2 competence bonus on checks with any one skill you choose, can be changed once per day •hooded lantern 7 gp 2 lb •4 pints of oil 4 sp 4 lbs •crowbar 2 gp 5 lbs •5 pitons 5 sp 2.5 lbs •grappling hook 1 gp 4 lbs •50-foot hemp rope 1 gp 10 lbs •3x chalk 3 cp •10-foot pole 2 sp 8 lbs •caltrops 1 gp 2 lbs gear on pony:
Warpony 50gp •leather barding Small 10 gp 15 lbs •bit and bridle 2 gp 1 lb •military saddle 20 gp 30 lbs •saddlebags 4 gp 8 lbs •7 days' feed 3.5 sp 70 lbs background:
The youngest son of a prominent family of do-gooders, Gimlet was always in the shadow of his seven older brothers and famous cavalier father. The family was known for tracing their lineage back to a famous gold dragon from many years ago. His older brothers went on to achieve great things as halflings in a human-dominated world. Gimlet had a further advantage, when his mother died, his father returned with a small celestial boy to raise as his own.
As the result of this delivery and his heritage, Gimlet was expected to be proof that an angelic creature could do even better things. The pressure to do better and be better built up a steady amount of bitterness, resentment, and jealousy. Nevertheless, Gimlet put this aside and joined a noble crusade. Inquisitor abilities:
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). 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. Orisons Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. Stern Gaze (Ex)
Cunning Initiative (Ex)
Detect Alignment (Sp)
Track (Ex)
Determination (Ex)
Bane (Su)
Discern Lies (Sp)
Spells Known:
Alter Self as Spell Like ability 1/1 0-Level - unlimited
Animal Companion Ape BoBo:
Ape Hp=38/38 Size Medium; Speed 30 ft., climb 30 ft.; AC +3 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent. Feats=Power attack, dodge, improved natural armor Perception = +10 (+2 Wis, 5 ranks, +3CS) Background:
Tamaell was born of divine parents and sent to a fey enclave to learn from them. He disappointed them and learned little magic. After being returned to the celestials, they sent him to a gnomish foster family. Tamaell quickly bonded with the gnomes and formed an amazing kinship with his parents and new community. He adopted Erastil as his patron and became fanatical about community. He felt the celestials missed the point of the importance of family and community while fighting divine crusades and cut his ties with his former family and heritage to become a fanatical follower of Erastil. He is dedicated to preserve the gnomes and his greater family of earthly creatures against all evil. |