Arclord of Nex

Tamaell's page

27 posts. Alias of Chainmail.


About Tamaell

crunch:

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:

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+4 Initiative (+1 Dex +1 WIS, +2 trait)
+3 BAB

+7 CMB (+3 BAB, +5 Str, -1 size)
+18 CMD (+3 BAB, +5 Str, +1 Dex, -1 size +10)

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)
+3 Ref (+1 base, +1 Dex, +1 cloak)
+6 Will (+4 base, +1 Wis, +1 cloak)

Feats/Traits:

Feats:
Power Attack
Exotic Weapon = Fouchard
Boon Companion

Traits:
Omen (Intimidate = +1 and class skill, 1xday Intimidate to demoralize as swift)
Dangerously Curious (UMD +1 and class skill)
Reactionary (+2 init)
Drawback = Overprotective

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:
Common, Draconic, Celestial

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
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).

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)
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.

Determination (Ex)
At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.
Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.
Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.
This ability replaces solo tactics.

Bane (Su)
At 5th level, 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 a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.


Spells Known:

Alter Self as Spell Like ability 1/1

0-Level - unlimited
Prestidigitation
Message
Detect Magic
Daze (Will DC15)
1st-Level - 5
2nd-level - 3

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.