Animal Lord

Tendel's page

1 post. Alias of Tuyena.


Full Name

Tendel

Race

Half-Elf

Classes/Levels

Inquisitor 2

Gender

Female

Size

Medium

Age

42

Alignment

CN

Deity

Gorum

Strength 18
Dexterity 11
Constitution 14
Intelligence 10
Wisdom 13
Charisma 9

About Tendel

Tendel
Inquisitor 2
CN Medium humanoid (half-elf)
Init +1; Perception +8
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
HP 25 (2d8+6+3)
Fort +5, Ref +0, Will +4
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Offense
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Speed 30 ft.
Melee +6 Masterwork Tetsubo (1d10+6/x4)
Melee +5 Greatsword (2d6+6/19-20x2)
Melee +5 Alchemical Silver Cestus (1d4+3/19-20x2)
Melee +5 Cold Iron Cestus (1d4+4/19-20x2)
Melee +5 Dagger (1d4+4/19-20x2)
Ranged +1 Longbow (1d8/x3)
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Statistics
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Str 18, Dex 11, Con 14, Int 10, Wis 13, Cha 9
Base Atk +1; CMB +5; CMD 15
Languages Common
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Feats
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1)Toughness
1)Judgement Surge
Ancestral Arms (Tetsubo)
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Traits and Drawbacks
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

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.
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Skills
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Acrobatics +0
Climb +9[7]
Diplomacy -1
Heal +5
Intimidate +5
Knowledge(Arcana) +6
Knowledge(Dungeoneering) +6
Knowledge(Nature) +6
Knowledge(Planes) +6
Knowledge(Religion) +6
Perception +8
Sense Motive +7
Stealth +0[-2]
Survival +6(7)
Swim +9[7]
Use Magic Device -1
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Gear
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Masterwork Breastplate

Masterwork Tetsubo
Greatsword
Cold Iron Cestus
Alchemical Silver Cestus
Dagger x2
Longbow

Cold Iron Arrows x40

Oil of Magic Weapon
Potion of Protection from Evil
Potion of Enlarge Person
Potion of Bless Weapon
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Spells
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Orisons
Read Magic
Create Water
Detect Magic
Light
Acid Splash

1st Level Spells 5/Day
Cure Light Wounds
Divine Favor
Shield of Faith
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Special Abilities
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Inquisition(Anger)

Hateful Retort (Ex) Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

Judgment (Su) 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.

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.
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Backstory
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