Kazim

Tera Flinders's page

1,134 posts. Alias of AdamWarnock.


Race

| HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15

Classes/Levels

Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Gender

Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3

Size

Medium (About 5 1/4 feet and 110 lbs.)

Age

17

Alignment

LG

Deity

Abadar

Location

Sandpoint

Strength 10
Dexterity 17
Constitution 10
Intelligence 16
Wisdom 16
Charisma 14

About Tera Flinders


Spells to Add to Spellbook:

Lyrie's Spellbook:
Unknown --Burning Hands
Unknown --Comprehend Languages
Unknown --Detect Secret Doors
Unknown --Floating Disc
Unknown --Grease
Unknown --Identify
Unknown --Invisibility
Unknown --Locate Object
Unknown --Mage Armor
Unknown --Minor Image
Unknown --Mirror Image
Unknown --Obscuring Mist
Unknown --Ray of Enfeeblement
Unknown --See Invisibility
Unknown --Sleep
Unknown --Shatter
Unknown --Spider Climb

Scrolls:
Not Added --Scroll of Comprehend languages
Not Added --Scroll of Flaming sphere
Not Added --Scroll of Minor image
Not Added --Scroll of See invisibility
Not Added --Scroll of Sleep
Not Added --Scroll of Whispering wind


Background:

Tera's birth was the second most momentous event in the Flinders family's history, second only to the founding of Flinders and Associates trading some two centuries before in Korvosa. It wasn't that she was a scion of the family, she was actually the daughter of one of the branch families, nor was it that her birth was tied to any sort of prophecy, the Flinders being far too astute to truck with such nonsense.

No, it was momentous because of the mark she possessed on her back, between her shoulders. It was unmistakably in the shape of Abadar's key, if only as a silhouette. The celebration that night was not very wild by the standards of Magnimar's upper-crust, but for the ever-severe Flinders, it was a wild party.

Young Tera spent her childhood under the tuteluge of a series of governesses that drilled the basics of arithmetic, reading, writing, and courtly behavior and etiquette into her head. Soon lessons in culture, the arts, and business followed. Even with the constant assurance that she was receiving the best education money could buy, though, she always felt as if something was missing. She'd been marked by Abadar, hadn't she? What if it was for something more than being another merchant for the family business? She talked to her parents about her concerns, respectfully, of course, and was disappointed to learn they felt she was getting the best she could get anywhere.

Tera, on the other hand, wasn't so sure of that.

It wasn't until her twelfth birthday that her parents got the first inkling that maybe, just maybe, Tera had a point. A deal that was about as sure as any bet got fell through. A week later, an investment they had made folded. Here and there things started to go sour, not enough to do much at first, but soon the losses begin to add up, and worried about their finances, they enlisted the help of one of the bankers in Magnimar. The Abadarian priest arrived at their home early in the morning, and by lunch, had found a worrying trend.

It appeared that Abadar was not pleased with Tera's parents, the priest noted. She had been chosen by him for some purpose, but he was appalled to find her education in Abadar's faith not much better than her parents, and to find that she had apparently been given gifts of speech and fleetness of foot that no one had noticed until he pointed it out. She would need to be trained by one of Abadar's Bankers, that much was certain, but none of the bankers in Magnimar had the time to spare. That left either a long, possibly dangerous, trip to Korvosa, or a much shorter trip to Sandpoint.

Not having ever been to the small town, Tera almost instantly choose Sandpoint. The nest week, she rode out on a carriage chartered to take her to Sandpoint and study at the cathedral there. Only to find the building gone and the town in shock at the fire that had devastated the northern quarter of the town. Instead, she began her studies at Turandarok Academy, where she found that she had other gifts besides the ones that the Abadarian banker had noted.

It was an accident, really, she'd been invited to have a cup of tea with the headmaster and had arrived at his office a few minutes early. Curiosity had overwhelmed common courtesy and she found herself enthralled at complex patterns and shapes of the arcane arts. The headmaster merely chuckled when he found her pouring over a beginner's primer to cantrips, even offering to teach her how to harness the powers of the arcane and further her own studies on her own time.

Tera, feeling something click into place, eagerly agreed.

For the next five years she studied as the cathedral was rebuilt, a grand monument to the gods Sandpoint worshiped and to the overwhelming sense of community that they had fostered. Tera continued to grow as an arcanist, but the feeling that something was still missing only made the berating she received from her Abadarian tutors whenever she failed to grasp some fundamental concept or couldn't channel more than a trickle of divine power even worse. About the only one of the tutors that didn't take malicious glee at finding some fault with her was Savah, who was the person that taught her to use a crossbow. As fate would have it, Tera was pretty good at it.

Her parents continued to visit her, but as she grew up into a young woman, she found them growing more and more distant from her, which only added to the frustrations caused by her inability to master the divine. She was sharp. She knew she was sharp. All of her instructors made it a point to rub it in that she was sharp, but she just couldn't figure out why she was having so much trouble despite following instructions to the letter. Nor did it help that her views on tyrants tended to waved off as the dreams of an idealist.

Five years seemed like too long and too short of a time. The Cathedral had been rebuilt, and Tera was nearly seventeen. Funny, she had often thought in the past few months, that her birthday and the day of the Swallowtail Festival had lined up so well. Perhaps for once she'd be able to enjoy herself instead of listening to the bankers nag her about her inability to be a proper chosen of Abadar.


Crunch:

LG Female Human Arcanist 2/Inquisitor 1
HP: 15
Senses: Perception +10
Init: +3

Speed: 40 Feet
Size: Medium (5 feet)
Reach: 5 feet
Languages: Common, Celestial, Varisian, Goblin

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Attributes
STR: 10 0 (0 points)
DEX: 17 +3 (5 points, +2 Bonus)
CON: 10 0 (0 points)
INT: 16 +3 (10 points)
WIS: 16 +3 (5 points, +2 Bonus)
CHA: 14 +2 (5 points)

============================

Offense
BAB: +2.25
Melee: +2
Ranged: +5

Melee
Quarterstaff
|-- Attack: +2 | Damage: 1d6 B | Crit: x2

Range
Light Crossbow
|-- Attack: +5 | Damage: 1d8 P | Crit: 19-20/x2
Masterwork Longbow WF
|-- Attack: +7 | Damage: 1d8 P | Crit: x3

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Defense
AC: 14/13/11 (+3 DEX, +1 Armor)

Fort: +4.5 (+0 CON, +1 Arcanist, +2.5 Inquisitor, +1 Domain)
Reflex: +5.33 (+3 DEX, +1 Arcanist, +0.33 Inquisitorr, +1 Domain)
Will: +8 (+3 WIS, +3.5 Arcanist, +0.5 Inquisitorr, +1 Domain) (+10 vs Charm and Compulsion)

============================

Skills
Skill Points: 39
Arcanist: 6
Inquisitor: 6
Intelligence Mod: 12
Favored Class Bonus: 3
Human: 4
Background Skills: 8

TOTAL:
Armor Check Penalty: 0

Acrobatics (DEX)^ +6 Ranks: 3 (+3 Rank, +3 DEX)
Appraise (INT)*° +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Artistry (INT)*° +3 Ranks: 0
Bluff (CHA)* +7 Ranks: 2 (+2 rank, +3 Class, +2 CHA)
Climb (STR)*^ +4 Ranks: 1 (+1 Rank, +3 Class, 0 STR)
Craft (INT)*° +3 Ranks: 0
Diplomacy (CHA)* +7 Ranks: 2 (+2 rank, +3 Class, +2 CHA)
Disable Device (DEX)^† +6 Ranks: 3 (+3 rank, +3 DEX)
Disguise (CHA)* +6 Ranks: 1 (+1 Rank, +3 Class, +2 CHA)
Escape Artist (DEX)^ +3 Ranks: 0
Fly (DEX)*^ +3 Ranks: 0
Handle Animal (CHA)†° - Ranks: 0
Heal (WIS)* +7 Ranks: 1 (+1 Rank, +3 Class, +3 WIS)
Intimidate (CHA)* +2 Ranks: 0
Knowledge (arcana) (INT)*‡ +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (dungeoneering) (INT)*‡ +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (engineering) (INT)*‡° - Ranks: 0
Knowledge (geography) (INT)*‡° +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (history) (INT)*‡° - Ranks: 0
Knowledge (local) (INT)*‡ +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (nature) (INT)*‡ +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (nobility) (INT)*‡° +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (planes) (INT)*‡ +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Knowledge (religion) (INT)*‡ +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Linguistics (INT)*†° - Ranks: 0
Lore (Classic Literature)(INT)*†° +7 Ranks: 1 (+1 Rank, +3 Class, +3 INT)
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +10 Ranks: 4 (+4 Rank, +3 Class, +3 WIS)
Perform (Dancing)(CHA)*° +7 Ranks: 2 (+2 Rank, +3 Class, +2 CHA)
Perform (Singing)(CHA)*° +9 Ranks: 3 (+1 Talented, +3 Rank, +3 Class, +2 CHA)
Perform (Wind Instruments)(CHA)*° +6 Ranks: 1 (+1 Rank, +3 Class, +2 CHA)
Perform (CHA)*° +2 Ranks: 0
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +3 Ranks: 0
Sense Motive (WIS)* +3 Ranks: 0
Sleight of Hand (DEX)^†° +7 Ranks: 1 (+1 Rank, +3 Class, +3 DEX)
Spellcraft (INT)*† +8 Ranks: 1 (+2 Rank, +3 Class, +3 INT)
Stealth (DEX)*^ +10 Ranks: 4 (+4 Rank, +3 Class, +3 DEX)
Survival (WIS)* +3 Ranks: 0
Swim (STR)*^ 0 Ranks: 0
Use Magic Device (CHA)*† - Ranks: 0

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

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Feats and Traits
Traits:
Birthmark (Abadar) (Campaign): You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Talented (Social): You are a virtuoso musician, actor, or storyteller.
Benefits: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.
Skills Chosen: Sing

Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. You found the arcane formulae and runes in spellbooks fascinating when you were young. Spending hours at a time looking over spellbooks and practicing has made the mysteries of magic easy for you to comprehend, even when turning to other pursuits.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Class Chosen: Arcanist

----------------------------

Feats:
Point-Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot:
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Weapon Focus (Longbow):
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

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Combat Options
Point-Blank Shot: +1 to Attack and Damage rolls when Target is within 30 feet

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Arcanist Spells
Prepared Spells
Cantrips
Detect Magic (V, S)
Dancing Lights (V, S)
Mending (V, S)
Prestidigitation (V, S)

1st-Level Spells 4/day
Magic Missile (V, S)
Gravity Bow (V, S)

Inquisitor Spells
Known Spells
Orisons
Create Water (V, S)
Guidance (V, S)
Light (V, S)
Sift (V, S)

1st-Level Spells 2/day
Bless (V, S, DF)
Cure Light Wounds (V, S)

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Spell Book
V - Vocal Component
S - Somatic Component
F - Spell Focus Component
M - Material Component
D - Divine Focus Component

Cantrips
Abjuration
Resistance (V, S, M/D (a miniature cloak))

Conjuration
Acid Splash (V, S)

Divination
Detect Magic (V, S)
Detect Poison (V, S)
Read Magic (V, S, F (a clear crystal or mineral prism))

Enchantment
Daze (V, S, M (a pinch of wool or similar substance))

Evocation
Dancing Lights (V, S)
Flare (v)
Light (V, M/D (a firefly))
Ray of Frost (V, S)
Spark (V or S)

Illusion
Ghost Sound (V, S, M (a bit of wool or a small lump of wax))
Haunted Fey Aspect (S)

Necromancy
Bleed (V, S)
Disrupt Undead (V, S)
Touch of Fatigue (V, S, M (a drop of sweat))

Transmutation
Mage Hand (V, S)
Mending (V, S)
Message (V, S, F (a piece of copper wire))
Open/Close (V, S, F (a brass key))

Universal
Arcane Mark (V, S)
Prestidigitation (V, S)

1st-Level Spells
Abjuration
Protection from Evil (V, S, M/DF)

Conjuration
Grease (V, S, M (butter))
Stumble Gap (V, S, F (miniature shovel costing 10 gp))

Divination

Enchantment
Charm Person (V, S)

Evocation
Burning Hands (V, S)
Magic Missile (V, S)

Illusion
Disguise Self (V, S)
Vanish (V, S)

Necromancy

Transmutation
Enlarge Person (V, S, M (powdered iron))
Gravity Bow (V, S)

----------------------------
Inquistor Domain:
Protection Domain
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Bonus Domain:
Trade Domain
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Silver-Tongued Haggler (Su) +2 (6/day): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spell-Like Abilities (1/day):
2nd—floating disk, DC: 13
4th—locate object, DC: 14
6th—fly, DC: 15
8th—dimension door, DC: 16
10th—overland flight, DC: 17
12th—find the path, DC: 18
14th—teleport(greater), DC 19
16th—phase door, DC: 20
18th—gate, DC: 21

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Arcanist Class Features
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.

Exploits:
1st: Quick Study (Su) - The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

2nd: Shadow Veil (Su) - By expending 1 point from her arcane reservoir, an arcanist can pull a veil of shadows around her, making her more difficult to spot and strike. The arcanist gains concealment (20% miss chance) and a +5 bonus on Stealth checks. This effect lasts a number of rounds equal to 1 + the arcanist’s Charisma bonus.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can't prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own.

Inquistor Class Features
Domain (or Inquisition): Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgement: 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).

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Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one mental and one physical ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Gear
Money: 48.5 gp
Encumbrance: 46 lbs. (w/o Backpack: 25 lbs.)
Light - 33 lbs.
Medium - 34 - 66 lbs.
Heavy - 67 - 100 lbs.

Weapons:
Quarterstaff - D: 1d6 B | Special: Double, Monk | Crit: x2 | W: 4 lbs. | Cost: -
Light Crossbow - D: 1d8 P | Special: - | Crit: 19-20/x2 | W: 4 lbs. | Cost: 35 gp
Masterwork Longbow - D: 1d8 P | Special: - | Crit: x3 | W: 3 lbs. | Cost: 375 gp

Armor and Shields:
+1 Silken Ceremonial Armor w/ Armored Kilt - Armor Bonus: +1 | W: 14 lbs. | Cost: 1350 gp

Clothing:
Explorer's Outfit - W: (FREE) | Cost: (FREE)
-White long-sleeved tunic
-Blue pants
-Black leather boots
-Blue sash trimmed in gold worn over the tunic at the waist
-Blue robe trimmed in gold and silver
-Black leather belt with brass fittings worn over robe at the waist

Cleric's Vestments - W: 6 lbs. | Cost: 5 gp
-White cassock trimmed with gold.
-White stole trimmed with gold and with representations of Abadar's key embroidered in gold thread.
-Gold plated chain belt

Cloak of Cold Resistance 1 - W: 1 lb. | Cost: 1000 gp
-Black, heavy, woolen cloak trimmed in fur.

Consumables:
-Wand of Magic missile
-Wand of Shocking Grasp
-Wand of Silent Image
-2x Potion of Cure Moderate Wounds
-Potion of True Strike
-Potion of Lesser Restoration
-Potion of Monkey Fish
-Scroll of Comprehend languages
-Scroll of Flaming sphere
-Scroll of Minor image
-Scroll of See invisibility
-Scroll of Sleep
-Scroll of Whispering wind

Other Gear:
-Spellbook (3 lbs., FREE)
-Lyrie's Spellbook:
--Burning Hands
--Comprehend Languages
--Detect Secret Doors
--Floating Disc
--Grease
--Identify
--Invisibility
--Locate Object
--Mage Armor
--Minor Image
--Mirror Image
--Obscuring Mist
--Ray of Enfeeblement
--See Invisibility
--Sleep
--Shatter
--Spider Climb
-Silver Holy Symbol of Abadar (1 lb., 25 gp)
-Spell Component Pouch (2 lbs., 5 gp)

Magic Items:
-Crown of the Pumpkin King (??lbs, ?? gp)
--+2 competence bonus to intimidate checks
--Produce Flame 1/day
- Cloak of Cold Resistance 1 (1 lb, 1000 gp)

----------------------------

Gear Locations
Backpack:
-Jeweled Hairpin
-Crown of the Pumpkin King

Belt:
-Spellbook
-Spell Component Pouch
-Wands

Room:
-Cleric's Vestments

============================

Levels
Level 1: +6 HP
Class: Arcanist
Favored Class Bonus: +1 Skill
Feat: Point-Blank Shot
Bonus Feat:Precise Shot

Level 2: +4 HP
Class: Arcanist
Favored Class Bonus: +1 Skill

Level 3: +5 HP
Class: Inquisitor
Feat: Weapon Focus (Longbow)

Level 4: +4 HP
Class: Arcanist
Favored Class Bonus: +1 Skill
Attribute Increase: +1 DEX


Sample Post:

Tera flopped onto the bed with a sigh that was more akin to a groan of frustration than an expression of relief. Father Faustwick had kept her from helping set things up for the festival tomorrow, saying she needed to practice more diligently. It was thanks to Father Zantus that she wasn't going to spend tomorrow chanting an incantation to a simple orison over and over again, or meditating and praying to Abadar to forgive what ever sin she had committed.

"That bad, huh," her roommate asked, an acolyte of Shelyn named Elizabeth that had fast become her best friend over the past three years. The young woman was a year older than Tera, but they two of them looked even further apart than that, thanks to the well developed figure Elizabeth had been blessed with and the slender one Tera possessed that made her look two or three years younger.

"Sometimes I wonder if the mark on my back was because Abadar blessed me or cursed me," Tera confided to Elizabeth as she worked on a sketch. "Father Fusswick decided I was incompetent and lazy and need to practice until my brain felt like it had been replaced with fried eggs. I don't know why it is so hard for me to get this."

Elizabeth looked up from her sketch a slight frown on her face as she looked at her friend with slightly worried, brown eyes. This was a familiar conversation to her, and one that was quickly becoming a weekly one between the two of them.

"Tera, you aren't incompetent. Maybe there's something else that Abadar wants you to do," she tells her friend, beginning the all too familiar dance.

"Maybe, but no one seems to know what it is," came the expected reply.

"Well, at least you can enjoy tomorrow," Elizabeth says, trying, predictably, to cheer her friend up. Tomorrow was special for two reasons for Tera. It was not only the day the Cathedral would be consecrated, and the day of the Swallowtail festival, but the Day Tera would turn seventeen.

"Thanks to Father Zantus," Tera answers, smiling as thoughts about the next day fill her head. Her parents were too busy to come, as usual, but that hadn't done much to dampen her spirits. She would have plenty of fun without them here, anyway.

"Are you busy in the morning," Tera asked as she sat up on the bed, "Jasper's not going to be free until the afternoon and Sam is not all that fun to be around," she explains.

"I'm free all day, and I'd be happy to spend it with you on one condition," Elizabeth tells Tera.

"What?"

"I get to tell Sister Keri about your new nickname for Father Faustwick," the Shelynite tells her with a wickedly gleefully smile.

"As long as you realize that I will take my revenge," Tera replies sweetly before receiving a faceful of pillow.

"Bring it, sister!"

About fifteen minutes later, Father Zantus was busy lecturing the two of them on proper lady-like behavior while they stood sheepishly before him, feathers in their hair.