Man in Dragon's Breath

Theo Aldebrant's page

43 posts. Alias of Irulesmost.


Full Name

Theo Aldebrant

Race

Oread

Classes/Levels

Inquisitor 9

Gender

Male

Size

Medium

Age

28

Special Abilities

Darkvision 60 ft, Acid Resist 5, Elemental Affinity (Earth), Magic Stone 1/day

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Terran, Elven, Dwarven

Strength 22
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 18
Charisma 5

About Theo Aldebrant

Theo Aldebrant
Male Oread Inquisitor (9) +9 hp
Medium Humanoid
Init +11; Senses Perception +16 Darkvision 60ft

-=DEFENSE=-
AC 26, touch 12, flat-footed 25 (+1 dex, +9 Armor, +5 shield, +1 deflection)
HP 75 (9d8+27); Current = 75
Fort +9, Ref +6, Will +11
Resistances: Acid 5

-=OFFENSE=-
Speed 30ft (20 in armor)
Melee Keen +1 Rapier, +14/+9 (1d6+7, 15-20/x2) Type: Piercing
Breakdown: +6 BAB, +6 Str, +1 Enhancement, +1wpn focus, keen
Spell-like ability 1/day: Magic Stone

-=SPELLS=-
Per Day
0th ~
1st 6 (2 cast)
2nd 5 (1 cast)
3rd 4 (0 cast)

Known
0th Detect Magic, Read Magic, Create Water, Resistance, Guidance, Disrupt Undead
1st Bless, Lend Judgment, Forbid Action, Divine Favor, Cure Light Wounds
2nd Cure Moderate Wounds, Howling Agony, See Invisibility, Tongues
3rd Terrible Remorse, Seek Thoughts, Dispel Magic, Prayer

-=OTHER=-
Str 22, Dex 12, Con 14, Int 14, Wis 18, Cha 5

BAB +6/+1; CMB +12; CMD 23

Feats 1st-Improved Initiative, 3rd-Weapon Focus (rapier), 5th-Insightful Gaze 7th-Judgment Surge 9th-Dazzling Display

Skills 8= 6 Class + 2 Int
Kn (Arcana) (Int): +14 = 9+2+3 (+4 on checks to identify creature weaknesses or abilities (Monster Lore))
Kn (Religion) (Int): +14 = 9+2+3 (+4 on checks to identify creature weaknesses or abilities (Monster Lore))
Kn (Planes) (Int): +14 = 9+2+3 (+4 on checks to identify creature weaknesses or abilities (Monster Lore))
Bluff (Wis): +16 = 9+4+3
Intimidate (Wis): +20 = 9+4+3 (+4 Stern Gaze)
Diplomacy (Wis): +16 = 9+4+3
Sense Motive (Wis): +20 = 9+4+3 (+4 Stern Gaze)
Perception (Wis): +16 = 9+4+3

Traits, Class abilities

:

Deft Dodger: +1 to Reflex saves

Adopted (Elves) (Warrior of Old): +2 Initiative

Inquisition (Conversion):
Charm of Wisdom: Use Wis in place of Cha for all Bluff, Diplomacy, and Intimidate checks
Swaying Word: Dominate Person 1/day (Will DC 18)

Judgment (3/day) 1 used : 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.

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).

Stern Gaze: +1/2 Inquisitor level on all Intimidate and Sense Motive checks

Monster Lore: + Wis on Knowledge to identify creature's weaknesses or abilities

Cunning Initiative: + Wis to Initiative, stacking with Dex

Detect Alignment: detect evil, detect good, detect law, and detect chaos at will, but may only use one at a time.

Track: + 1/2 Inquisitor Level on Survival to follow or identify tracks

Determination (Preacher archetype) 4/day 0 used: 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.

Bane: Swift action: Apply Bane quality to any one weapon. Creature type chosen on use. Type can be changed as a swift action. Ability only functions in Inquisitor's hands. Lasts 9 rounds/day. Rounds do not need to be consecutive. 2 rounds used

Discern Lies: Can discern lies as an immediate action. Lasts 9 rounds/day. Rounds do not need to be consecutiv

Second Judgment: May activate two judgments at the same time, expending only one use of the judgment ability. Swift action to change type of one of the judgments.

Equipment

:

Keen +1 Rapier (8320 gp)
+3 Chainmail (9300 gp)
+3 Heavy Wooden Shield (9157 gp)
+2 Wis Headband (4k gp)
+2 Str/Con Belt (10k gp)
+1 Deflection Ring (2k gp)
Handy Haversack (2k gp)
Mundane gear (~100 gp)
Bedroll, Blanket, Crowbar, Grappling hook, 50ft of rope, Tankard, Trail Rations (2 weeks), Backpack, Marbles, Holy Symbol (silver).

Description

:

At first glance, Theo seems to be rough and abrasive, both figuratively, and, due to his Shaitan ancestry, literally as well. His rocky skin, crystalline hair, and gemlike eyes mark him as a more extreme example of the Oread race than most. His clothing is practical and plain, his demeanor stoic, however, when he gets a mind to speak, it is almost always insightful and eloquent. The exceptions to this come when he has drank too much, in worship of Cayden Cailean, a practice he often partakes in, sharing ale with companions, in hopes of strengthening his bond with both his friends and his god.


Background
:

When Theo's mother realized that her tryst with a Shaitan noble would bear her a child, she searched for a way to disown the child without harm coming to it. Being a woman of only moderate means living in Galt, she hadn't the resources for a trip to Andoran, where she felt it would be safest, and so she took a trip downriver to Kyonin, beseeching the elves to guarantee the child safe passage to Andoran. One elf couple there took a shine to the child, and raised him as their own. Upon out-aging all his former childhood peers, Theo became dissatisfied with his life, whereupon he was told of his parentage, taught the ways of the outside world, and bid good venture. His upbringing caused a deep concern for doing what is good and right, regardless of laws, however, not wanting to relive trauma, he was reluctant to take on too many elven peers. This eventually led him to worship Cayden Cailean, and, taking strongly to the faith, pledge himself as a servant of the god. His journeys to spread the word, do good works, and explore the world drew him to the Pathfinder Society, where he has since been employed.