Shade of the Uskwood

Tony_Sinclair's page

22 posts. Alias of TurtSnacko.


Full Name

Tony Sinclair

Race

Human

Classes/Levels

Inquisitor /1

Gender

Male

Size

6,2

Age

19

Special Abilities

Judgment 1/day

Alignment

CG

Deity

Erastil

Location

Sandpoint

Languages

Common

Occupation

Clergyman

Strength 14
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Tony_Sinclair

Stats:

Tony Sinclair NG
Feather domain Inquisitor/1
Int +4 Senses perception +8
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Defense
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AC 17 touch 14 flat-footed 13 (+3 dex, +4 armor)
hp 10
Fort +3 Ref +4 Will +6
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Offense
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Speed 30ft
Melee
Melee
Melee
Ranged composite longbow +4 (1d8)
Special Attacks judgement/1day
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Statistics
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Str 14 Dex 19 Con 12 Int 10 Wis 16 Cha 10
Base Atk +0
CMB 2
CMD 16
Feats point blank shot, precise shot,
Skills perception +8, sense motive +8, swim +6, deplomacy +4, knowledge nature +4, survival +7, stealth +8(background) handle animal +8, knowledge religion +4,
Traits indomitable faith, birthmark
Racial Traits talented
Languages common
Combat Gear trail rations 10 days
Other Gear studded leather, composite longbow, 30 arrows, 20 Blunt arrows.
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Special Abilities
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Weapon and Armor Proficiency
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain
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.

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.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “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).


spells:

O-level
Read Magic, Detect Magic, Light, Sift;
1-level
Wrath

background:

Born into riches and nobility, Tony Sinclair had a pretty sheltered life. Anything he could ever want was handed to him on a silver platter, literally. His family loved him, he was engaged to his childhood friend Freya Blackthorn, heir to the Blackthorn noble family of Varisia, they were ment to join both houses in partnership, life was good. The Sinclair family was a noble house which raised through the ranks of power through trade, particularly lumber.

They lived in a particularly heavy forested area of Varisia and used the bounty of nature to fund their rise to power. The family had repeatedly come to blows with druids many times in their history and did not have a good relationship with the church of Erastil, in fact Tony's father openly mock them on several occasions, ignoring the fact his son had a mark that suspiciously looked like the dead eyes emblem, and unknowingly gaining the ire of Erastil himself.

on the night before his wedding, on his 15th birthday, Tony decided to go on a hunt. He wasn't able to find anything and quickly through in the towel. But on his way back, he ran into a pure white stag trapped under some fallen trees. It was one of the most beautiful creatures he had ever seen, its antlers were large and resembled branches and vines wrapped themselves around the stag's legs, the only thing that ran through Tony's mind was how majestic and beautiful this creature was. he spent hours trying to free the stag and once he did, he watched contently as it ran away, completely in awe of the beast.

When he went to bed for the night he dreamed, in his dreams he saw his family fighting against a group of druids, he saw his family using its political power to make Erastil and Gozreh worshipers lives harder, he saw his family defiling a temple of Erastil in spite. He saw all these things and was disgusted, 2 things were constant, his birthmark burning white hot, and a pure white stag somewhere in those memories, staring at his family.

When Tony woke up, he had thought it was all a dream. Until he saw the same white stag staring at him through his window.
Tony then realized what was going on, Erastil was giving him the chance to save his family. Tony quickly ran to his wedding ceremony, underdressed, Uncleaned, and desperate.
Tony pleaded with his family to apologize to the god, but his father would have none of it and, furious at his son's weakness of will, disowned him in front of everyone in the family.

Heart broken at his father's reaction to him trying to save them, he grabbed Freya and ran away from the compound. As soon as they're feet touched the earth outside, the foundation of the compound shattered, bringing the whole thing down upon the entirety of the Sinclair line, killing everyone. Tony tried to explain to Freya what had happened, he tried to convince her that they could run away with each other.

She didn't see it the same way, she rebuked Tony, blaming all of this on him. She ran away l, cursing him the whole time as a "stupid tree hugger"

Tony was still for the next three days, kept alive by fruit that the stag would bring him. When he finally moved, the stag ushered him to follow.

he was then led to sandpoint by the stag and taken in by the local clergy where he has resided for 4 years, serving Erastil so that maybe one day he could atone for his family.


looks and personality:

his look

Tony is a man who tries to be humble in everything he does, he is a lover of animals and community. As a former noble, he speaks as one, and looks like one but active tries to loss that part of himself, seeing it as useless.
He dislikes fire.
He Hates arrogant people with superiority complexes and hates when he fails at anything, not because of any belief that he is perfect, but because he believes that if he fails enough that what happened to his family, Will happen again to someone else.

He is in constant doubt about if he is pleasing Erastil or not as he has probably the least amount of religious knowledge out of everyone at the church.


sample post:

The Swallowtail Festival

Those three words set the hearts of the people of sandpoint on fire every time there mentioned. Children wait in baited breath for its day to come and the adults accepted it as a sign that they had survived another year. Many traders and entrepreneurs would enter for a chance to sell there many exotic do-dad's. It was safe to say that people loved the Swallowtail festival.

Tony Sinclair was no different.

He had only been here in sandpoint for going on four years now, and it never got old. The smiles on people's faces always was the best part.
Currently, Tony was sitting on a stool in his favorite hang-out, the community bar "The Tipsy Cow."

The bar was filled with the loud banter of peasants getting drunk and having a good time together, Tony enjoyed every minute of it. These people were a true community that stuck with each other, honestly, he envied them.

Taking a swig of some fire whisky, Tony sighs in contentment and leans into the table to keep enjoying the atmosphere.

"so this is where you always go Tony..."

Opening only his left eye, Tony looks and sees a young lass of 16, burning orange hair, blue eyes set in a glare, and proudly wearing the questionable clothing of a follower of shelyn.
Fully turning to face the girl, Tony gives a little grin "oh, hello sister Mirabell, how are you this fine evening ?"

To his amusement, Mirabells glare got even more deep "what do you think your doing in a bar of all places? Drinking too? You've been here for 4 years already, You have to be a role model to the children Tony!"

Tony just hummed to himself in response and turns back to his drink, he quickly downs it and turns back to Mirabell "Mira...there is only so much one can accomplish inside of the church, at some point you must leave for a while to mingle with the common folk. If you don't, how will you understand them? How will you help them? I am a child of Erastil, while I was not gifted his power over community, that does not give me the right to ignore those responsibility like they arn't my problem." Tony turns to the rest of the bar and with a flourish of the hands, calls out "am I right?!"

Roars of approval roll from the crowd as some come over and pat Tony on the back.

Turning to Mirabell, Tony gives her one more smile before sitting down and ordering some more whisky. Mirabell is silent, then huff and quickly leaves the establishment, burning with embarrassment.

The bar-hand then walks over with a large mug of ale "sorry Tony, we be out of the whisky but heres a mug of ale on the house"

Tony takes the offered mug in hand and offers his thanks "thank you Gino" The man, Gino, gives a toothless grin and walks off to tend to the other patrons.

Now left alone, Tony's Gaze falls on a family of 4, laughing and enjoying there time together, husband and wife lovingly gazing into each other's eyes. Tony's ever present smile melts off his face and is replaced with a soft frown. He turns back and stares deep into his mug, flashes of his family home in ruins shine on the surface of the alcohol.

"it's been four years since then..."

Tony gets up and leaves the ale there, suddenly he didn't feel like drinking anymore.

"days like this make me wonder...am I pleasing you with what I do...?"

Walking outside, Tony starts to stroll down the street towards his home, stopping to wave and talk every now and again with the townsfolk. Tony was very well known around sandpoint as a former noble and a righteous and just man.

"does me dedicating myself...does that mean anything to you?"

Ignoring the gossiping girls infront of the church, Tony walks through its familiar double doors and let's the peaceful feeling of home wash over him. But still his mind wandered back.

"if I died right now...would I be worthy enough to join you in the great hunt?"

Wordlessy, Tony walks into his room and walks to his mirror. His room was spartan is design, having but a bed and one dresser. Slowly, Tony let's his shirt and robe fall to the floor and stares at his uncovered chest.

"does this...mark really mean something?"

His eyes trace the birthmark, starting at the bow shape mark that went shoulder to shoulder and ending at the arrow who's point stopped on the middle of his collerbone.

"did i make the right choice Freya?"

Sighing he prepares himself for bed wishing to retire early. Laying back and looking at the ceiling, Tony let sleep claim him.

And he dreamt.