The Cinderlander

Tregar Quill's page

223 posts. Alias of Snorter.


About Tregar Quill

Tregar Quill CR1
Human Inquisitor 2
LN humanoid (human)
Init +6, Senses normal
Perception +8
Languages Taldan, Ulfen
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AC 17 (touch 13, flat-footed 14) (+4 armor, +3 Dex)
hp 15 (2d8+2)
CMD 16
Fort +4, Ref +4, Will +6
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Spd 30 ft./20 ft while armored
Melee +3 morningstar (d8+2)
Ranged +4 longbow (d8/x3)
Base Atk +1; CMB +3
Atk Options
Special Actions
spell-like abilities detect alignment at will
orisons (at will, 5 known)
brand, daze, resistance, sift, stabilise
Spells (3/day, 3 known)
cure light wounds, expeditious retreat, protection from evil
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Abilities Str 14, Dex 17, Con 13, Int 12, Wis 17, Cha 11

Cunning Initiative: At 2nd level, an inquisitor adds his Wisdom modifier on initiative checks, in addition to his Dexterity modifier.

Detect Alignment: 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.

Domain: Animal: can speak with animals, as per the spell, for a number of rounds per day equal to 3 + inquisitor level.

Judgement : 1/day, swift action, lasts till combat ends, suppressed if frightened. See full details below.

Monster Lore: adds Wis mod on Knowledge skill checks in addition to Int mod, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze adds a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 class level (minimum +1).

Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Feats Armor Proficiency (light & medium, plus shields), Weapon Proficiency (all simple), Weapon Proficiency (bows and crossbows), Point Blank Shot, Precise Shot

Traits Deft Dodger (+1 Reflex), World Traveller (+1 (geog) and (nature))

Skills (12 +2 Int +2 human +2 favored), armor penalty -2. Blue indicates a class skill, bold indicates skill ranks invested. No situational or typed modifiers for feats, traits or class abilities included:

Acrobatics (1+Dex) +4, Appraise (Int) +, Bluff (Cha) +, Climb (Str) +, Craft Wood (Int) +, Diplomacy (Cha) +, Disable Device (Dex) +, Disguise (Cha) +, Escape Artist (Dex) +, Fly (Dex) +, Handle Animal (Cha) +, Heal (1+Wis) +7, Intimidate (2+Cha) +5, Knowledge (arcana) +, Knowledge (dung) +, Knowledge (eng) +, Knowledge (geog)(1+Int) +5, Knowledge (hist) +, Knowledge (local)(1+Int) +5, Knowledge (nature)(1+Int) +5, Knowledge (nobility) +, Knowledge (planes) +, Knowledge (religion)(1+Int) +5, Linguistics (Int) +, Perception (2+Wis) +8, Perform (Cha) +, Profession (Wis) +, Ride (Dex) +, Sense Motive (2+Wis) +8, Sleight of Hand (Dex) +, Spellcraft (1+Int) +5, Stealth (2+Dex) +8, Survival (2+Wis) +8, Swim (1+Str) +6, Use Magic Device (Cha) +.

Judgments:
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).

Equipment:
worn: explorer's outfit, armored coat, compass, wooden holy symbol, weapon cord, signal whistle, silent whistle
holstered: morningstar, longbow, quiver of 20 arrows
on back: backpack, waterskin, map case (contains 10 sheets parchment and home-made map), holy text, whetstone
at camp: medium tent, bedroll, winter blanket, hammock, 50' hemp rope, sack, 60 arrows, flint & steel, cooking kit, shaving kit, soap, waterproof hooded lantern, 10 pints lamp oil, tankard, 4 waterskins, handaxe, saw, shovel, whetstone, bear trap

Spent 201.53 (of 240)

Tregar is a hunter, who prefers to wander the countryside around Sandpoint and the Thistlewood, with occasional trips to town to offload his surplus meat and skins.

He's known to be a clean-living, pious man, and during his visits, he does not throw his money away on strong drink or loose women, but stays a short while before declaring the town too loud and distracting.

He is believed to have family in the area, but they, too, live outside the town.

Having come across evidence of goblins having attacked the local farms, he travelled to Sandpoint to offer his services to the sherriff.

Teachings of Erastil:
Erastil (pronounced eh-RAS-til) is one of the oldest gods still worshiped in Avistan. His religion dates back to before the Age of Darkness when small farming communities and hunter-gatherers prayed to him for bountiful harvests and successful hunts. He is a god of the hunt and of farming, leading his followers by example and good deeds rather than flowery rhetoric.
Erastil is an elder deity, his worship hearkening back to the time when mankind first set about harnessing the wilderness and mastering nature. Legends claim that it was Old Deadeye himself who crafted the first bow and gifted it to humans, a gift to assist them in overcoming the challenges of the world. Even as the accomplishments of civilization mount, Erastil continues to embrace and represent the simpler pleasures life has to offer.
Erastil teaches his followers to embrace traditional and simpler ways of life, free of the constraints of modern civilization, a trait that often results in disagreements with more progressive deities such as Abadar; this difference in opinion leads to increasing conflict between these deities' respective clergies.
Depictions of Erastil are commonplace in the homes of his followers. Such images usually portray the Ulfen deity as either an aged human with the bow and gear of a trapper, or as an elk-headed humanoid. These depictions often show Old Deadeye holding fast against various beasts and animals of the wilds. In times of need, Erastil has also been known to appear to lost hunters in the form of a stag.
Creatures held in high esteem by Old Deadeye include elk, deer, and other hooved animals. Those who please Erastil are often rewarded by increased yields, both from farm and field, while earning his disfavor can lead to damaged or ruined crops and poor hunting. Erastil's herald is known as the Grim White Stag. It has the appearance of a gigantic white stag with branches in place of its antlers and vines wrapping around its legs.
Erastil teaches his followers to embrace tradition and the old ways. Many of Old Deadeye's faithful never even enter a city, and his faithful can be found in nearly any wild or untamed region across Avistan; his worship is particularly well established in the nations of Andoran, Cheliax, Galt, Isger, the Lands of the Linnorm Kings, Molthune, Nirmathas, the River Kingdoms, and Varisia.
The faithful of Erastil can be found in nearly every wilderness community in Avistan. They usually choose to live simple lives and practice his teachings away from the complications of more advanced societies. The members of Old Deadeye's clergy are active in their respective communities, leading by example and serving in various capacities as needed by those that live around them. The clergy's formal dress is kept simple to reflect their deity's tastes; a simple cloak of fur or leather, usually accompanied by Erastil's holy symbol burned into the hide or worn as part of a wooden clasp.
Sites dedicated to Erastil are simple affairs, even in more civilized locations; shrines are usually nothing more than a wooden building or house serving communities of his faithful. Just as Old Deadeye emphasizes the simple things in life, his shrines focus on providing for his follower's more practical needs. Ceremony and formality are often abandoned in such locations, which instead act simply as a place to pray, or to sleep.
Erastil's worshipers celebrate Planting Week on the Vernal Equinox, Archer's Day on the 3rd of Erastus and Harvest Feast on the Autumnal Equinox.