Valeros

Valeros //Pregen's page

37 posts. Organized Play character for Razfalo.


Strength 18
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 16
Charisma 10

About Valeros //Pregen

Male Human
Inquisitor 1
Lawful Neutral
Medium outsider (Aasimar)
Concept

Judgements (1/day):

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).

Init +1 | Perc +8
_ _ _ _ _ _ _ _ _ _
Defence
_ _ _ _ _ _ _ _ _ _
AC
18 | Flat-footed 11 | Touch 17 (+5 armor, +1 dex, +2 shield)
HP 9 (1d8 +1 con)
Fort +3 | Ref +2 | Will +5
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Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+0; CMB +4; CMD 15
Speed 20 ft / 4 sq
Melee
Sickle +4 (1d6+4/x2)
Crossbow, light +1 (1d8/19-20 x2)

Skills:
* - class skills, only trained
ACP -6
Ranks 6 + Int + 1(Favored class)x1 (7)

Concentration//Wis 1 + 3 + 3 = 7

Acrobatics//Dex -5
Appraise//Int 0
Bluff*//Cha -1
Climb*//Str -2
Diplomacy*//Cha 1 + 3 + 0 = 4
Disable device//Dex 0
Disguise*//Cha 0
Escape artist//Dex -5
Fly//Dex -5
Handle animal//Cha
Heal*//Wis 1 + 3 + 3 = 7
Intimidate*//Cha 1 + 3 + 0 + 1(Stern Gaze)= 5
Knwldg(nobility)//Int 0
Knwldg(local)//Int 0
Knwldg(engeneering)//Int 0
Knwldg(geography)//Int 0
Knwldg(history)//Int 0
Knwldg(arcane)*//Int 2 + 3 + 5(C.E.) - 1 = 9/12(+Wis Monster Lore)
Knwldg(dngning)*//Int 2 + 3 + 5(C.E.) - 1 = 9/12(+Wis Monster Lore)
Knwldg(nature)*//Int 2 + 3 + 5(C.E.) - 1 = 9/12(+Wis Monster Lore)
Knwldg(planes)*//Int 2 + 3 + 5(C.E.) - 1 = 9/12(+Wis Monster Lore)
Knwldg(religion)*//Int 2 + 3 + 5(C.E.) - 1 = 9/12(+Wis Monster Lore)
Linguistics//Int 0 - 1 = -1
Perception*//Wis 1 + 3 + 3 = 7
Perform//Cha -1
Sense motive*//Wis 1 + 3 + 3 + 1(Stern Gaze) + 2 = 10
Ride*//Dex -5
sleight of Hand//Dex 0
Spellcraft*//Int 0
Stealth*//Dex -5
Survival*//Wis 1 + 3 + 3 = 7/8(+1 when tracking)
Swim*//Str -5
Use magic device//Cha 0

Racial raits:

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial.
+2 Heal, Knowledge (planes)
1/day dpell-like ability alter self
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

[spoiler=Traits]
Younger Sibling (Shalelu): You’ve lived your whole life in the shadow of your older sibling, a person who seems to have the adventure-filled lifestyle you’ve always wanted for yourself. While your sibling always took care of you, he or she never supported your desire to become an adventurer—your sibling never explained why, only saying, “Adventuring can cause a lot of pain just as easily as it can bring success and riches.” As a younger sibling to one of Sandpoint’s more inf luential citizens, you share some of that NPC’s innate talent and skill at adventuring. If you’re Ameiko’s younger sibling, your ferocious independence and self-confidence give you a
+1 trait bonus on Will saving throws. If you’re Sandru’s younger sibling, your hearty constitution gives you a +1 trait bonus on all Fortitude saving throws. If you’re Shalelu’s younger sibling, your quick ref lexes give you a +1 trait bonus on all Ref lex saving throws. Note: Although you’re a younger sibling of an established NPC, this doesn’t necessarily lock you in to being the same race as that NPC—if you’re a different race or ethnicity than the NPC you choose as your older sister or brother, you were adopted into the family by your parents. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your older sibling. NPC Choices: Ameiko, Sandru, Shalelu.

????????Heirloom Weapon [‎Equipment]: You gain proficiency with one specific weapon (Falchion).

Feats:

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).

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.

Armor Proficiency, Heavy:

Divine Magic :

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: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
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: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known 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.
Domains:
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.
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.

Special Abilities:

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.

Touch of Law (Sp)(Domain): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

[Spoiler=Equipment]
Combat Gear
Scale mail 50 gp +5AC +3max dex –4acp 30 lbs
Sickle 6 gp 1d6 ×2 2 lbs. S trip
Shield, heavy wooden 7 gp +2AC –2acp 10 lbs.
Crossbow, light 35 gp 1d8 19-20/×2 80 ft. 4 lbs.
Bolt(s), crossbow (40) 4 gp
48 gp

Other Gear

Carrying capasity, lbs
62 lbs
Light load: < 76
Medium Load: 77 - 153
Heavy Load: 154 - 230