About Viola Lark
Alignment: Neutral Good
Race: Elf
Race Powers: Elven Immunities: Immune to Sleep; +2 to saves against Enchantment
Loremasters: +2 to K(History, Local), Spellcraft
Long-Limbed: 35 Feet Speed
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Size: Medium
Initiative: +6 ( 4 Dex, 2 Wis )
Senses: Perception + 13; Low-Light, Darkvision
Classes:
• Inquisitor
Favored Class:
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Class 1: Inquisitor ( Relic Hunter )
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• Relics: An inquisitor must have access to their relics, and use them as an additional component in their casting. A Relic Hunter's spell selection is limited to the schools of the relics that they have access to. They may give away their relics to impart their powers, but they lose access to their schools in so doing.
- Deathwatch Eyes (Divination): 6 points (3 Perception, Low-Light vision, Darkvision (60))
-- Sudden Insight: Swift and 1 point: +2 insight to ability check, attack roll, or skill check until the end of your turn.
-- Danger Sight: Immediate and 1 point: +2 insight bonus to AC or saving throws against the next attack or effect that targets you.
- Wayfinder (Conjuration): 0 points
-- Servitor: Standard and 1 point: Summon Monster I/II for 1 minute.
- Gauntlet (Transmutation): 3 points (+2 to Dexterity)
-- Legacy Weapon: Standard + 1 point: Grant a weapon a +1 enhancement bonus or an equivalent effect.
-- Philosopher's Touch: Standard + 1 point: Can touch 1-2 weapons and cause them to be treated as cold iron or silver for five minutes, only for the purposes of bypassing damage reduction.
• Deific Focus: An inquisitor has a pool of power that they can invest into their relics to grant bonus powers.
• Monster Lore: An inquisitor adds her Wisdom bonus to her attempts to identify monsters.
• Stern Gaze: An inquisitor adds half her level to intimidate and sense motive checks.
• Cunning Initiative: An inquisitor adds her Wisdom bonus to her initiative rolls.
• Detect Alignment: An inquisitor may cast detect chaos, evil, good and law at will, but only one at a time.
• Track: An inquisitor adds half her level to identify and follow tracks.
• Solo Tactics: An inquisitor always gains the bonus of teamwork feats they have access to without requiring the ally to also have it, as long as an ally otherwise qualifies to grant them.
• Teamwork Feat: An inquisitor gains bonus teamwork feats, the most recent of which may be changed.
• Discern Lies: An inquisitor may utilize discern lies for 5 rounds per day.
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Statistics:
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Str: 10 ( +0 ), Dex: 18 ( +4 ), Con: 12 ( +1 ), Int: 16 ( +3 ), Wis: 15 ( +2 ), Cha: 10 ( +0 )
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Defense:
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Armor Class: 19 (10 Base, 4 Dex, 1 Shield, 4 Armor )
• Touch: 14 ( 10 Base, 4 Dex )
• Flat Footed: 15 ( 10 Base, 4 Armor, 1 Shield )
CMD: 17 (10 Base, 4 Dex, 0 Str, 3 Bab, 0 Dodge ) Flat: 13
Hit Points: 29 ( HD 24, Con 05, Toughness 0 )
Saves:
• Fort: +06 ( 4 Base + 1 Con + 1 Magic )
• Refl: +06 ( 1 Base + 4 Dex + 1 Magic)
• Will: +07 ( 4 Base + 2 Wis + 1 Magic )
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Offense:
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BAB: +3 ( Secondary )
Move Speed: 35 ft
CMB: +3 ( 3 Base + 0 Str )
Attack Routines:
• Light Crossbow: +8; 1d8+1 (19-20 crit); Range 80 feet; 20 Durable Bolts.
Spellcasting:
• Inquisitor Cantrips at will: Create Water, Detect Magic, Guidance, Read Magic, Sift, Stabilize
Inquisitor Spells Per Day
• Five First Level Spells: Share Language, Cure Light Wounds, Feather Step, Identify
• Three Second Level Spells: Cure Moderate Wounds, Glitterdust
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Feats:( 3 Level, 0 Race, 1 Class )
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• Extra Mental Focus: You gain 2 additional points of mental focus.
• Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
• Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
• Swap Places:
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Trained Skills: ( 30 Class, 15 Int, 10 DM, 5 Favored Class )
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Climb +8
Heal +10
K(Dungeoneering) +13
K(History) +12
K(Local) +16
K(Religion) +13
Linguistics +8
Perception +13
Sense Motive +12
Spellcraft +13
Stealth +12
Survival +10
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Traits:
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• Truth's Agent: +1 to Diplomacy to gather information and K(Local). K(Local) as a class skill.
• Careful Combatant: When using the withdraw action, the second square is also protected from attacks of opportunity.
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Languages:
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• Common
• Varisian
• Elven
• Shoanti
• Abyssal
• Celestial
• Infernal
• Sylvan
• Aquan
• Dwarven
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Equipment: ( Light Load )
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Capacity: 33/66/100/100/200/500
Gauntlet
Darkwood Buckler
Light Crossbow
Studded Leather
Durable Bolts (20)
Wayfinder
-Cracked Rose Prism
Deathwatch Eyes
Wand of Inflict Light Wounds (50)
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Appearance:
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Height: 5'11"
Weight: 102 lbs
Age: 128
Viola's pale face is framed by a crop of messy, dark brown hair that is usually straight but rarely fussed with, beyond to keep it out of her vision. Her golden-brown eyes are almost always obscured by rune-covered black leather goggles inset with blood-red lenses. She wears sleek dark gray leather armor studded in an alternating pattern of ebony and ivory buttons that reveals little of her neck, and runs down to the end of her lanky arms. Across her back is a light crossbow, stained black with a white channel for her bolts to be loaded into.
While her right hand is unarmored, to allow freedom of motion to her trigger finger, her left hand is protected by a rune-covered metal-and-leather gauntlet. A large compass hangs just off-center from her belt on the right side, opposite four small five-bolt quarrels along her left side.
Her studded armor continues down her slightly-too-long legs, before feeding into thick leather boots that run to her mid-calf. All of her gear appears to be well-maintained - shiny and polished, while her skin and hair almost always seem considerably more 'lived-in', often bearing soot or dirt long after she'd already cleaned her gear.
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History:
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Spells Known:
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Level 0:
• Create Water
• Detect Magic
• Guidance
• Read Magic
• Sift
• Stabilize
Level 1:
• Bless Water
• Cure Light Wounds
• Heightened Awareness
• Nature's Paths
Level 2:
• Cure Moderate Wounds
• Detect Thoughts
• Lesser Restoration
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Book Keeping:
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• 100 GP Diamonds: 005
• Platinum: 026
• Gold: 002
• Silver: 010
• Copper: 000