Rogue

Xandar Tru St`in's page

50 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Human

Classes/Levels

Inquisitor 7

Age

24

Alignment

Neutral

Deity

Cerelia: The Goddess of Darkness

About Xandar Tru St`in

Max HP: 52 Current HP: 52
STR 16 (+3) DEX 14(+2) CON 14 (+2) INT 14 (+2) WIS 19 (+4) CHA 12 (+1)

Defense

AC: 18 =10+ dex (2)+ armor (5)+ ring(1)
Touch: 14
Flat footed: 16

Armor

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+2 Shadow Studded leather armor.

Speed: 30

Offense

BAB:+5 CMB: +7 CMD: 19

Combat:
Breach Loading Pistol -Attack +8 Damage: 3d6 - Critical: x3 - Range: 50 ft - Weight: 2 lbs - Length: 1 ft - Type: Piercing
99 breach loading cartridges
+1 Keen Falcata +10 damage 1d8+3 17-20 x2

Initiative +5

Fort: +7 Reflex: +5 Will: +10

Special Abilities

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Judgement 3/day
Monster lore
Orisons
Domain(Night)
Teamwork feat
Discern Lies
Detect alignment
Solo tactics
Bane
Night Hunter 7/day (3 rounds)

Languages:

Skills: 6+2Int+1human+1favored=10 per level

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Special: Concentration +14
Acrobatics +2
Bluff+ 6
Climb +3
Craft
Diplomacy +1
Disguise +1
Escape artist +7
Jump +
Handle Animal +1
Heal+4
Intimidate +9
Knowledge Dungeoneering +
Knowledge Planes+7 (10)
Knowledge Nature+
Knowledge Arcana+7 (10)
Knowledge Religion+7 (10)
Linguistics+5
Perception + 4
Profession+
Sense motive +13
Ride +4
Spellcraft+7
Stealth +7
Swim + 3
Survival +9 (12)

Feats:
Sheilded Caster*, Precise strike*,Blindfight*, Weapon Focus Falcata, Quickdraw, Point blank shot, Firearms proficiency, Precise shot, Weapon focus pistol (GM bonus)

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Trait:

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Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Indomitable Faith
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.

Equipment (lbs)

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Bedroll
Fishhook
Flask
Hunting knife
Efficient quiver/holster


Spells
Known: 0-6,
Detect magic, read magic, resistance, detect poison, sift, brand
1st -5
Doom, Exp. Retreat, Prot. from Alignment, True Strike, Disguise Self
2nd -4
Silence, Weapon of Awe, Blindness*, Death Knell
3rd -2
Retribution (DC 16), Deeper Darkness

Per day: 1st-5, 2nd-4, 3rd-2

Cast: 1 2nd

Capacity:

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Light: 76 lbs. or less
Medium: 77–153 lbs.
Heavy: 154–230 lbs.

Background

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Personality

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Description

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Wealth

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pp gp sp cp
gems

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[b]Judgements[/]
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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).

Domain
[spoiler]
Replacement Power: The following granted power replaces the touch of darkness power of the Darkness domain.
Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—sleep, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—nightmare, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.