Valeros

Arnad Anders's page

26 posts. Alias of High Duke.


About Arnad Anders

Male Human
Magus/Inquisitor
XP:
FP:

Neutral Good
Medium size
Speed: 30ft
Height: 6'5"
Weight: 245lbs.
Age: 28
Deity: Iomedae

Abilities

Str: 16 +3
Dex: 17 +3
Con: 15 +2
Int: 20 +5
Wis: 12 +1
Cha: 13 +1

MAX HP:10 current: 10
Initiative: +3
Insanity points:
Saves:
Fort: 4 = 2 + 2
Ref : 3 = 0 + 3
Will: 3 = 2 + 1

Defence
AC: 16 = 10 + 3 + 3 (Studded Leather Armor)
Touch: 13 = 10 + 3
Flat-footed: 13 = 10 + 3
CMD: 17 = 10 + 1BaB + 3Str + 3Dex

Offence
BAB: +1
Bastard sword:
Single-handed +6 = 1 + 5/1d10+5(19-20x2)
Two-handed +8 = 1 + 7/1d10+7(19-20x2)
Short sword: + 4 = 1 + 3/1d6+3(19-20x2)
Dagger + 4 = 1 + 3/1d4+3(19-20x2)

CMB: + 4

Traits:
The Different Source: Intelligence instead of Wisdom for Inquisitor
Weapon Bond

Select a single simple, martial, or exotic weapon from. You are automatically proficient with this weapon, even if your class does not normally grant access to it. You feel so comfortable with the weapon, it feels like an extension of your body, personality, and intellect. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action.

Skills:

Bluff (Cha)
Climb (Str)
Craft (Weapon) (Int)9 =(1 rank + 3 class +5 int)
Diplomacy(Cha)
Disguise(Cha)
Concentration 3 = (1 rank + 2 con)
Heal(Wis)
Intimidate(Cha) 5 = ( 1 rank + 3 class +1 cha)
Knowledge(arcana) 9 =(1 rank + 3 class +5 int)
Knowledge(dungeoneering)
Knowledge(nature)
Knowledge(planes)9 =(1 rank +3 class +5 int)
Knowledge(religion)9 =(1 rank +3 class +5 int)
Linguistics 6 =(1 rank +5 int)
Perception 5 =(1 rank +3 class +1 wis)
Profession
Ride
Sense Motive 5 =(1 rank +3 class +1 wis)
Spellcraft 9 =(1 rank +3 class +5 int)
Stealth 7 =(1 rank + 3 class +3 int)
Survival 5 =(1 rank +3 class +1 wis)
Swim
Craft
Fly
Use Magic Device 5 = (1 rank + 3 class + 1 cha)

Feats:

Extra Arcana
Power Attack
Cleave

Spells:

Magus:
Arcane Pool:8 points (1 + 5 int + 2 feat)
Spellbook:
0 level: acid splash, arcane mark, dancing
lights, daze, detect magic, disrupt undead, flare, ghost sound,
light, mage hand, open/close, prestidigitation, ray of frost, read
magic, spark**.
1st level: magic weapon, mount, shield, shocking grasp, burning hands, grease, enlarge person, magic missile
Spells per day:
0 level:3
1st level:2

Inquisitor:
Per day:
0 level:infinite
1st level:2
Known:
0 level: detect poison, resistance, stabilize, create water
1st level:cure light wounds, shield of faith


Class Abilities:

Magus:Arcane pool, cantrips, spell combat
Inquisitor:Domain, judgment 1/day, monster lore,orisons, stern gaze

Arcane Pool (Su): At 1st level, the magus gains a reservoir
of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon
enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier (see Table 15–9 on page 469 of the Core Rulebook). These properties are
added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than
the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they
are not expended when cast and may be used again.
Spell Combat (Ex): At 1st level, a magus learns to cast spells
and wield his weapons at the same time. This functions much
like two-weapon fighting, but the off-hand weapon is a spell
that is being cast. To use this ability, the magus must have one
hand free (even if the spell being cast does not have somatic
components), while wielding a light or one-handed melee
weapon in the other hand. As a full-round action, he can make
all of his attacks with his melee weapon at a –2 penalty and
can also cast any spell from the magus spell list with a casting
time of 1 standard action (any attack roll made as part of this
spell also takes this penalty). If he casts this spell defensively,
he can decide to take an additional penalty on his attack rolls,
up to his Intelligence bonus, and add the same amount as a
circumstance bonus on his concentration check. If the check
fails, the spell is wasted, but the attacks still take the penalty.
A magus can choose to cast the spell first or make the weapon
attacks first, but if he has more than one attack, he cannot
cast the spell between weapon attacks.
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:[i/] 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.
[i]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).
Domain: War
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.


Background:
Arnad was born of noble blood, although from one of the lower branches of both his parents’ houses. On his mother’s side he got blood of the noble Endrin family, while his father is from a much lower house of Anders. He always thought that he got some of the best features of both bloodlines. Anders is a small house, new, since his grandfather whose name he carries, rose from a rich merchant to a small lord, mostly by use of his wit, a trait Arnad seemed to inherit from him. And from Endrin family he got a strong sword arm, sense of duty and valor. At an early age, his father Nadrin insisted that his son becomes a member of Acadamae, although the boy found swords and shields much more exciting. But he had an older brother, Garik, so he was not an heir to his father, and had to find himself some other career. He feared the Acadamae, and he disliked the air of haughtiness of the mages. To him, they all looked like bad people, and he had no desire to spend most of his life (and maybe a very short rest of his life) closed behind walls with these people. But his quick mind and his knack for learning things branded him as an excellent candidate for a powerful wizard, and everybody saw a positions of power in his future. But he managed to do the unthinkable: he failed the simple test deliberately.
His father was wroth with him and would speak to him for weeks, before finally (probably under the pressure of his mother, Elenor) and got him a weapon master. Young Arnad practiced every day, and found a way to rely less on strength and speed, and more on his quick wit to deceive his foes and defeat them.
But his father also wanted for his son to know some magic, since his talent was obvious, and would be pity to be wasted, so he also got him a wizard tutor. But with his time divided, he couldn’t (or wouldn’t) master magic at a level of a dedicated wizard, but nevertheless he advanced, and one day by thinking about his skills, he decided to combine them. Why not use both his magic and swordsmanship in combat together? Thus he started down the path of Magus, improving his abilities as he reached maturity.
It was now obvious that he was meant for a military service and it wasn’t hard to answer that problem. His mother’s family gave the Sable Company numerous officers throughout the years, and many a Commandant as well. So as soon as he reached certain age, he received a hard training to become an elite marine of an honorable Sable Company.
Serving as a grunt, he did most of the footwork needed, and truly came to know Korvosa, and to love some parts of it, and hate others. He loved the camaraderie in the marine squads. There, they were all brothers, and unbreakable when together. But he came to despise what he perceived as corruption and taint evident in the cruel ways of Acadamae and the blind heartless efficiency of Hellknights, much as the rest of the Sable Company. On one occasion his squad had a certain misunderstanding with some Hellknights who were on a mission and about to hurt some innocent civilians. His lieutenant decided to stand in their way. Three of his squad died before the Guard managed to interfere, but also two of the Hellknights were sent to the legions of Asmodeus they so much worship.
In the scandal that ensued, Commandant was forced to dismiss the officers of the squad and suspend the grunts for indefinite period. Arnad’s hatred of the Order of the Nail became a terrifying thing, although he knew that thanks to the Commandant they escaped a much severe punishment. He became disgusted with the fiendish taint that colored most of the higher class, so he left Korvosa for a time, working as guard for merchants, both on land and sea, and traveling through most of the Realms of the Inner Sea. Andoran was a place where he found his second calling. He encountered something he saw as a antipode to dark deities, goddess Iomedae. He became a follower, and stayed in a temple for almost two years, still working on his swordsmanship with her clerics and paladins, gradually becoming more than just a worshiper, he became her inquisitor, a warrior dedicated to extermination of the wicked. After almost four years away he finally returned to Korvosa, where he was soon reinstated in Sable Company, and in few short years managed to climb the ladder to a point where he got his own squad. He looks on his squad as his family, but he still is their commanding officer. He is stern, but just and fair, and would be prepared to do anything for his men and women. One thing that Arnad learned is that war is all about duty, but there is no real room for much personal honor. The needs of the squad and the mission always come first, even if he has to bend the rules.

Inventory:

Bastard Sword
Short Sword
Knife
Studded Leather Armor (AC + 3, max Dex bonus +5)
Sable Company uniform - black
Flint and steel
Canteen
Blanket
Spellbook
Pouch, belt

Languages:

Common
Draconic
Celestial
Elven
Goblin
Infernal
Dwarven