The World of Tel-Avi
Class (level): Cleric 1st / Inquisitor (Preacher) 2nd / Justiciar 2nd
Alignment: Lawful Good
Next Level: 15000
Age: 42 years
- Born Villager
- Military Order
Hit Points: (3d8+2d10+4) = 32
Cash: 0gp, 0sp
Languages: Gael, Perbashket, Frejsan, Lloegran, Saexe, Nimedhel (Literate)
AC: 21 (0 Dex, 9 armor, 2 shield)
Attack: +3 melee, +3 ranged
- BAB: +3
- CMB: +3
- Light Crossbow: +4 ranged, 80-ft. range
- Damage: 1d8 damage, 19-20/x2 Crit
- Longsword: +4 melee
- Damage: 1d8 damage, 19-20/x2 Crit
- Light Crossbow: +4 ranged, 80-ft. range
- Fort: +6
- Ref: +1
- Will: +11
- +2 vs. Fear
- +1 vs. Charm and Compulsion
- Land Speed: 20-ft.
- Initiative: +5
Skill Points: 56
- All Simple Weapons
- Hand Crossbow, Longbow, Repeating Crossbow, Shortbow
- Longsword, Battleaxe, Warhammer, Lance, Shortsword
- Light Armor
- Medium Armor
- Heavy Armor
Skills: (includes armor penalty)
- Acrobatics (2 ranks): -1
- Appraise (2 ranks): +9
- Craft [bowyer] (2 ranks): +9
- Diplomacy (5 ranks): +12
- +4 when exerting legal authority
- Heal (2 ranks): +8
- Intimidate (5 ranks): +14
- +4 when exerting legal authority
- Knowledge [religion] (5 ranks): +17
- Knowledge [history] (2 ranks): +13
- Knowledge [arcana] (2 ranks): +14
- Knowledge [all others] (0 ranks): +8
- +3 to identify creatures
- Linguistics (2 ranks): +9
- Perception (2 ranks): +8
- Perform [oratory] (2 ranks): +7
- Profession [scribe] (2 ranks): +8
- Ride (4 ranks): +1
- Sense Motive (5 ranks): +12
- Spellcraft (5 ranks): +12
- Survival (5 ranks): +10
- +1 to follow tracks
- Stealth (2 ranks): -1
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
A Lifetime of Memories [Bonus]
Prerequisite: Middle age or older
Benefit: You gain a +4 competence bonus to all Knowledge skills, and you can make such checks untrained.
Benefit: Ignore one skill or feat requirement of a prestige class. You only need to choose which requirement you are ignoring when you take the first level of a prestige class. Once the requirement to ignore has been chosen, it cannot be changed (unless the GM permits).
- Counts as Knowledge [local] 5 ranks for prerequisites.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Benefit: You get a +2 bonus on all Will saving throws.
Prerequisite: Channel energy class feature, inquisitor level 1st.
Benefit: When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.
Finding Halene [Campaign Trait]
Benefit: Inquisitor and Cleric are both favored classes. You gain +1 hit point and +1 skill point when you take a level of a favored class, in addition to the normal benefits.
Reactionary [Combat Trait]
Benefit: You gain a +2 trait bonus on Initiative checks.
Magical Knack [Magic Trait]
Benefit: Pick a class (Cleric) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
St. Clydwell’s Ward [Faith Trait]
Benefit: As a standard action, you can recite a holy chant that affects demons as if you were under the effect of a Sanctuary spell (caster level 4th, save DC is Charisma based).
Bully [Social Trait]
Benefit: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Child of the Crusades [Regional Trait]
Benefit: You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear.
Lover of the Law [Religion Trait]
Benefit: You receive a +1 trait bonus on saves vs. charm and compulsion spells, and may make a new save with an additional +1 bonus (for a total of +2) if directed to act against the law.
Fanatic [Racial Trait]
Benefit: You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
Quick Learner [Equipment Trait]
Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Inquisitor Spells: save DC 13 + spell level, Caster level 2nd
- Inquisitions: Zeal
- 0th: at will
- Known: Acid Splash, Bleed, Brand, Daze, Disrupt Undead, Resistance, Sift
- 1st level: 3/day
- Known: Hex Ward, Interrogation, Lock Gaze
- Cleric Spells: save DC 13 + spell level, Caster level 3rd
- Domains: Nobility, Sun
- 0th: 3/day
- Prepared: Detect Magic, Guidance, Stabilize
- 1st level: 2 + 1D
- Prepared: Abadar’s Truthtelling, Bless, Divine Favor
- Domain Spells: Divine Favor, Endure Elements
Spontaneous Casting: A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Aura of Law (Ex): The power of a justiciar’s aura of law (see the detect law spell) is equal to her character level. If the justiciar has cleric or paladin levels, the power of her aura of law is equal to her character level +4 (9th level).
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (2 rounds). You can use this power a number of times per day equal to 3 + your Wisdom modifier (6/day).
Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level (+3) to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Channel Positive Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Living creatures are healed for 1d6 damage. Undead are dealt 2d6+3 damage. Creatures that take damage from channeled energy receive a Will save (DC 14) to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier (5/day). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Zealous Surge (Sp): Once per day, when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your inquisitor level + your Wisdom modifier (5 hp).
Monster Lore (Ex): The inquisitor adds her Wisdom modifier (+3) 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.
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. 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.
- 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.
- Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
- 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.
Authority (Su): A justiciar serves a religious or legal code and has absolute authority (granted by a higher-ranking agent of that code) to enforce it. This means that if the justiciar catches criminals, she may judge them guilty (given sufficient proof ) and order their execution, or do it herself if need be. Because the justiciar must act within the law, there is rarely any friction between her and established authorities other than disputes about jurisdiction and challenges from other forms of authority. (A religiously endorsed justiciar, for example, might come into conflict with secular governors who take exception to the execution of their subjects.) A justiciar may deputize others to aid her in her tasks, although she is responsible for their actions in her name.
As part of a Diplomacy and Intimidate check regarding matters of the law and her authority, a justiciar may exert her authority to grant herself a +4 bonus on these checks. This ability negates any need to carry a badge or writ of office, and is mainly used to convince those unfamiliar with the justiciar of her legal powers. For example, a justiciar can use this ability to check an angry mob intent on lynching a jailed prisoner, or convince a stubborn mayor that interfering with the justiciar’s efforts is likely to anger the lord they both work for. Even against individuals who don’t acknowledge his code of laws (such as thieves or warriors from other lands), the justicar’s fervor still grants these skill bonuses. She does not, however, gain these bonuses in situations where her code of laws would not apply or hold no bearing (like against monsters or savages). The GM ultimately adjudicates who the justiciar’s authority applies against.
In addition, a justiciar’s knowledge of her code is magically flawless, as if she were mentally reviewing a perfect copy of the code. If the source of the code changes (such as a decree from the church’s high priest or a new law created by a king), she instantly knows it. This perfect knowledge means she immediately recognizes any misquoting of the law (deliberate or accidental), and many justiciars consider it their duty to review the law book in remote settlements to make sure there are no errors in transcription or translation. A justiciar may always take 10 on Knowledge checks regarding the code, even when rushed or threatened.
Lawkeeper (Ex): Justiciars are not allowed to violate their code or any oath or contract they willingly agree to, nor can they go against the spirit of it while holding to the letter. A justiciar who willingly does so loses all prestige class abilities until she receives an atonement spell from her religious superiors or an official pardon from her secular superiors.
Sure Shot (Ex): A justiciar is skilled with crossbows. At 2nd level, she gains the ability to make a sure shot. A number of times per day equal to her class level (2/day), a justiciar may add her Charisma bonus (+2) on an attack roll made with a crossbow and deal 1 extra point of damage per justiciar level (+2).
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- Masterwork Full Plate Armor
- Masterwork Heavy Steel Shield
- Masterwork Longsword
- Masterwork Light Crossbow
- Silver and Sapphire Holy Symbol of Mitra
- Heavy War Horse
- Military Saddle
- Masterwork Chain Barding
Ring of Counterspells (Bestow Curse) Elixer of Truth
- Standard Adventuring Pack
- Rope, Torches, Rations, Bedroll, etc. (56s of gear, as needed)
Affiliation: Monk of the Order of St. Macarius
- Can purchase religious items from temples of Mitra at 20% discount
- Free room and board at any Mitran monastery
- Free healing at any Mitran monastery
Oswald, his servant (a scribe).
- Riding Saddle
- Stephen Trotter: A farmer, Brother Justice rescued his daughter from kidnappers in one of his first missions
- Elizabeth Trotter: Stephen’s wife
- Halene Trotter: Stephen’s daughter
- Watching Wall:
- Peter Joust: A soldier, his younger brother
- Bellam Barhold: Owner of the Lord’s Dalliance Inn
- Dean Boniface: Dean of the South Matharyn parishes, A regular correspondent with Brother Justice
- Roman Jenner: Proprietor of the Rearing Stallion Inn
- Emile Landrod: A tanner
- Sir Balon Swann: A Knight of the Order of the Gryphon
- Monastery of St. Macarius:
- Brother Patience: Priest of Mitra, Keeper of Records for the Monastery
- Brother Suffering: Inquisitor of Mitra, His Confessor
- Brother Courage: Priest of Mitra, His teacher