The World of Tel-Avi
Nuns are awesome. Suck it.
Class (level): Inquisitor 7th
Alignment: Neutral Good
Next Level: 34000
Age: 34 years
- Born Peasant
- Court Priest
Hit Points: (7d8+21) = 56
Cash: 0gp, 0sp
Languages: Gael, Perbashket, Nimedhel, Calwdaeg, Kurit, Gwraidd, Krangi, Skaevrym, Salruin [Literate]
AC: 22 (2 Dex, 2 dodge, 6 armor, 2 shield)
CMD: 21 (23 vs. large creatures)
Attack: +5 melee, +7 ranged
- BAB: +5
- CMB: +5
- Scimitar: +5 melee
- Damage: 1d6 damage, 18-20/x2 Crit
- Heavy Crossbow: +8 ranged, 120-ft. range
- Damage: 1d10 damage, 19-20/x2 Crit
- Scimitar: +5 melee
- Fort: +7
- Ref: +5
- Will: +9
- +2 vs. Charm and Compulsion
- Land Speed: 30-ft.
- Initiative: +7
Skill Points: 75
- All Simple Weapons
- Hand Crossbow, Longbow, Repeating Crossbow, Shortbow
- Light Armor
- Medium Armor
- Diplomacy (4 ranks): +8
- Intimidate (5 ranks): +12
- Fly (1 rank): +3
- +10 with Fly spell
- Knowledge [arcana] (5 ranks): +12
- Knowledge [history] (5 ranks): +12
- Knowledge [religion] (7 ranks): +15
- Knowledge [local] (4 rank): +9
- Perform [oratory] (5 ranks): +9
- Profession [scribe] (5 ranks): +12
- Profession [astrologist] (4 ranks): +11
- Perception (7 ranks): +19
- Sense Motive (7 ranks): +19
- Spellcraft (4 ranks): +11
- Linguistics (4 ranks): +8
- Ride (4 rank): +10
- Survival (4 rank): +11
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Prerequisite: Combat Expertise.
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.
Prerequisites: Ability to cast divine spells, summon familiar class ability, caster level 4th, Charisma 13.
Benefit: You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric’s channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level –3 (4th level). Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.
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.
Eyes of Judgment
Prerequisites: Detect alignment class feature, caster level 6th.
Benefit: When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the exact alignment of the creature.
Prerequisite: Int 13.
Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Coordinated Defense [Bonus, Teamwork]
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Precise Strike [Bonus, Teamwork]
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Randomly generated as per rule-of-random
Hunter’s Blood [Social Trait]
Benefit: You earn a +1 trait bonus on Diplomacy when used to gather information, Knowledge (religion), and Survival when used for tracking when related to an undead quarry. Choose one as these as a class skill. The undead have a +1 bonus on any roll to learn about you, as your family’s fame precedes you.
Xa Hoi Soldier [Regional Trait]
Benefit: You gain a +1 trait bonus on Reflex saves.
Absalom Hotspur [Regional Trait]
Benefit: You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Agent of Chance [Faith Trait]
Benefit: Once a day, when an adjacent ally makes a skill check and doesn’t like the result, you can allow him a reroll as an immediate action. Your ally must take the result of the reroll, even if it is worse than the original roll.
Strong Willed [Faith Trait]
Benefit: You receive a +2 trait bonus on saving throws against charm and compulsion effects.
Missionary [Faith Trait]
Benefit: Choose three divine spells. You cast these spells at +1 caster level and +1 to their save DCs. You gain a +1 trait bonus on Knowledge (religion) checks and Knowledge (religion) 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.
Subject of Study [Campaign Trait]
Benefits: You gain a +1 trait bonus to damage against a chosen non-humanoid creature type (Undead).
Pioneer [Campaign Trait]
Benefit: You begin play with a horse. You gain a +1 trait bonus on Ride checks.
Magical Talent [Magic Trait]
Benefit: Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.
Threatening Defender [Combat Trait]
Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
- +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 14 + spell level, Caster level 7th (†8th)
- 0th: at will
- 1st level: 5/day
- 2nd level: 4/day
- 3rd level: 2/day
- Granted Powers:
- Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.
- Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (+3) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7/day).
- Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.
Judgment (Su): 3/day, 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. 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 +3 sacred bonus on all weapon damage rolls.
- Healing: The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 points of damage each round as long as the inquisitor is alive and the judgment lasts.
- Justice: This judgment spurs the inquisitor to seek justice, granting a +2 sacred bonus on all attack rolls. 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 +3 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
- Protection: The inquisitor is surrounded by a protective aura, granting a +2 sacred bonus to Armor Class. 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 +2 sacred bonus on all saving throws. At 10th level, the bonus is doubled against curses, diseases, and poisons.
- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 2/magic. 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 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
- 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. 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 (+4) 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 (+3).
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 (+3) on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat (Ex): As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (4/day).
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level (7 rounds). These rounds do not need to be consecutive.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level (7 rounds). These rounds do not need to be consecutive. Activating this ability is an immediate action.
Channel Positive Energy (Su): 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 of 2d6 points of damage. Undead creatures are harmed for 6d6 points of damage. Creatures that take damage from channeled energy receive a Will save (DC 16) to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. 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.
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- High Quality Nun’s Scapular, Wimple, and Habit (as Courtier’s Outfit)
- Masterwork Chainmail
- Masterwork Scimitar
- Masterwork Heavy Repeating Crossbow
- 5 Clips (5 bolts each)
- Masterwork Heavy Steel Shield
- Silver and Sapphire Holy Symbol of Mitra (Bonded Object)
- Heavy War Horse
- Masterwork Chain Barding
- Military Saddle
- (Extra) Heavy War Horse
- Masterwork Chain Barding
- Pack Saddle
- Staff of Stealth
Servants: All have been given hazard pay and paid 2 weeks in advance
- Sister Theresa (Priest servant)
- Battle Aspergilum
- 1 flask Holy Water
- Holy Symbol
- Leather Armor
- Sister Agnes (Priest servant)
- Battle Aspergilum
- 1 flask Holy Water
- Holy Symbol
- Leather Armor
- 4 Foot Soldiers
- Heavy Wooden Shield
- Leather Armor
- 2 Archers
- Quiver w/ 20 Arrows
- Leather Armor
- Contact: profession, how you know them