A Carrion Crown Adventure Path Character

AMRAS AMANDILL LEVEL 5

XP Earned 17,725 of 23,000

Male half-elf inquisitor 5

NG Medium humanoid (elf, human)

Init +4+1 Dex, +3 Wis; Senses low-light vision; Perception +10

DEFENSE

AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)

hp 45 (5d8+145d8 inquisitor, +10 Con, +4 Favored Class, +0 Toughness feat)

Fort +6+4 base, +2 Con, Ref +2+1 base, +1 Dex, Will +8+4 base, +3 Wis, +1 Indomitable Faith trait; +2+2 race vs. enchantment

Immune sleep

OFFENSE

Speed 20 ft.30 ft. base, -10 ft. armor

Melee +1 keen longsword +7BAB plus +3 Str plus +1 enhancement (1d8+4+3 Str plus +1 enhancement/17-20) or mwk heavy mace +7BAB plus +3 Str plus +1 mwk (1d8+3+3 Str) or dagger +6BAB plus +3 Str (1d4+3+3 Str/19-20)

Ranged dagger +4BAB plus +1 Dex (1d4+3+3 Str/19-20) or light crossbow +4BAB plus +1 Dex (1d8/19-20) or mwk heavy crossbow +5BAB plus +1 Dex plus +1 mwk (1d10/19-20)

Special Attacks +1 on damage rolls against outsider (evil), bane (5equal to inquisitor class levels rounds/day), judgment 2/day

Domain Spell-Like Abilities (CL 5th; concentration +8)

63 base, +3 Wis/day—touch of good (+21/2 inquisitor level)

Inquisitor Spell-Like Abilities (CL 5th; concentration +8)

5equal to inquisitor class levels rounds/day—discern lies

At will—detect chaos, detect evil, detect good, detect law

Inquisitor Spells Known (CL 5th; concentration +8)

2nd (3/day)—castigate, cure moderate wounds, flames of the faithful

1st (5/day)—bless, cure light wounds, true strike, wrath

0 (at will)—detect magic, disrupt undead, guidance, light, resistance, stabilize

Domain Good

STATISTICS

Str 1613 base, +2 race, +1 level, Dex 1212 base, +0 race, +0 level, Con 1515 base, +0 race, +0 level, Int 1212 base, +0 race, +0 level, Wis 1717 base, +0 race, +0 level, Cha 1010 base, +0 race, +0 level

Base Atk +3; CMB +6+3 BAB, +0 size, +3 Str; CMD 1710 +3 BAB, +0 size, +3 Str, +1 Dex, +0 deflection, +0 dodge

Traits Indomitable Faith, Subject of Study (outsider [evil])

Feats Armor Proficiency (light, medium), Escape Route, Exotic Weapon Proficiency (hand crossbow, repeating light crossbow), Martial Weapon Proficiency (longbow, longsword, shortbow), Point-Blank Shot, Precise Shot, Scribe Scroll, Shield Proficiency (all except tower), Simple Weapon Proficiency (all), Skill Focus (Knowledge [religion])

Skills Acrobatics -50 ranks, +1 Dex, -6 armor, Appraise +10 ranks, +1 Int, Bluff +41 ranks, +0 Cha, +3 class skill, Climb +11 ranks, +3 class skill, +3 Str, -6 armor, Diplomacy +74 ranks, +3 class skill, +0 Cha, Disguise +00 ranks, +0 Cha, Escape Artist -50 ranks, +1 Dex, -6 armor, Fly -50 ranks, +1 Dex, -6 armor, Heal +91 ranks, +3 class skill, +3 Wis, +2 healer's kit, Intimidate +20 ranks, +0 Cha, +2 stern gaze, Knowledge (arcana) +73 ranks, +3 class skill, +1 Int, Knowledge (dungeoneering) +51 ranks, +3 class skill, +1 Int, Knowledge (nature) +73 ranks, +3 class skill, +1 Int, Knowledge (planes) +62 ranks, +3 class skill, +1 Int, Knowledge (religion) +114 ranks, +3 class skill, +1 Int, +3 Skill Focus feat, Perception +113 ranks, +3 class skill, +3 Wis, +2 racial, Ride +02 ranks, +1 Dex, +3 class skill, -6 armor, Sense Motive +113 ranks, +3 class skill, +3 Wis, +2 stern gaze, Spellcraft +51 ranks, +3 class skill, +1 Int, Stealth -11 ranks, +1 Dex, +3 class skill, -6 armor, Survival +115 ranks, +3 class skill, +3 Wis (+13base +2 track following or identifying tracks), Swim -30 ranks, +3 Str, -6 armor

Languages Abyssal, Common, Elven

SQ cunning initiative, monster lore, solo tactics, stern gaze +21/2 inquisitor level, teamwork feat (3Wis modifier/day), track +21/2 inquisitor level

Combat Gear potion of cure light wounds, potions of cure moderate wounds (2), potion of lesser restoration, scrolls of cure light wounds (12), scroll of detect undead, scrolls of hide from undead (2), scroll of knock, wand of cure light wounds (2 charges), wand of lesser restoration (3 charges), holy water (4)

Other Gear masterwork chainmail, heavy steel shield, +1 keen longsword, 20 bolts, dagger, light crossbow, masterwork heavy crossbow, masterwork heavy mace, warden badge of lesser ectoplasmic metamagic, antiplague (2), antitoxin (2), backpack, bedroll, belt pouch, bloodblock (3), candles (5), chalk (white), flask, flint and steel, grappling hook, hammer, healer's kit (10 uses), hemp rope (50 ft.), iron pot, mess kit, pitons (10), smelling salts (3), soap (50 uses), soothe syrup, string (50 ft.), sunrod, torches (5), trail rations (10), waterskin, wooden holy symbol, 100 pp, 130 gp, 5 sp, 7 cp

Mount riding horse with bit and bridle, riding saddle, saddlebags, and feed (5)

SPECIAL ABILITIES

Bane (Su) As a swift action, imbue one weapon with bane special quality. Select one creature type (and subtype if humanoid or outsider). Once selected, can change as swift action. Functions while inquisitor holds weapon. If dropped or taken, weapon resumes granting ability if returned to the inquisitor within duration. Lasts one round per day per inquisitor level and need not be consecutive.

Cunning Initiative (Ex) Add Wisdom modifier on initiative checks, in addition to Dexterity modifier.

Judgment (Su) Pronounce judgment upon foes as swift action. Starting when judgment is made, receive bonus or special ability based on type of judgment made. Once activated, this ability lasts until combat ends, at which point all bonuses immediately end. The inquisitor must participate in combat to gain these bonuses. If frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating, the ability does not end, but the bonuses do not resume until he can participate again. As swift action, he can change this judgment to another type.

Destruction Filled with divine wrath, gaining a +21 +1 per 3 inquisitor levels sacred bonus on all weapon damage rolls.

Healing The inquisitor is surrounded by a healing light, gaining fast healing 21 +1 per 3 inquisitor levels for as long as inquisitor is alive and judgment last.

Justice Grants a +21 +1 per 5 inquisitor levels sacred bonus on all attack rolls. At 10th level, bonus doubled on all attack rolls to confirm critical hits.

Piercing Grants a +21 +1 per 3 inquisitor levels sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Protection Grants a +21 +1 per 5 inquisitor levels sacred bonus to Armor Class and CMD. At 10th level, bonus doubled against all attack rolls to confirm critical hits against inquisitor.

Purity Gain a +21 +1 per 5 inquisitor levels sacred bonus on all saving throws. At 10th level, bonus doubled against curses, diseases, and poisons.

Resiliency Grants DR 21 +1 per 5 inquisitor levels/magic. At 10th level, changes from magic to evil.

Resistance Gains 42 +2 per 3 inquisitor levels points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when judgment declared.

Smiting Weapons count as magic for overcoming damage reduction. At 6th level, also counts as good. At 10th level, also counts as adamantine.

Monster Lore (Ex) Add Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Point-Blank Shot (Ex) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Solo Tactics (Ex) All allies treated as if they possess same teamwork feats as you for determining whether you receive a bonus from your teamwork feats. 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.

Teamwork Feat (Ex) As standard action, exchange most current teamwork feat with any other teamwork feat you want. When you gain another teamwork feat, the previous teamwork feat is set at its current selection and cannot change.

Touch of Good (Sp) You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.

CHARACTER DEMOGRAPHICS

Height 5'11", Weight 180 lbs., Hair Brown, Eyes Deep Blue, Skin Tan

Age 29, Deity Iomedae, Homeland Estrovian Forest, Mendev, Favored Class cleric, inquisitor


Defeated Enemies Bloody Skeleton, Ectoplasmic Human, Giant Crab Spider (2), Human Skeleton (4), the Lopper, Mongrelman, the Mosswater Marauder, Phase Spider, Poltergeist, Screaming Severed Head Beheaded, Snapjaw Homunculus, Wraith, Wraith Spawn (2)

Catch Phrase "Justice and honor are a heavy burden for the righteous."

History As a wandering young half-elf, Amras was first introduced to organized religion near Nerosyan in Mendev. He had grown weary of his simple life in the Estrovian Forest, and wanted for something to be a part of. The words of the Evangellic Crusaders of Iomedae fell over him like rain, and he has found power in virtue in the Inheritor's worship ever since. After seeing battle and earning his stripes in the Mendevian Crusades against the demon spawn of the World Wound, Amras has gained the trust of the church, and has been given the lattitude afforded to an Inquisitor, to do the work of Iomedae. With no real home to speak of, and his family murdered by the owl bears of the Estrovian Forrest when he was a chile, Amras is more than willing to wander the countryside and do the swordmaiden's bidding.
 
Battle hardened, and infused with the divine power of the Inheritor, Amras now ventures southwest to Ustalav to learn more about the death of prominent researcher Professor Lorimor who once interviewed him about the demonic creatures encounted during the battles of the crusade.

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Publishing | Phoenix Gaming Club — 2013 | DM — Charles W. Plemons III
19 Games Played | Last Played 10/03/2013 | Created 02/07/2013 | Played by Chris Harmon