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Saevel Ravanan LG
Character Name Alignment
Inquisitor 5
Character Level
Asparas M
Race Size
M 86
Gender Age
5'11 180lb
Height Weight
White Yellow
Hair Eyes
Max Karry
Player
Ashina -
Deity Homeland
Protection 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
16 +3 N/A +3
Dex
Dexterity
17 +3 N/A +3
Con
Constitution
15 +2 N/A +2
Int
Intelligence
17 +3 N/A +3
Wis
Wisdom
15 +2 N/A +2
Cha
Charisma
10 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
57
0
0
Initiative
Dex
Modifier
+5
+3
+2
BAB
+4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
20
+7
+0
+3
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
13
Flat Footed
17
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +5 CON +2 +0 +2 +0
Reflex +8 +3 DEX +3 +0 +2 +0
Will +9 +5 WIS +2 +0 +2 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+7 +4 +3 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +4 +3 +3 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20ft
-
-
-
-
-
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
4
4
0
0
0
0
0
0
0
Per Day
N/A
4
3
0
0
0
0
0
0
0
DC
13
14
0
0
0
0
0
0
0
Spell List

0 Level
Detect Magic
Guidance
Light
Sift
Stabilize
Virtue

1st Level
Bless
Cure Light Wounds
Divine Favor
Lend Judgement

2nd Level
Cure Moderate Wounds
Spiritual Weapon
Invisibility
Knock

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +3 (DEX)  +3 +0 +0
Bluff +5 (CHA)  +0 +1 +4
Climb +7 (STR)  +3 +1 +3
Diplomacy +6 (CHA)  +0 +3 +3
Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +3 (DEX)  +3 +0 +0
  Fly +5 (DEX)  +3 +0 +2
Heal +11 (WIS)  +2 +6 +3
Intimidate +7 (CHA)  +0 +3 +4
Knowledge: Arcana +9 (INT)  +3 +3 +3
Knowledge: Dungeoneering +11 (INT)  +3 +5 +3
  Knowledge: Local +3 (INT)  +3 +0 +0
Knowledge: Nature +11 (INT)  +3 +5 +3
Knowledge: Planes +9 (INT)  +3 +3 +3
Knowledge: Religion +11 (INT)  +3 +5 +3
Perception +12 (WIS)  +2 +5 +5
Ride +9 (DEX)  +3 +3 +3
Sense Motive +8 (WIS)  +2 +3 +3
Spellcraft* +9 (INT)  +3 +3 +3
Stealth +3 (DEX)  +3 +0 +0
Survival +7 (WIS)  +2 +2 +3
Swim +8 (STR)  +3 +2 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
Craft: Blacksmith +7 (INT)  +3 +1 +3
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

Instant Judgement - You can spend an immediate action to pronounce a judgment or change an active judgment

Weapon Focus (Longspear) - +1 bonus on attack rolls.

Precise Strike (Bonus) - 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.

Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Blood for the Empire (Bonus) - You gain a +2 morale bonus on attack and damage rolls against a target that was damaged by an ally with this feat within the last round. When an ally with this feat dies within 30 feet of you, you gain the effects of haste for 1 round.

Special Abilities

Racial Abilities
Low-Light Vision: Asparas can see twice as far as humans in conditions of dim light.

Seelie Resistances: Asparas get a +2 racial saving throw bonus against illusion and enchantment spells and effects.

Asparas Nature Lore: Asparas receive a +2 racial bonus on Knowledge (nature) and Survival skill checks when above ground. They also receive a +2 racial bonus on the Fly skill.

Keen Senses: Asparas receive a +2 racial bonus on Perception skill checks.

Energy Resistance: Asparas have electricity resistance 5.

Air Affinity: Asparas sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Asparas clerics with the Air domain use their domain powers and spells at +1 caster level.

Return to the Sky: Asparas that die of natural causes will have their body vanish in the air. This will prevent any sort of resurrection of reincarnation. Asparas seem to have an innate sense of when their natural passing will occur and seek to find an appropriate spot to pass on

Weapon Familiarity: Asparas are proficient with long swords and long bows, and treat any weapon with the word "elven" in its name as a martial weapon.

Class Abilities
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. (2/Day)

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).

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.

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.

Track (Ex): At 2nd level, an inquisitor adds half her level 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: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

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.

Domain Abilities
Protection
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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. 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. These rounds do not need to be consecutive. Activating this ability is an immediate action.







WEAPONS
Name AB Critical Type Range Ammo Dmg
Spear/Longspear +2 +9 x3 P 10ft N/A 1d8+5
Longbow +6 x3 P 100ft Arrows 1d8
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Breastplate +1+7Medium-425%30lbsStandard

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

[block: 300 Gold Potion of Cure Light Wounds]

Created by

Maximus-Chief.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed