You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy.
Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn)
Ameiko is one of Sandpoint’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you.
Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure
Vagabond Child (urban) (Disable Device)
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Benefit: Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Once per day, the power of your faith surges, further empowering your judgments.
Prerequisites: Judgment class feature
Benefit: Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.
Improved Unarmed Strike
- 7 ACP
Diplomacy Cha 1
Disable Device Dex 1
Intimidate Cha 1
Knowledge Dungeoneering 1
Knowledge Local 1
Knowledge Planes 1
Perception wis 1
Sense Motive Wis 1
Spellcraft Int 1
Survival Wis 1
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).
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.
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: 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).
Flurry of Blows -2/-2
Discipline Psychokinesis [Force]
Level Psion/Wilder 1, psychic warrior 1
Manifesting Time 1 standard action
Duration 1 hour/level (D)
Power Points 1
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
Augment For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
Light Load 58
Med Load 116
Max Load 175
Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Silver Dagger 22 gp 1d3-1 1d4-1 19–20/×2 10 ft. 1 lb. P or S —
Adamant Short Sword 3010 gp 1d4 1d6 19–20/×2 — 2 lbs. P
Wand of Cure Light Wounds (50 Charges)
3x Alchemist Fire Vials
3x Holy Water
Vial of Acid
Sack of Flour
Silver Holy Symbol
Hand me Down Large Wood Shield
Level 0 Spells - Orisons
2 Spells Per Day Level 1
Level 0 Spells
Level 1 Spells
Cure Light Wounds
|#||Adventure||Date||XP Gain||GP Gain||Items Gained||Items Lost||Description|
|1||Character Creation||9-2-2012||0||140||Traveler’s Outfit|
|2||Character Creation (buying)||9-2-2012||0||-138||Waterskin, Hand me Down Chainmail, Hand me down Shield, Small Longspear, Club, Sling, 10 Bullets|
|4||Tomb of Starflight Citadel||9-5-12||400||737|
|6||Chair of the Moons||9-6-12||375||290||Adamant Short Sword|
|7||Nasty Sewer Rats||9-7-12||500||500|
|8||Foundry of Furbador||9-8-12||390||-1260||Everlasting Rations, 3x Holy Water, 3x Alchemist Fire, Wand of Cure Light Wounds, Silver Holy Symbol, Oil of Taggit, Sausage, Sack of Flour,||Spent gold before the adventure to buy things|
|10||Lizard Marshtown||9-11-12||875||550||Bought Antiplague and Antivenom|