Charion Verdet, the Confused and Wandering Show-Off
"Pathfinder? Sure, why not."
Class: Inquisitor (Favored)
Level: 2
Max HP: 14
Languages: Arwellan (( Common )), Necril, Sylvan, Draconic, Terran, and Auran
Worshiped Being: Southern Star / Phaerasma
Attributes
Strength: 14 (+2)
Dexterity: 10 (+0)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Class Skills
Diplomacy: 2 (+3) (+3 CHA modifier) = 8
Intimidate: 2 (+3) (+3 CHA modifier) = 9
Bluff: 4 (+3) (+3 CHA modifier) = 10
Stealth: 3 (+3) ( +0 DEX modifier) = 6
Sense Motive: 2 (+3) (+3 WIS modifier) = 8
Spellcraft: 3 (+3) (+2 INT modifier) = 8
Perception: 2 (+3) (+3 WIS modifier) = 8
Base Attack Bonus: +1
Fort Save: +3
Ref Save: +0
Will Save: +3
Class Features
Level One
Domain: Final Rest
Can use Disrupt Undead as a spell-like ability, adding one's Wisdom modifier to the damage. Can use this ability a number of times per day equal to 3 + their Wisdom modifier.
At the 8th level, one can activate their bane ability with Undead as the targeted creature type. They can then choose for their own weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 one's inquisitor level + the Wisdom modifier.
Judgement
Monster Lore
The Inquisitor adds their Wisdom modifier on Knowledge skill checks in addition to their Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze
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).
Level Two
Cunning Initiative
At the 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment
Able to detect one's alignment. Whether that be Good or Evil / Lawful or Chaotic
Track
At the 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Spells
Level One Spells (( Only three per day. ))
Doom
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Spiked Armor
Suit of armor becomes covered in iron spikes.
Mage Armor
(( Can only be used once per day. ))
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Bless
Allies gain +1 on attack rolls and saves against fear.
Level Zero Spells
Disrupt Dead
Make a ranged touch attack with a ray of positive energy. It deals 1d6 damage to one Undead target.
Bleed
Cause a stabilized creature to resume dying.
Stabilize
Cause a dying creature to stabilize.
Resistance
Subject gains +1 bonus on saving throws.
Virtue
Subject gains 1 temporary hp.
Racial Traits
Hag Magic 2
"Don't worry, you're just fine. I'm just better~"
Can choose one 1st- or 0-level spell from the witch spell list that does not have a material component costing more than 1 gp. Can use the chosen spell as a spell-like ability once per day if it is a 1st-level spell or three times per day if it is a 0-level spell (caster level equal to the character level).
Can now use the Level One Spell "Mage Armor"!
Claws
"They may be a bit sharp, but I do try to keep good care of my nails."
Grants two Claw attacks (( 1d4 each ))
Dark Vision
"You'd think with the black eyes and all, I wouldn't be able to see a thing. Nope."
Can see up to 60ft in the dark, perfectly.
Green Widow
"Well, if you really think I'm attractive. I certainly won't try to stop you."
+2 racial bonus on bluff checks against creatures that are sexually attracted to her.
Traits
Reactionary
"I'm not cowardly, I just know when to run away. And I often need to run away a lot."
+2 bonus to Initiative and no race restriction.
Scholar of the Great Beyond
"When you got no fairy tales to read, History is the next best thing. Or at least, that's what my father used to say..."
+1 bonus on Knowledge (history) and Knowledge (planes), and one of these becomes a class skill.
(( Knowledge (History) is now a class skill! ))
Feat
Cosmopolitan
"Even a bum like me can learn some things by just traveling the world."
Able to speak and read two additional languages. In addition, two Intelligence-, Wisdom-, or Charisma-based skills always count as class skills.
Inventory
Currency: 632gp
Room Left: 19lbs.
Traveler's Outfit: 5lb. | 1gp
Starknife
Worth: 24gp
Small: 1d3
Medium: 1d4
Critical: x3
Range: 20ft
Weighs: 3lbs.
Repeating Crossbow
Worth: 250gp
Small: 1d6
Medium: 1d8
Critical: 19-20/x2
Range: 80ft
Weighs: 6lbs.
Padded Cloth
Worth: 5gp
Armor Bonus: +1
Max DEX Bonus: +8
Armor Check Penalty: 0
Arcane Spell Failure Chance: 5%
Speed 30ft: 30ft.
Speed 20ft: 20ft.
Traveler's Outfit
Weighs: 10lbs.
Skeleton Key
May be tried on any standard door lock that uses a key. Use the key’s Disable Device bonus of +10 rather than one's own total; the user cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock.
Worth: 85gp
Weighs: N/A
Pouch w/ a Chunk of Metal inside
2 lbs.
Bolts (30)
Worth: 3gp
Weighs: 3lbs.
Anvil
Worth: 5gp
Weighs: 10lbs.
"Why do I have a anvil? Well..."
2016-03-27 04:30:55 [Dark -> Tricky_Charion] And do keep weight limits in mind- you will not have a good day if you decide to buy a bunch of anvils and carry them around, haha.
2016-03-27 04:32:08 [Tricky_Charion -> Dark] I'll try to. I'll just get them pocket-sized then.
2016-03-27 04:32:23 [Dark -> Tricky_Charion] Ah, yes, pocket anvils.
2016-03-27 06:06:24 [Dark -> Tricky_Charion] Did you actually get an anvil?
2016-03-27 06:06:59 [Tricky_Charion -> Dark] Never know when you'll need one.