Difference between revisions of "Apt's Character Sheet"
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Revision as of 11:41, 7 June 2014
Apt
Male Human Inquisitor (Infiltrator) of Alexandria 2
NG Medium humanoid (human)
Init +6; Senses Perception +9
Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (2d8)
Fort +3, Ref +2, Will +7; +2 vs. abilities that detect lies or force the truth
Offense
Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Ranged masterwork longbow +4 (1d8/×3) and
- sling +3 (1d4)
Spell-Like Abilities (CL 2nd; concentration +3)
- At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +6):
1st (3/day)—cure light wounds, ear-piercing scream (DC 15), expeditious retreat
0 (at will)—acid splash, brand (DC 14), detect magic, guidance, sift
Statistics
Str 10, Dex 14, Con 10, Int 12, Wis 18, Cha 13
Base Atk +1; CMB +1; CMD 13
Feats Deceitful, Skill Focus (Bluff)
Traits fast-talker, vagabond child (urban)
Skills Bluff +19, Diplomacy +10, Disable Device +9, Disguise +7, Heal +8, Intimidate +9, Knowledge (religion) +5, Perception +9, Sense Motive +9, Stealth +6, Survival +8
Languages Common, Other Language
SQ domains (heresy inquisition), forbidden lore, judgement 1/day), misdirection, necessary lies
Combat Gear potion of cure light wounds (3), potion of invisibility, potion of protection from evil, smelling salts; Other Gear studded leather, dagger, masterwork longbow, sling, belt pouch, dice, false-bottomed scabbard, wooden holy symbol (Alexandrian), sack, sewing needle, skeleton key, thieves' tools, masterwork, trail rations (2), 40 gp, 3 sp
Special Abilities
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor (Infiltrator) Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +2 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Skeleton key Use a +10 Disable Device for one try to open a lock.