Gabriel (Commander Fallout)

Copied from Wahyu's page. Highly WIP__NOTOC__
===Basic Information===
 Race: Half-Elf
 Class: Inquisitor (Sanctified Slayer)
 Level: 6
 Experience: 22,000 XP (23,000 TNL)
 Alignment: TN
 Languages: Venzan, Irthos, Elven
 Deity: Tessel
 First Seen: The Dunn Wright Inn
 Location: Rodents of Unusual Size, Part 3
 Background: Open
==Abilities==
STR: 17 +3 (7 pts) +2 Racial
DEX: 13 +1 (3 pts) 
CON: 14 +2 (5 pts) 
INT: 12 +1 (2 pts) 
WIS: 16 +3 (7 pts) +1 Level
CHA: 07 -2 (-4 pts) 
==Combat Statistics==
 (Max-2) HP: 47 = [6d8 + CON (6x2) + FC (6)] (Inquisitor)
 AC: 19 = [10 + DEX (1) + Armor (6) + Natural (0)
 + Size (0) + Misc (0)
 + Magic (1)]
 AC Touch: 11 = [10 + DEX (1) + Size (0) + Misc (0)]
 AC Flatfooted: 17 = [10 + Armor (4) + Natural (0)
 + Misc (0) + Magic (1)]
 INIT: +4 = [DEX (1) + WIS(3)]
 BAB: +4 = [Inquisitor (4) + Class 2 (0)]
 CMB: +8 = [BAB (4) + STR (4) + Misc (0)]
 CMD: 19 = [10 + BAB (4) + STR (4) + DEX (1)
 + Misc (0)]
 Fortitude: +8 = [Inquisitor (5) + CON (2) + Cloak (1)]
 Reflex: +4 = [Inquisitor (2) + DEX (1) + Cloak (1)]
 Will: +9 = [Inquisitor (5) + WIS (3) + Cloak (1)]
 Speed: 20'
===Weapon Statistics===
 Falcata: Attack: +9 = [BAB (4) + STR (3) + Magic (1) + WF(1)]
 Damage: 1d8+3, Crit: 19-20/x3
 Heavy Wrist Launcher: Attack: +6 = [BAB (4) + DEX (1) + Magic (1)]
 Damage: 1d4+1, Crit: 19-20/x2
 Dagger: Attack: +7 = [BAB (4) + STR (4) + Magic (0) + WF(0)]
 Damage: 1d4+3, Crit: 19-20/x2
===Racial Features===
 Ability Adjustments: +2 (STR)
 Size: Medium
 Speed: 30'
 Favored Class: Inquisitor (Hit Point x6)
 Elven Immunities: Half-elves are immune to magic sleep effects and gain a 
 +2 racial saving throw bonus against enchantment spells and
 effects.
 Anc. Arms (Falcata): Half-elves with this racial trait receive Exotic Weapon
 Proficiency or Martial Weapon Proficiency with one 
 weapon as a bonus feat at 1st level. This racial trait 
 replaces the adaptability racial trait. 
 Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. 
 Low-Light Vision: Half-elves can see twice as far as humans in conditions of
 dim light.
 Elf Blood: Half-elves count as both elves and humans for any effect 
 related to race.
 Multitalented: Half-elves choose two favored classes at first level and 
 gain +1 hit point or +1 skill point whenever they take a 
 level in either one of those classes.
===Class Features===
Inquisitor
Armor/Weapons:
 An inquisitor is proficient with all simple weapons, plus the
 hand crossbow, longbow, repeating crossbow, shortbow, and the 
 favored weapon of her deity. She is also proficient with light 
 armor, medium armor, and shields (except tower shields).
Domain (Darkness [Night]): You receive Blind-Fight as a bonus feat.
 Night Hunter (Su): As a standard action, you can blend into 
 the shadows of the night, becoming nearly invisible. As long 
 as you are in an area of dim light or darkness, you are 
 invisible (as per invisibility) to creatures without
 darkvision. This ability lasts for a number of rounds equal
 to 1/2 your cleric level (3). You can use this ability for a
 number of times per day equal to 3 + your Wisdom modifier (6).
Studied Target (Ex): +2
 A sanctified slayer can study an opponent he can see as a move 
 action. The sanctified slayer then gains a +1 bonus on Bluff, 
 Knowledge, Perception, Sense Motive, and Survival checks attempted 
 against that opponent, and a +1 bonus on weapon attack and damage 
 rolls against it. The DCs of sanctified slayer class abilities 
 against that opponent increase by 1. A sanctified slayer can only 
 maintain these bonuses against one opponent at a time; these 
 bonuses remain in effect until either the opponent is dead or the 
 sanctified slayer studies a new target.
 If a sanctified slayer deals sneak attack damage to a target, he 
 can study that target as an immediate action, allowing him to apply 
 his studied target bonuses against that target (including to the 
 normal weapon damage roll).
 At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack 
 rolls, damage rolls, and skill checks and to sanctified slayer DCs 
 against a studied target increase by 1. In addition, at each such 
 interval, the sanctified slayer is able to maintain these bonuses 
 against an additional studied target at the same time. The 
 sanctified slayer may discard this connection to a studied target 
 as a free action, allowing him to study another target in its 
 place.
 At 7th level, a sanctified slayer can study an opponent as a move 
 or swift action.
 This ability replaces judgment 1/day.
Monster Lore (Ex): +3
 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): +3
 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): +3
 At 2nd level, an inquisitor adds her Wisdom modifier on initiative
 checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)
 At will, an inquisitor can use detect chaos, detect evil, detect 
 good, or detect law. She can only use one of these at any given 
 time.
Track (Ex): +3
 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: 3/day
 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.
Sneak Attack (Ex): 1d6 bonus damage
 At 4th level, if a sanctified slayer catches an opponent unable to 
 defend itself effectively from her attack, she can strike a vital 
 spot to deal extra damage. The sanctified slayer's attack deals 
 additional damage anytime her target would be denied a Dexterity 
 bonus to AC (whether or not the target actually has a Dexterity 
 bonus), or when the sanctified slayer flanks her target. This 
 additional damage is 1d6 at 4th level, and increases by 1d6 every 3 
 levels thereafter. Should a sanctified slayer score a critical hit 
 with the sneak attack, this extra damage is not multiplied. Ranged 
 attacks can count as sneak attacks only if the target is within 30 
 feet. With a weapon that deals nonlethal damage (such as a sap, 
 whip, or an unarmed strike), a sanctified slayer can make a sneak 
 attack that deals nonlethal damage instead of lethal damage. She 
 cannot use a weapon that deals lethal damage to deal nonlethal 
 damage in a sneak attack, even with the usual –4 penalty.
 A sanctified slayer must be able to see the target well enough to 
 pick out a vital spot and must be able to reach such a spot. A 
 sanctified slayer cannot use sneak attack while striking a creature 
 with concealment.
 This ability replaces the later iterations of the judgment ability.
Bane (Su): 6 rounds/day
 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): 6 rounds/day
 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.
===Feats===
 Power Attack (1st Level): -2 Attack; +4 damage, +6 2-handed 
 Blind-Fight (Domain): In melee, every time you miss because of concealment, 
 you can reroll your miss chance percentile roll one time 
 to see if you actually hit.
 An invisible attacker gets no advantages related to 
 hitting you in melee. That is, you don't lose your 
 Dexterity bonus to Armor Class, and the attacker doesn't 
 get the usual +2 bonus for being invisible. The invisible 
 attacker's bonuses do still apply for ranged attacks, 
 however.
 You do not need to make Acrobatics skill checks to move 
 at full speed while blinded.
 Intimidating Prowess (3rd Level): STR to Intimidate
 Lookout (Bonus): Whenever you are adjacent to an ally who also has this 
 feat, you may act in the surprise round as long as your ally 
 would normally be able to act in the surprise round. If you 
 would normally be denied the ability to act in the surprise 
 round, your initiative is equal to your initiative roll or the 
 roll of your ally –1, whichever is lower. If both you and your 
 ally would be able to act in the surprise round without the 
 aid of this feat, you may take both a standard and a move
 action (or a full-round action) during the surprise round. 
 Weapon Focus (Falcata) [5th level]: +1 to Attack Rolls with Falcata
===Traits===
 Killer (Combat): The church has seen to it that he truly believes 
 that he has but one purpose in life. He does bonus 
 damage equal to his weapon's critical multiplier on 
 critical hits (but is not multiplied)
Child of the Temple (Faith): Scooped off the streets at a very young age,
 he now possesses loyalty only to the church that 
 raised him. He gains a +1 on K: Nobility and Religion
 checks, and gains K: Nobility as a class skill
===Skills===
Skill Points: 30 = [Base (24) + INT (1x6); FC (0), Misc (0)] (Inquisitor)
Background Skills: 12
Adventuring Skills Total Rank CS Ability ACP Misc
Acrobatics 5 0 0 2 0 +0
Bluff 13 0 0 -2 +0
Climb 0 0 0 0 0 +0
Diplomacy 5 0 0 -2 +0
Disable Device 0 0 0 0 +0
Disguise 4 0 0 -2 +0
Escape Artist 2 0 0 2 +0
Fly 2 0 * 2 0 +0
Heal 0 0 * 0 +0
Intimidate 11 6 3 -2 +4 STR
Knowledge (Arcana)^ 5(8) 1 3 1 +3^
Knowledge (Dngnrng)^ 5(8) 1 3 1 +3^
Knowledge (Local)^ 2(5) 1 0 1 +3^
Knowledge (Nature)^ 5(8) 1 3 1 +3^
Knowledge (Planes)^ 5(8) 1 3 1 +3^
Knowledge (Religion)^ 5(8) 1 3 1 +3^
Perception 14 6 3 3 +2 Racial
Ride 2 0 0 2 0 +0
Sense Motive 5 0 0 0 +0
Spellcraft 10 6 3 1 +0
Stealth 10 6 3 2 -1 +0 
Survival 0 0 0 0 +0
Swim 0 0 0 0 0 +0
Use Magic Device 13 0 0 4 +0
-------------------------------------------------------------------
Background Skills Total Rank CS Ability ACP Misc
Artistry (Drawing) 4 3 0 1 +0
Appraise 1 0 0 1 +0
Craft ( ) 1 0 * 1 +0
Handle Animal 0 0 0 0 +0
Knowledge (Engnrng) 0 * 0 +0
Knowledge (Geography) 3 2 * 1 +0
Knowledge (History) 2 1 * 1 +0
Knowledge (Nobility) 5 1 3 1 +0
Linguistics 0 * 1 +0
Lore 0 * 0 +0
Perform ( ) -1 0 0 -1 +0
Profession ( ) 0 * 0 +0
Sleight of Hand 4 3 0 1 0 +0
* = untrained class skill
^ = + WIS bonus against monsters
===Spell Lists (Known)===
<tabber>Knacks (DC 14)=
 • Detect Magic
 • Guidance
 • Grave Words
 • Light
 • Read Magic
 • Sift
|-|Level 1 (DC 15)= 4/day + 1
 • Divine Favor
 • Expeditious Retreat
 • Heightened Awareness
 • Shield of Faith
|-|Level 2 (DC 16)= 3/day + 1
 • Blistering Invective
 • Bloodhound
 • Darkness
 • Silence
</tabber>
===Equipment===
Equipment Cost Weight
Adventuring Outfit -- gp -- 
+1 Mithril Breatplate 5200 gp 5 lb
Cloak of Resistance +1 1000 gp 1 lb
Headband of Charisma +2 4000 gp 1 lb
+1 Living Steel Kris (Melee) 2802 gp 0.5 lb
Holy Symbol (Iron) 5 gp 1 lb
Component Pouch 5 gp 0.5 lb
Handy Haversack 2000 gp 2.5 lb 
 Page of Spell Knowledge (RoS) 1000 gp -- 
 Page of Spell Knowledge (DF) 1000 gp -- 
 Wand of CLW (50 cgs) 750 gp 0 lb 
 Shadow Stencils 30 gp 2 lb
 Bedroll 0.5 gp 1.25 lb
 Candles (10) 0.1 gp 0 lb
 Flint and Steel 1 gp 0 lb
 Soap 0.25 gp 0.5 lb
 Trail Rations (4) 2 gp 1 lb
 Waterskin 1 gp 1 lb
 Vermin Repellent 5 gp 0 lb
 Antiplague 50 gp 0 lb
 
 ======== ======
 Totals: 17751.85 gp 17.25 lb Actual Weight
 11.5 lb Felt Weight
 Light Medium Heavy 
Max Weight: 0-25 26-50 51-75
Consumed or Destroyed Items 
 ======
 Total Consumed: 0 gp
===Finances===
 PP: 636 Initial Character Money: +150 gp
 GP: 2 earned on first adventure: +2070 gp
 SP: 1 earned on second adventure: +300 gp
 CP: 5 earned on third adventure: +15802 gp
					 earned on fourth adventure: +5792 gp
 =============
 Career Earnings: +24114 gp
 Carried Inventory: -17751.85 gp
 consumed or destroyed items: -51 gp
 Gems/Jewelry/Other: living accommodations: -0 gp
 0000 =============
 Coinage: 6362.15 gp
===Details===
 Size: Medium
 Gender: Male
 Age: 22
 Height: 6' 0"
 Weight: 175 lbs
Hair Color: Black
 Eye Color: Gray
Skin Color: Fair
Appearance: Gabriel is tall, strong, and completely covered from head to toe. A 
 plain white mask adorns his face, and the only clue to any associations
 he may possess is a simple pendant depicting an owl.
 Demeanor: He possesses a deadpan demeanor, though he is quick to smile at things 
 he thinks are clever, which could be any number of things. Like most 
 Wayang, he is pious, and those who disrespect, not only his faith, but 
 any will know naught of him but his scorn.
===Background===
I can assure you, within the High Church of Tessel, that there is no secret cult. They do not take orphans from off the street, nor do they train them in the way of the sword and Word. They do not produce an elite set of spies and assassins, nor do they plant them in any of the various nations upon our beloved E'n to await further orders. If they existed, they would not do so with the secret blessing of the High Church nor the blessing of the Irthos Government itself. They do not have a silent agent traveling northward to your grand city of Venza now, councillor. However, if it and this agent did exist, and you had a high-priority target that you needed gone... well, perhaps our governments could make a special deal...
===Adventure Log===
[link=Twist Tree adventure here]
None yet!
===Level Ups===
 Level 2:
 Class: Inquisitor
 BAB: +0 to +1
 Fort: +2 to +3
 Ref: +0 to +0
 Will: +2 to +3
 Feat: N/A
 Features: Orison: Guidance; Level 1 spell: Unseen Servant
 HP: Max -2 
Skill Pts: +12 = +4 (Class) +0 (Race) +06 (Old Total) +1 (Int)
 +1 (FC Bonus if Chosen)
 Level 3:
 Class: Inquisitor
 BAB: +1 to +2
 Fort: +0 to +1
 Ref: +0 to +1
 Will: +3 to +3
 Feat: Skill Focus: Knowledge (Religion)
 Features: Level 1 spell: Shield of Faith, Mystery: Voice of the Grave
 HP: Max -2 
Skill Pts: +18 = +4 (Class) +0 (Race) +12 (Old Total) +1 (Int)
 +1 (FC Bonus if Chosen)
 Level 4:
 Class: Inquisitor
 BAB: +2 to +3
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +3 to +4
 Ability: +1 Charisma
 Features: Level 2 spell: Pilfering Hand, Cure Moderate Wounds, Spiritual Weapon, 
 Disguise Self (FC)
 HP: Max -2 
Skill Pts: +23 = +4 (Class) +0 (Race) +18 (Old Total) +1 (Int) 
 Level 5:
 Class: Inquisitor
 BAB: +3 to +3
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +4 to +4
 Feat: Eldritch Heritage (Arcane): Arcane Bond (Weapon)
 Features: Level 1: Obscuring Mist; Level 2 spell: Lesser Restoration, Minor Image (Cu),
 Levitate (Cu), Vanish (FC)
 HP: Max -2 
Skill Pts: +28 = +4 (Class) +0 (Race) +23 (Old Total) +1 (Int) 
 Level 6:
 Class: Inquisitor
 BAB: +3 to +4
 Fort: +1 to +2
 Ref: +1 to +2
 Will: +4 to +5
 Features: Level 0 orisions: Mending; Level 2 spell: Heroism (MB); Level 3 spell: Cure 
 Critical Wounds (CB), Haunting Mists (FC), Bestow Curse
 HP: Max -2 
Skill Pts: +33 = +4 (Class) +0 (Race) +28 (Old Total) +1 (Int) 
===Approvals===
*Approval (Dec 12, 2013) (Aura - non-judge) level 1
*Approval (Dec 21, 2013) (Satin Knights ~ Judge) level 1
*Approval (Apr 25, 2013) (Satin Knights) level 2
*Approval (Aug 25, 2014) (Aura) level 3
*Approval (Jan 7, 2015) (Aura) level 4
*Approval (June 22, 2015) (Aura) level 5
*Approval (Dec 3, 2015) (Aura) level 6