Grippli Sacred Hunstmaster Inquisitor Level 2
Rill's family once ruled a small area of river land, but scattered when an army of orcs invaded as part of their war against human neighbors. Rill knows a sister named Twilla has joined a bandit gang, and a brother named Flalo was executed by humans on trumped-up charges. He has no idea where the others are, or even if they are alive. He worries his elderly and slower grandparents were enslaved.
As the youngest spawn of many noble siblings, he spent much of his childhood time keeping out of the way in the kitchens, when not being taught etiquette and fencing. He dreams of becoming a famous monster hunter. He has no formal religious training but has developed a personal devotion to Calistra as he prays for revenge against his family's persecutors.
Darkvision 60 feet
Movement speed 30, climb 20
Initiative Bonus 7 = DEX Mod 4 + WIS Mod 3
Concentration Check Bonus 4 = CL 1 + WIS Mod 3
CMB 0 = BAB 1 + STR Mod 0 − 1 Size
CMD 14 = 10 + BAB 1 + STR Mod 0 + DEX Mod 4 − 1 Size
To Hit Bonus 6 = 1 BAB + DEX Mod 4 + 1 Size
Orisons: (5 available at once) Light, Guidance, Detect Poison, Create Water, Detect Magic
Level One Spells: (3 per day) Bless and Divine Favor, Cure Light Wounds
Feats: Weapon Finesse
Inquisitor Abilities: Conversion Inquisition, Monster Lore, Stern Gaze, Cunning Initiative, Detect Alignment, Track
Traits: Beast Bond, Armor Expert
Languages: Common, Grippli, 3 others
Future Orisons: Read Magic
Future First Level Spells: Shield of Faith, Protection from Evil, Wrath
Future Second Level Spells: Brow Gasher, Castigate, Focused Scrutiny, Litany of Duty
Future Third Level Spells: Heroism, Deadly Juggernaut
Note that Castigate will be his only offensive spell, with DC 15 = 10 + WIS Mod 3 + Level 2
Future Feats: Combat Expertise and Improved Spell Sharing at level 3, Pack Flanking at level 5, Outflank at level 6, Planar Focus at level 7.
Rapier +6 with damage 1d4
Light Crossbow +6 with damage 1d6 (move action to load)
Whip +6 with damage 1d2
Unarmed Strike +6 with damage 1d2
Carried Equipment (21 lbs): harness for Fisher, rapier (1 lb), whip (1 lb), light crossbow with 10 bolts (2 + 1 lbs), hide armor (13 lbs), quickdraw light steel shield (3 lbs), 26 gold
Stored Equipment (29 lbs): Inquisitor's kit (26 lbs), fishing kit (3 lbs)
Future Equipment: masterwork kikko armor, masterwork quickdraw light steel shield, repeating crossbow. Proficient with a rapier (Grippli) and whip (Calistra).
Acrobatics 1 = DEX Mod 4 − 3 armor penalty
Total Skill Ranks: 8 = 1 × (6 Inquisitor + 2 INT Mod)
Each level increase bluff, diplomacy, intimidate, perception, sense motive, and three others. Want one point in acrobatics, escape artist, ride, heal, and the six monster lore knowledges.
Ask Simon to get Monkey Fish, Obscuring Mist, See Invisibility, Hold Person, Knock, and Silence.
Fisher is a Small Cat animal companion with Movement 50' and 3 Hit Dice.
It has the special qualities low-light vision, scent, link, and share spells. It can learn Skirmisher tricks.
Bite Attack: +8 with damage 1d4 + 1 STR Mod (with CMB +1 Trip)
Two Claw Attacks: +8 with damage 1d2 + 1 STR Mod
Hit Points: 24 = (8 + 8 + 5) + (3 × 1 CON Mod)
Armor Class 16 = 10 + 1 natural armor + 5 DEX Mod
Saving Throws: Fortitude 4 / Reflex 8 / Will 2
To Hit: +8 = 2 BAB + 5 DEX Mod + 1 Size
CMB: +2 = 2 BAB + 1 SIZ Mod − 1 Size
Feats: Weapon Finesse, Agile Maneuvers
Future Feats: Favored Focus
Commanding a trained animal is DC 10, a free action for animal companions.
Known Tricks: Attack ×2, Heel, Rattling Strike (twice per day)
Future Tricks: Down at level 3, Vengeance Strike at level 6