(PC) Augustus Vanraad

Male Human Inquisitor of Pharasma

Description:
Tall, lean, dark haired figure dressed in orante holy vestments & long cloak, with longbow slung across back

Orphaned at an early age, Augustus spent the majority of his childhood years on the streets as a petty criminal (and not a very good one). At the age of 13 he tried to break into a small temple of Pharasma and was caught red-handed by an elderly priestess, who took a liking to the boy and decided to raise him within the folds of Pharasma’s faith. An inattentive and somewhat vagrant boy, Augustus was indifferent to the teachings of Pharasma at first, and only stayed with the priestess to keep his belly full.

It was in his 15th year and as his discipline and attention wavered further that Augustus was noticed by a group of Inquisitors of Pharasma visiting the small temple – he was en-armored by the strange figures and followed these different looking “priests” around – they noticed the boys interest, and spoke to the elderly priestess about him. Learning of this past and his inattentive nature, they promised to educate the boy further by indoctrinating him into their fold, as soon Augustus was taken away for training.

Now in his 37th year, over 20 years of indoctrination and training as an Inquisitor has erased the vagrant boy of the past – now Augustus is a true follower of Pharasma, dedicated to preserving the faith through the laws set down by the Inquisiton Order. A veteran of countless battles within and without the fold of Pharasma’s church, Augustus now possesses the confidence and discipline of a man shaped by his experiences, with a resolve and determination that has seen his star rise far amongst the faithful.

Recently, Augustus met an untimely end at the hand of an evil Vampire named Radvir Giovanni. He was later returned to the Church of Pharasma in Caliphas where he was raised, and has once again returned to fight against the Whispering Way.

Bio:

Augustus Vanraad
Male Human (Varisian) Inquisitor of Pharasma 11
N Medium humanoid (human)
Init +14; Senses Perception +17
DEFENCE

AC 26, touch 15, flat-footed 22 (+8 armor, +3 shield, +4 Dex, +1 deflection)
hp 76 (11d8+18)
Fort +10, Ref +10, Will +12
Defensive Abilities stalwart
OFFENCE

Speed 30 ft.
Melee
» Dagger +10/+5 (1d4+2/19-20)
Ranged
» +1 Holy composite longbow +15/+10 (1d8+1/19-20/×3+2d6 vs. Evil)
Special Attacks bane
Spell-Like Abilities (CL 11th; concentration +14)
» At will—detect alignment
» 11 rounds/day—discern lies
Domain Spell-Like Abilities (CL 11th; concentration +16)
» 6/day—rebuke death
Inquisitor Spells Known (CL 11th; concentration +16):
4th (2/day)—freedom of movement, restoration, stoneskin
3rd (5/day)—burst of speed, cure serious wounds, dispel magic, greater magic weapon, magic circle against evil, speak with dead (DC 16)
2nd (5/day)—cure moderate wounds, detect thoughts (DC 15), lesser restoration, resist energy, see invisibility, silence (DC 15)
1st (6/day)—bless, command (DC 14), cure light wounds, disguise self, divine favor, lend judgment (DC 14), true strike
0 (at will)—brand (DC 13), detect magic, light, read magic, sift, stabilize
STATISTICS

Str 14, Dex 20, Con 12, Int 7, Wis 16, Cha 13
Base Atk +8; CMB +10; CMD 26
Feats Enfilading Fire, Extended Bane, Improved Critical (longbow), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Reach Spell, Shake It Off, Target of Opportunity
Traits focused mind, inspired by greatness, reactionary
Skills Bluff +10, Craft (bows) +2, Diplomacy +10, Heal +7, Intimidate +10, Knowledge (arcana) +2 (+5 to identify the abilities and weaknesses of creatures), Knowledge (planes) +2 (+5 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Perception +17, Sense Motive +20, Stealth +14, Survival +10 (+15 to track), Swim +4
SQ domains (healing), healer’s blessing, monster lore +3, judgement 4/day), solo tactics, teamwork feat, track
Combat Gear scrolls (comprehend languages (2), divine power, expeditious retreat (2), neutralize poison, remove curse, remove disease, remove fear (2), remove paralysis (2), restoration (2), lesser restoration (2), see invisibility, speak with dead, stoneskin (2)), wand of cure light wounds (50 charges), wand of cure light wounds (50 charges), wand of endure elements (50 charges)
Other Gear +2 elven chain, +2 buckler, +1 holy composite longbow, dagger, dagger, belt of incredible dexterity +2, bracers of archery, lesser, cloak of resistance +2, efficient quiver, handy haversack, ring of protection +1, artisan’s tools, bedroll, belt pouch, belt pouch, flint and steel, silver holy symbol (Pharasma), ink, black, inkpen, manacles, masterwork, mirror, parchment (10), signet ring, silk rope, spell component pouch, sunrod (4), trail rations (5), vial, waterskin, light horse (combat trained), gemstones (worth 1,000gp), 100 pp, 250gp, 103sp, 9cp
SPECIAL ABILITIES

Bane (+2 / 2d6) (14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Focused Mind +2 to Concentration checks
Healer’s Blessing (Su) Your cure spells are empowered for free.
Inquisitor Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Inspired by Greatness (Divine Favor) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighte
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Rebuke Death (6/day) (Sp) Heal 1d4+5 damage to creatures at negative HP
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +5 Add the listed bonus to survival checks made to track.

(PC) Augustus Vanraad

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