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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
XP Speed(S/M/F)
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
Score
Mod
Temp
Score
Temp
Mod
STR
DEX
CON
INT
WIS
CHA
Hero Points
Caster Level
TOTAL
Current HP
Nonlethal Damage
Hit Dice
Damage Reduction
HP
AC
=
10
+
+
+
+
+
+
+
+
TOTAL
Armor
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Dodge
Size
Natural
Deflect
Misc
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Flat-footed
CMD
FCMD
Total
Dex
Misc
INIT
=
+
Speed
Armor Type
Light
Load
Med
Load
Max
Load
Over
Head
Off
Ground
Push/
Drag
Saving Throws
Total
Base
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
FORTITUDE
=
+
+
+
+
REFLEX
=
+
+
+
+
WILL
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
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Str Mod
Size Mod
Misc Mod
Temp Mod
MELEE
=
+
+
+
+
CMB
=
+
+
+
+
RANGED
=
+
+
+
+
Total Attack Bonus
Base Attack Bonus
Dex Mod
Size Mod
Misc Mod
Temp Mod
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Weapon
Total Attack Bonus
Damage
Critical
Range
Special Properties
Ammunition
Weight
Size
Type
Armor/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Worn
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Max Rank
Skills
Skill Name
Key
Ab
CS
Skill
Mod
Ab
Mod
Rank
Misc
Mod
ACP
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
+
=
+
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=
+
+
=
+
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=
+
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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=
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
24 gold 2 silver
Languages
Description
A surprisingly attractive dwarf woman, Banddthi is likely considered pretty to those beyond her own race (a rarity for a dwarf, indeed). Her auburn hair, long and full of bounce, is her defining feature. Well, that...and...
Personality
Serious and determined, Banddthi is not a woman to shirk her duties. That said, she enjoys the life of the road: Drinking, meeting new people, occasionally having one night stands at a tavern before moving on. She is a woman who works hard but knows how to let her hair down, as it were.
Character Traits
Grounded - +2 Acrobatics, +1 Reflex Resilient - +1 Fort Overreactive - +1 Atk/Dmg on AoOs
Character Flaws
Like most inquisitors, Banddthi is jealous. She believes she is right and that it is her holy duty to bring the quarry to justice. Justice, of course, is in the eye of the beholder...but that is something difficult for Banddthi to see.
Contacts / Friends
Enemies
Fasion - Murderer, rapist, slaver...the man Banddthi is willing to track to Sandpoint and beyond...
Statistic Block
Condition and Effects
Additional Information
The mountains couldn't contain her. Despite her parents insistence that she be a good housewife for a dwarven warrior, the young woman believed she had a higher calling: To serve Desna and right the wrongs of the world. The gods of her people were not her own; she was drawn out of the dark and into the light, literally and figuratively, by an intense drive that few of her kith and kin possessed. She was mocked by the boys and shunned by the girls...though the mocking ending not long after hitting puberty. Banddthi was indeed a strange dwarf... She began her life alone at 18, tracking bandits and helping caravans prepare for crossing The Crown. Excommunicated from her family, she'd made a living, but the fast-living and duplicitous nature of bounties didn't suit the beautiful and pious dwarf. Banddthi was destined for more than a simple life as a bounty hunter. Bounty hunters could be bought off. Bounty hunters could veer away from their path. Not her. She was an inquisitor. She was a divine hand of justice, a follower of Desna who believed that freedom, above all else should be preserved. With this metamorphosis, Banddthi soon left common bounties behind and began to seek only the foulest out. Molesters and rapists...slavers and brutes. At least...at least, that was her goal. Banddthi, though she found no shortage of work, was struggling to secure criminals higher up than simple goblin thieves in her young career. Perhaps it was because she still clung to the mountains of her youth as home. At age 20, two years after her parents disgusted dismissal of her, Banddthi encountered a caravan from Sandpoint, led by Sandru. The dwarf was out hunting a particularly pesky goblin, marked by purple tattoos on his cheeks, who had shot at a young child with a shortbow in a nearby settlement. The caravan interrupted her tracking. Though wary of strangers, Banddthi took an instant liking to Sandru. The caravan leader, though needing to move on, told Banddthi that if she ever was in need of employment beyond simply hunting goblins, she should come to Sandpoint; the caravan always needed strong guards like her. The caravan moved on and so did the years. Banddthi's dreams of justice and righteousness began to feel silly to her; she was little more than a common hunter, though one respected by the surrounding communities of her mountain home. But after another half-decade of goblin, orc and kobold-chasing, the dwarf knew that, no matter how many she hunted, she would never stem the tide. She was a fool. She thrust her finger into a dyke only to have another hole burst through and she knew it. Then she heard of the madman...the one she must catch. A monster...Fasion. What'd he'd done to those women... The dwarf began to hunt him. He was not easy prey...but she listened. And she followed... On the outskirts of an unnamed village in the mountains, she found him. He was holed up in a tavern. She tipped off the barfly, found the room, and went to bring him in. Then it got hazy... Hazy until, later... Then she'd peeled back the sheets...and she saw the young woman's brains in a pulp... She'd run ever since...
Other Notes
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Judgements: Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses. Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses. Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons. Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses. Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).