Eborne1 Posted March 14 Clone Share Posted March 14 Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard "Ohhh.... Drats!" Pearl says as her spell finds no footing. She decides the two warriors, with the help of Anhotep, will be enough to polish off the last of the combatants and slips past the fray, rushing into the next room on the heels of Raze to help chase down the bandit leader. OOC Quick Stats Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 26/26 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: None Combat Actions Free: Swift: Move: Standard: Full: Double Move Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted March 15 Clone Share Posted March 15 (edited) Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 HP 26/27 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 2d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch (used) 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1 (used), Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Scorching Ray (5/4/3/2/1 charges) Wand of Shield (6/5/4/3/2/1 charges) Now +2 to use Wand of Grease (9/8/7/6/5/4/3/2/1 charges) Wand of Vanish (8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours. Anhotep steps back around the pillar to Ramad, not happy about the stab he's expecting, but well.. Ramad needed a patching. Reaching Ramad, Anhotep casts the more powerful cure moderate wounds on him. OOC: Ramad gets back 17hp, there's different totals depending on where you look, but I assume Roll20 is the accurate number. Actions Holding wand of shield in the left, wand of scorching ray in the right Edited March 15 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls CMW swapping out Protection from Evil communal 17 2d8+4 8,5 Link to comment Share on other sites More sharing options...
Terran Posted March 15 Clone Share Posted March 15 (edited) Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ When Raze sees the boss man open up a secret door on the far wall of the room, the Tiefling rogues yells it out to inform her colleagues who were still fighting in the entrance chamber of the lair, "The boss man is getting away through a secret door near the south-east corner over here!" As Zelda enters the room on the ground below her, the Tiefling rogue loads an unusual looking arrow into her fancy composite short bow and then launches the projectile at the fleeing bossman who was trying to escape through the hidden door to a stairway leading down, quickly dropping her bow after the shot. Next, the burglar quickly moves across the ceiling to a position directly above the boss man drawing a club on the way. If the boss man is not entangled, then Raisin will release the vial she holds with her prehensile tail before dropping from the ceiling and tumbling directly on top of the boss man, using his body to break her fall and hopefully trapping him beneath her falling body. Mechanics TANGLESHOT ARROW: Benefit: You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 10 Reflex save, DC 12 Strength check to break, 10 points of slashing damage to cut through, DC 10 Concentration check). Drawback: The weight of a tangleshot arrow reduces its range increment to half normal. Free Action: -4 hit points to Boss from last round's wound due to Rogue's Bleeding Attack Ability (-4 hit points each round until wound is healed by heal check or magic) and Speak Swift Action: Standard Action: Attack Boss with mw composite short bow using Blessing of the Watch +1 bonus and Tangleshot Arrow - Saves Reflex DC10, Strength DC12 Free Action: Drop Bow and draw club as part of her move action Move: 30 feet on ceiling above boss man Contingent Free Actions: Drop vial of acid on to boss man from above and then drop/fall upon boss man from above using Acrobatics skill to break the fall and to try and prevent his departure Move Action: TOTAL DAMAGE to Boss Man from prior attack - Rogue's Bleeding Attack Ability -4 hit points this round and +1 acid attack (at least splash damage) and possible additional damage from Raze dropping on top of the boss man from the ceiling DM - Please note that Raisin will not drop the vial nor tumble from the ceiling on top of the boss man if he is held by the tangleshot arrow. Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects); Strength Potion (+4 Strength for 3 minutes); Spider Climb Potion (30 minutes) Edited March 15 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Boss Man with MW Composite Short Bow 16 1d20+9 7 Drop Acid on Boss Man 11 1d20 11 Acid Damage 1 1d6 1 Acrobatics 30 1d20+11 19 Non-lethal Damage from Fall on to Boss Man 5 1d6 5 Link to comment Share on other sites More sharing options...
Rakle Posted March 17 Author Clone Share Posted March 17 The Story Drosh and Ramad finish off the last wizard rogue. Anhotep heals Ramad. Pearl rushes in the other room. Raisin fires and arrow and misses. She drops a vial acid at the man. It misses but he takes some acid damage. He enters the secret passage, and quickly starts descending into the dark. It hadn't been noticed because the light rooms had concealed the light, an object on him is radiating magical light. The last remaining man in the room turns and runs. Notes: @Steel Warrior @dhemon @Starhawk @Eborne1 @Terran Boss man has descended 50' Ramad can take an aoo. Everyone can go. Party Status Ramad: hero pts: 2;25/32 hp Anhotep: hero pts: 3; 27/27 hp Raisin: hero pts 2; 31/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted March 17 Clone Share Posted March 17 (edited) Raze Nae' Aire, Unchained Tiefling Rogue QUICK STATS: AC=22, Touch=14, FF=18 / HP=26/31 / Init=4 / Saves: Fort=4, Reflex=10, Will=4 _______________________________________________________________________ Raze tumbles to the ground right and pops up right behind the fleeing boss man and, since she has the lead in the race compared to her colleagues, the rogue doesn't hesitate as she jumps into action whipping her tail around to draw a metal rod with a golden tip. Moving quickly down the spiral staircase, a light 'Shring' sounds as the rogue draws a fancy rapier while she quickly moves down the spiral staircase into the darkness using her darkvision to keep her eyes on the fleeing felon. Taking a chance that the metallic rod will ignite when the end strikes something either on the way down or when it reaches the bottom, Raisin releases the alchemical light from the grip of her prehensile tail and simply allows the device to plunge down into the darkness. Mechanics Move Action: Stand up Swift Action: Draw sunrod from belt with prehensile tail Standard Action: Move: 30 feet down spiral staircase behind boss man Free Action: Draw Weapon as part of a move action and drop sunrod Continuing Effects: Blessing of the Watch: (+1 morale bonus on attack rolls and on saving throws against fear effects); Strength Potion (+4 Strength for 3 minutes); Spider Climb Potion (30 minutes) Edited March 17 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted March 17 Clone Share Posted March 17 (edited) Ramad Khajeel Ramad Khajeel Inquisitor 3/Warpriest 1, HP: 32/32 Saves: Fort 6, Ref 2, Will 7 AC: 23, 11(touch), 22(flat-footed) Speed: 30 Perception: +9 Initiative: +14 Surviving the brief conflict so far has eased his concerns, as the leader has already made a big lead away from them, the one that just began to run, still within reach, Ramad tries to deal a strong blow. Trading accuracy for power, the strike misses. OOC: Enlarge 3 minutes 4rds. Statblock [URL=/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, [B]Level[/B] 4, [B]Init[/B] 14, [B]HP[/B] 32/32, [B]Speed[/B] 30 [B]AC[/B] 23, [B]Touch[/B] 11, [B]Flat-footed[/B] 22, [B]CMD[/b] 17, [B]Fort[/B] 6, [B]Ref[/B] 2, [B]Will[/B] 7, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] MW Heavy Shield[/B] (+10 Armor, +2 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]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.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]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).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, 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.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=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.[/ooc], [ooc=Teamwork Feat]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.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] 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. • [B]Healing:[/B] 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. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] 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. • [B]Piercing:[/B] 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. • [B]Protection:[/B] 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. • [B]Purity:[/B] 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. • [B]Resiliency:[/B] 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. • [B]Resistance:[/B] 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.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Cure Light Wounds, Divine Favor, Protection from Evil, Wrath[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Comprehend Languages, Endure Elements[/spoiler] Ramad Khajeel M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, Level 4, Init 14, HP 32/32, Speed 30 AC 23, Touch 11, Flat-footed 22, CMD 17, Fort 6, Ref 2, Will 7, CMB +6, Base Attack Bonus +3 +1 Longsword +8 (1d8+4, 19-20/x2) silver MW Dagger +7 (1d4+3, 18-20/x2) +1 Full Plate , MW Heavy Shield (+10 Armor, +2 Shield, +1 Dex) Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. , Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks. , Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed. Drawback: Foul Brand Effect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. (face) Feats: 1st Additional Traits 3rd: Improved Initiative Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. , Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level. Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe 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. , Orisons, Stern Gaze (Ex)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)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. , Detect Alignment (Sp)At 2nd level, 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. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: 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 FeatAt 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. Shielded Caster Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved. Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. 4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities. , War War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Judgements Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • 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. • Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • 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. Inquisitor Spells Known: 0: 6, 1st: 4 Spells Per day: 1st: 4 0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic 1st: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath Warpriest Spells Spells Per Day: 0: 3, 1st: 2 0: Mending, Purify Food and Drink, Spark 1st: Comprehend Languages, Endure Elements Edited March 17 by Steel Warrior (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Power Attack 8; 12 1d20+7;1d8+7 [1]; [1,5] Link to comment Share on other sites More sharing options...
Rakle Posted March 21 Author Clone Share Posted March 21 @dhemon @Starhawk @Eborne1 Are your characters doing anything? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eborne1 Posted March 21 Clone Share Posted March 21 (edited) Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Pearl continues to give chase, clopping her way through the secret door and down the stairs after the bandit leader. OOC 25' to the door. 35' down the stairs? Quick Stats Madame Zelda "Pearl" Mordeaux Lv. 4 Goblin Shadowcaster Wizard Caster Level: 4 / Speed: 30 / Initiative: 3 / Perception: 5 (darkvision 60ft) DEFENSE AC: 15 [19] Touch: 15 Flat Footed: 12 HP: 26/26 FORT: 3 REFLEX: 5 WILL: 6 OFFENSE PREPARED SPELLS: STATS STR: 9 DEX: 16 CON: 12 INT: 18 WIS: 12 CHA: 10 BAB: 2 CMB: +0 CMD: 13 CONDITIONS: None Combat Actions Free: Swift: Move: Standard: Full: Double Move Edited March 21 by Eborne1 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Starhawk Posted March 21 Clone Share Posted March 21 (edited) Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 HP 26/27 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 2d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch (used) 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1 (used), Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Scorching Ray (5/4/3/2/1 charges) Wand of Shield (6/5/4/3/2/1 charges) Now +2 to use Wand of Grease (9/8/7/6/5/4/3/2/1 charges) Wand of Vanish (8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours. Anhotep is momentarily torn between going after the running smuggler and going after Madame Zelda and Raizin. However, since Zelda and Raizin had elected to pursue the leader so must he. Anhotep runs to catch up. Actions Holding wand of shield in the left, wand of scorching ray in the right Edited March 22 by Starhawk (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted March 22 Clone Share Posted March 22 HP: 27/27 | AC: 24 - FF: 21 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 2/4 Transmutation : 4/5 Uninvested : 0/9 | Active EffectsBlessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Combat Trick : Phalanx Formation : 8/10 Rounds Trusting the others to take down the boss, Dros swiftly moved after the fleeing thug. Unfortunately, his haste to catch up left him unable to immediately lash out, so the half-elf offered the runner a bland smile instead. "Last chance to stand down, friend." Even with the offer, he was prepared to try to cut the man down if he kept going. Actions Full Round Action : Run 50' Name xDiceName xDiceResult xDiceString xDiceRolls AOO if triggered : Attack; Damage 12; 11 1d20+10;1d10+7 [2]; [2,4] Link to comment Share on other sites More sharing options...
Rakle Posted March 24 Author Clone Share Posted March 24 acrobatics Name xDiceName xDiceResult xDiceString xDiceRolls acrobatics 23 1d20+11 12 Link to comment Share on other sites More sharing options...
Rakle Posted March 24 Author Clone Share Posted March 24 The Story The sunrod bangs and clanks as it falls to the bottom of the staircase. Bouncing off a handrail, it lights up before hitting the bottom. The light shows that the staircase descends sixty feet. Pearl and Raisin give chase. The bossman descends the remaining ten feet and charges down a corridor. Anhotep follows after them. The remaining smuggler has the one luckiest moments in his life. Ramad swings at him and misses. Dros moves into striking range. The man is able to tumble out of Dros' reach. Then he jumps the pit, and starts to run up the stairs... Notes: @Steel Warrior @dhemon @Starhawk @Eborne1 @Terran Raisin will need to 30' of movement to enter the stairwell square on the corridor map. Pearl will need to move 25' to do the same. . Everyone can go. Party Status Ramad: hero pts: 2;25/32 hp Anhotep: hero pts: 3; 27/27 hp Raisin: hero pts 2; 31/31 hp Dros: Hero pts 2; 27/27 hp Pearl: Hero pts 3; 26/26 hp acrobatics Name xDiceName xDiceResult xDiceString xDiceRolls acrobatics 26 1d20+11 15 Link to comment Share on other sites More sharing options...
Starhawk Posted March 24 Clone Share Posted March 24 Anhotep, Blossoming Light Cleric of Khepri AC 22 (Mage Armor and Shield) so 22 HP 26/27 Init +2 Fort 5 Ref 3 Will 8 Channels 11/11 Copycat 6/6 Male NG Aasimar Cleric (Blossoming Light), Level 4, Init 2, HP 27/27, Speed 30' Str 8 Dex 14 Con 12 Int 12 Wis 17 Cha 18 AC 14, Bracers of Armor +1, Ring of Protection +1 Touch 13, Flat-footed 11, CMD 13, Fort 4, Ref 3, Will 7, CMB 0, Base Attack Bonus 3 * Longspear +2 (1d8-1, x3) Reach, Brace (+1 dam 1st hit) No Armor, No shield (+2 Dex) * Channels 11/11 day 30'r burst DC17 Will save for half 2d6 (2d6+6 vs undead) no channel resistance * Copycat (Move Action) 6/6 4rnd duration single mirror image Orisons Enhanced Diplomacy, Detect Magic, Light, Resistance 1st level spells Carrion Compass 1, Ears of the City 1, Invisibility to Undead 1, Blessing of the Watch (used) 1, Pearl 1 2nd level spells (3) Drunkard's Breath 1, Protection from Evil (Communal) 1 (used), Burst of Radiance 1 SLA Daylight Wand of Protection from Evil (38/50) charges Wand of Cure Light Wounds (45/50 charges) Wand of Cure Light Wounds (18 charges) -2 this post Wand of Lesser Restoration (10/9/8/7/6/5/4/3/2/1 charges) Wand of Scorching Ray (5/4/3/2/1 charges) Wand of Shield (6/5/4/3/2/1 charges) Now +2 to use Wand of Grease (9/8/7/6/5/4/3/2/1 charges) Wand of Vanish (8/7/6/5/4/3/2/1 charges) +2 to roll having been used. Pearl of Power 1st level Abilities Str 8, Dex 14, Con 12, Int 14, Wis 16, Cha 18 Condition DR5 vs acid, cold and electricity, Darkvision 60' Blessing of the Watch: Each member of the company gains a +1 morale bonus on attack rolls and on saving throws against fear effects. This lasts four hours. Anhotep covers the 30' to the top of the stairs, then continues 30' down the stairs. Actions Holding wand of shield in the left, wand of scorching ray in the right Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dhemon Posted March 25 Clone Share Posted March 25 (edited) HP: 27/27 | AC: 24 - FF: 21 - Touch: 13 | Fort: 7 Ref: 6 Will: 7 Spell Slots1 : 4/4 2 : 2/2 | Mental FocusAbjuration : 2/4 Transmutation : 4/5 Uninvested : 0/9 | Active EffectsBlessing of the Watch : Bless : +1 Atk & +1 Saves against Fear Combat Trick : Phalanx Formation : 8/10 Rounds Letting out a quiet "Bah." as the smuggler kept running, demonstrating a level of agility that he hadn't expected, Dros shrugged and turned around. Setting off at a jog again, he started moving after the others, as quickly as he could manage. Actions Full Round Action : Run 55' E Edited March 25 by dhemon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Steel Warrior Posted March 25 Clone Share Posted March 25 Ramad Khajeel Ramad Khajeel Inquisitor 3/Warpriest 1, HP: 32/32 Saves: Fort 6, Ref 2, Will 7 AC: 23, 11(touch), 22(flat-footed) Speed: 30 Perception: +9 Initiative: +14 Seeing the other smuggler make his leave, the ifrit dismisses his enlarged state, and moves double the pace to get to the passage the leader had headed off to. OOC: Enlarge 3 minutes 4rds. Statblock [URL=/sheets/?id=2803959][B][SIZE=+1]Ramad Khajeel[/SIZE][/B][/URL] M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, [B]Level[/B] 4, [B]Init[/B] 14, [B]HP[/B] 32/32, [B]Speed[/B] 30 [B]AC[/B] 23, [B]Touch[/B] 11, [B]Flat-footed[/B] 22, [B]CMD[/b] 17, [B]Fort[/B] 6, [B]Ref[/B] 2, [B]Will[/B] 7, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] +3 [B] +1 Longsword [/B] +8 (1d8+4, 19-20/x2) [B]silver MW Dagger [/B] +7 (1d4+3, 18-20/x2) [B] +1 Full Plate[/B], [B] MW Heavy Shield[/B] (+10 Armor, +2 Shield, +1 Dex) [B]Abilities[/B] Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 [B]Condition[/B] [B]Skills:[/B] Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 [B]Languages:[/B] Common, Draconic, Dwarven, Elven, Ingan, Necril [B]Traits:[/B] [B]Campaign: [/B][ooc="Undead Crusader"]You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.[/ooc], [B]Combat:[/B] [ooc="Reactionary"]Benefit: You gain a +2 trait bonus on initiative checks.[/ooc], [B]Magic:[/B] [ooc="Gifted Adept"]Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. [B]Benefit: [/B]Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.[/ooc] (burning hands), [B]Social:[/B] [ooc="Wanderlust"]Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.[/ooc] [B]Drawback:[/B] [ooc="Foul Brand"][B]Effect:[/B] You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.[/ooc] (face) [B]Feats: 1st[/B] Additional Traits [B]3rd:[/B] Improved Initiative [B]Racial Features:[/B] Darkvision 60', [ooc="Wildfire Heart"]Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.[/ooc], [ooc="Efreeti Magic"]Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. [/ooc], [ooc="Magma Affinity"]Ifrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level.[/ooc] [B]Inquisitor Class Abilities:[/B] [B]1st:[/B] Domain: Ash Subdomain, Judgement 1/day, [ooc="Monster Lore"]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.[/ooc], Orisons, [ooc="Stern Gaze (Ex)"]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).[/ooc], [ooc=Cunning Initiative (Ex)]At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.[/ooc], [ooc=Detect Alignment (Sp)]At 2nd level, 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.[/ooc] [B]2nd:[/B] [ooc=Track (Ex)]At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.[/ooc] [B]3rd:[/B] [ooc=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.[/ooc], [ooc=Teamwork Feat]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.[/ooc] [ooc="Shielded Caster"][B]Benefit:[/B] Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.[/ooc] [B]Warpriest Class Abilities: 1st:[/B] [ooc="Aura (Ex)"]A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).[/ooc]Neutral, [ooc=Blessings (Su)]A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.[/ooc] 4/day [ooc=Fire]Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.[/ooc], [ooc=War][B]War Mind (minor):[/B] At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.[/ooc] [spoiler=Judgements]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • [B]Destruction:[/B] 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. • [B]Healing:[/B] 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. • [B]Immolation:[/B] The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • [B]Justice:[/B] 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. • [B]Piercing:[/B] 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. • [B]Protection:[/B] 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. • [B]Purity:[/B] 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. • [B]Resiliency:[/B] 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. • [B]Resistance:[/B] 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.[/spoiler] [spoiler=Inquisitor Spells][B]Known: 0:[/B] 6, [B]1st:[/B] 4 [B]Spells Per day:[/B] [B]1st:[/B] 4 [B]0-lvl:[/B] Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic [B]1st:[/B] Cure Light Wounds, Divine Favor, Protection from Evil, Wrath[/spoiler] [spoiler=Warpriest Spells][B]Spells Per Day:[/B] [B]0:[/B] 3, [B]1st:[/B] 2 [B]0:[/B] Mending, Purify Food and Drink, Spark [B]1st:[/B] Comprehend Languages, Endure Elements[/spoiler] Ramad Khajeel M Neutral Lavasoul (Magma Ifrit) Inquisitor 3, Warpriest 1, Level 4, Init 14, HP 32/32, Speed 30 AC 23, Touch 11, Flat-footed 22, CMD 17, Fort 6, Ref 2, Will 7, CMB +6, Base Attack Bonus +3 +1 Longsword +8 (1d8+4, 19-20/x2) silver MW Dagger +7 (1d4+3, 18-20/x2) +1 Full Plate , MW Heavy Shield (+10 Armor, +2 Shield, +1 Dex) Abilities Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Condition Skills: Climb 2, Diplomacy 2, Heal 7, Intimidate 7, Arcana 4, History 4, Perception 9, Sense Motive 8, Spellcraft 4, Stealth +0, Survival 11, Swim 2 Languages: Common, Draconic, Dwarven, Elven, Ingan, Necril Traits: Campaign: Undead CrusaderYou have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you. , Combat: ReactionaryBenefit: You gain a +2 trait bonus on initiative checks. , Magic: Gifted AdeptYour interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. (burning hands), Social: WanderlustBenefit(s): Treat your base land speed as 10 feet higher when determining your overland speed. Drawback: Foul Brand Effect: You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. (face) Feats: 1st Additional Traits 3rd: Improved Initiative Racial Features: Darkvision 60', Wildfire HeartIfrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. , Efreeti MagicSome ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. , Magma AffinityIfrit sorcerers with the efreeti bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Ash subdomain use their domain powers and spells at +1 caster level. Inquisitor Class Abilities: 1st: Domain: Ash Subdomain, Judgement 1/day, Monster LoreThe 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. , Orisons, Stern Gaze (Ex)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)At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. , Detect Alignment (Sp)At 2nd level, 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. 2nd: Track (Ex)At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. 3rd: 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 FeatAt 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. Shielded Caster Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. • If your ally is wielding a buckler or a light shield, this bonus increases by +1. • If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. • Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved. Warpriest Class Abilities: 1st: Aura (Ex)A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Neutral, Blessings (Su)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. 4/day FireFire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities. , War War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Judgements Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. • 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. • Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target’s fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target’s resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level. • 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. Inquisitor Spells Known: 0: 6, 1st: 4 Spells Per day: 1st: 4 0-lvl: Create Water, Detect Magic, Detect Poison, Disrupt Undead, Light, Read Magic 1st: Cure Light Wounds, Divine Favor, Protection from Evil, Wrath Warpriest Spells Spells Per Day: 0: 3, 1st: 2 0: Mending, Purify Food and Drink, Spark 1st: Comprehend Languages, Endure Elements Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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