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About Duncan RedhammerFamily is everything, and for Duncan he had none and every day those more fortunate than he reminded him of it. Growing up in the hands of the faithful of Torag, only made him feel more isolated, when he realised it was the Angel of vengeance and not his racial deity that spoke to his heart. Still, Ragathiel did not anything beyond his hearts desires. He was to seek just vengeance for the oppressed and throw down those whose power inflicted wrongs upon the innocent. How he went about it was his choice. Duncan had noted the tendency spellcasters to lift themselves upon the shoulders of the innocent. The people of Westcrown, his adopted city, have their share of troubles and plenty of abusive powerbrokers who need bringing down. Duncan Redhammer
Hit Points: 6d8+(2Con per level+Favored)= 50
Shield: +1 Oak Buckler (Shield bonus: +1, +1magic) Protective Item(Misc): Nil Speed: 20' (4 squares) Saves:
BAB: +4
Weapons::
+1 Mithral Bastard Sword: Devil's Judge
Heavy Pick
Warhammer
+1 Cold Iron Battle axe
Masterwork Alchemical Silver Cestus R.hand or
Javelin
Skills::
Acrobatics: 3ranks, 2dex: 5
Bold=Class Skill / * Trained only
Racial Traits::
•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. •Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. •Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. •Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision). •Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. •Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. • Giant Hunter Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. •Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. •Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. •Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. •Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Feats::
Steel Soul, Power Attack, Likely Paired Opportunist
Blindfight 6- Bonus normally- Broken Wing Gambit Traits::
Glory of Old (+1 to Dwarven Racial Save bonus)
Westcrown Firebrand +1 to initiative and attacks in surprise round. Special Abilities:
Rage Domain- Ferocious StrikeDestructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level . You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 5/day Judgement 2/day, Spell Sage (add wis to spellcraft), Orisons Stern Gaze-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 (+3 Current) Knowledgeable Defence: Add +2 to AC or Saves vs identified spells. Cunning Initiative: Add WIS to initiative Solo Tactics:At 3rd level, all of the inquisitors 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 Feats: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.(2xday) Bane:Can imbune a weapon with the Bane ability as a swift action for (6) lvl/rounds per day. These rounds do not need to be consecutive. Spell Scent At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell's effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. This ability replaces track.
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).
Gear & Money::
Arms and Armor: +1 Mithral Bastard sword 3100gp Masterwork Jarring Agile Breastplate 1550gp Heavy Pick 8gp Warhammer 12gp 3x Daggers 6gp 20 Arrows +1 Cold Iron Battleaxe 1024gp Masterwork Alchemical Silver Cestus 325gp Cold Iron Cestus 10gp Buckler (Magic) 1005gp 2x Javelins 2gp Masterwork Composite Longbow 500gp (+2 Pull) Other Gear
Money:
Gems & Jewelry: Magic Items:
Spells:
Spells Known 0-Light, Create Water, Detect Magic, Stabilize, Sift, Detect Poison 1st level, 5/day
2nd Level, 4/day
Hooks:
What does true neutral mean to your character? Neutral Good. Sorry. Ragathiel doesn't allow True Neutral. Being Neutral Good, for Duncan means justice without being beholden to Law. He was raised among dwarves and sees the value of Law but knows they are not perfect and he will easily break them for the sake of good if required. Duncan focuses on justified vengeance and so while a city official might be above the law, he is not above Duncan's retribution . How is it Westcrown has become Duncan's adopted city? Duncan is called upon to be a light for justice in the face of cruel authority. He has been called.here, by Ragathiel, for this is a stronghold where oppression and evil is made legal. The populace are kept under heel by those in power and have no one to grant them justice. 3. How long has Ducan been in Westcrown? About a year. He has been working as any other smith by day and a vigilante at night when.his vision affords him an advantage. He targets any criminal he happens upon or ones who escape the Hellnights notice. 4. What, if anything, has Duncan done when confronted with crime? Depends on the crime. Duncan makes an effort to understand motivations. A man stealing food is only doing so because he is desperate. In which case , Duncan appears and drops a few coins to the vendor. A crime of the flesh is evil and more than one girl has found herself underneath an attacker who suddenly falls dead. Squirming free to see a dagger in the mans back, her rescuer unseen. 5. Describe 2-3 NPC's Duncan has met. Brian Mason- One bread theif Duncan followed home to see whatotivated him to steal. Seeing him merely bringing food to a shack to feed an underwieght and pregnent girlfriend, Duncan took pity on him and made the young man his apprentice at the forge he works at. The Smithy is owned by Grumm Sharpest, a fellow casteless dwarf who will plys his trade to any folk honest and with the coin. Grumm spied Duncan's well constructed weapons (fashioned himself) and not recognising their mark, asked who forged them. When Duncan replied he'd made them, he was hired on the spot. Player's notes:
When in a line: Broken Wing Gambit+Paired Oppourtunists= free attack for ally, plus one for me at +4. When Scouting: Stealth Synergy let's me use Shinon's roll if it's better than mine. When you want Max AC: Shield wall. Provided I am adjacent to John, my heavy shield grants +4 AC instead of two. When Flanking:
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