Vagorg

Gaeldrung's page

599 posts. Organized Play character for Choon.


Full Name

Gaeldeung #62951-2

Race

Half Orc XP 1

Classes/Levels

HP: 18/18 | AC: 16/11/15 | F:5 R:1 W:5 | CMD: 16 CMB: 5 | Init: +3 Percep: +7

Alignment

CN

Deity

Gorum

Strength 16
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Gaeldrung

Stats
Male Half Orc Inquisitor (sin eater) 3
Init +3 (+1 dex,+2 wis); Senses: Perception +7,
STATS
Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 10

Defence/ Offence
AC 16, Touch 11, Flat-Footed 15 (+2 dex, +5 armor)
HP 18/18 PFS progression, +2 favored class
Fort +5, Ref +1, Will +5
CMD 16

Offence
Speed 30 (20 in armor)
Melee:
+6 Mwk. Greatax (1d12+4 x3)

Ranged:
Sling +2 (1d4+3 x3) 50ft.
Acid Flask +2 (1d6 splash) 20ft.

B.A.B. +2, CMB +5

Traits and Feats
Traits
Reactionary: +2 Init.
Fate's Favored: +1 for all luck bonuses

Feats
Judgement Surge - Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.
Power Attack
Horde Charge - If an ally charges a foe, gain +2 attack and damage if you also charge that foe.

Spells
Concentration +5

1st lvl (3 known 3/day, DC 13):
Divine Favor, Forbid Action
Expeditious Retreat

0 lvl (4 Known, DC 12):
Read Magic, Resistance, Guidance, Detect Magic, Brand

Skills/ Languages
(Skill bonus=rank+ability+class+misc)

Bluff: 6=3+0+3
Intimidate: 9=3+0+3+1+2
Know (Religion): 7=3+1+3
Perception: 8=3+2+3
Prof(priest): 83+1+2+3
Sence Motive 9=3+2+3+1
Spellcraft: 7=3+1+3

+1 to identify monsters

Total = 14 (+6/lvl, +1/lvl Int)

Languages
Common, Orc, Goblin

Judgements reference:

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).

Consumables (potions, poisons, etc.):

Holy water x1
Acid Flask x5
Wand of CLW x1 [50/50]

Special qualities
Racial

Feat and Skill Racial Traits
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits
Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class-based
Eat Sin (Sp)
At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).

Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those withIntelligence 2 or less.

At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.

At 8th level, when a sin eater eats the sins of a creature that would rise as anundead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporarynegative level to absorb the taint in the corpse, preventing it from rising as anundead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanentnegative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.

This ability replaces an inquisitor’s domain.

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.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Monster Lore (Ex)
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.

Cunning Initiative (Ex)
At 2nd level, an inquisitor adds herWisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
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.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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).

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 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 asteamwork 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 bonusteamwork 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 featgained. Whenever she gains a newteamwork feat, the previous teamwork featbecomes 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.

Gear:

Carrying Capacity: 76/153/230 current: 82lbs.
Mwk. Greatax (320gp, 12 lbs)
Sling (0gp, 1 lbs)
Bullets, Sling x10 (1sp; 5 lbs)
Scale Mail (50p; 30 lbs)
Acid Flask x5

Backpack
-in backpack -
Kit, Inquisitor's
Price 30 gp; Weight 34 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

-Cash-
2651gp 8sp /720 spent
-5g, 7s as bribe
1926g, 3s available

Fluff:

Gaeldrung is a rare beast. He has two instances of Orc in his blood (his great grandmother on his mother's side and his father's father), so you would think that his blood would dictate his life. It certainly appears that it has. He is tall, strong, clad in scale mail, and wields a huge ax. He's practically a walking stereotype. However, Gaeldrung is one of the few who choose to live the stereotype.
He was raised in Absolom around the famous Pathfinders and their tales of exploration and adventure, but never had any intention of joining them. From a young age he has always been facinated by his father's Lord in Iron. He was always fighting and wrestling not because his blood spurned him to, but because that's what Gorum did. He grew up performing his daily Obediance with his father as his mother cooked breakfast.

When he came of age, he joined the church and showed a particular passion for the pursuit and destruction of Gorum's most hated foes: pacifists, non-violent protestors, and others who, when asked "Will you fight" answered, "No".

When his training was complete he was assigned to the Pathfinders. Why hunt Pacifists on the church's dime when the Pathfinders were willing to send people all over the world?