Bounty Hunter

Herrick Whiteraven's page

227 posts. Organized Play character for Greymore.


Full Name

Herrick Whiteraven

Race

LN Human Zenquisitor 10 | HP 88/76 | AC:21 T:21 FF:15 CMD:29| F+16 R+18 W+17| Init +13| Perc +27| Bane 19/19

Classes/Levels

|Liberation 9/9|Freedom's Call 9/9|Second Judgement 0/3|Perfect Strike 3/3|Conditions: none| Effects:

About Herrick Whiteraven

Herrick Whiteraven
Male human (Vudrani) inquisitor of Feronia 9/unchained monk 1 (Pathfinder RPG Advanced Player's Guide 38, 115, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +13; Senses Perception +23
Aura freedom's call (30 ft., 9 rounds/day)
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Defense
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AC 21, touch 21, flat-footed 15 (+5 Dex, +1 dodge, +5 Wis; +2 deflection vs. evil)
hp 76 (10 HD; 9d8+1d10+22)
Fort +12, Ref +12, Will +13; +4 dodge bonus to Ref Save vs. allies spells(friendly fire maneuvers feat), +4 and one size larger to resist effects of wind
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Offense
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Speed 30 ft.
Melee mwk sickle +9/+4 (1d6+1) or
. . unarmed strike +8/+8/+3 (1d6+1)
Ranged or Extra arrow on full round attack from Manyshot
. . +1 adaptive holy composite longbow Rapid Shot +11/+11/+6 (1d8+2/×3 plus 2d6 vs. evil) or
. . +1 adaptive holy composite longbow +13/+8 (1d8+2/×3 plus 2d6 vs. evil)

Special Attacks flurry of blows (unchained), greater bane (19 rounds/day), judgment 3/day (2 simultaneous), perfect strike 3/day
Inquisitor Spell-Like Abilities (CL 9th; concentration +14)
. . At will—detect alignment, discern lies (9 rounds/day)
Inquisitor Spells Known (CL 9th; concentration +14)
. . 3rd (4/day,USED 1)—channel vigor, daybreak arrow[UC], heroism, greater magic weapon
. . 2nd (5/day, USED 2)—cure moderate wounds, hunter's lore, resist energy, sacred bond[APG] (DC 17), see invisibility, silence (DC 17), weapon of awe[APG] (DC 17)
. . 1st (7/day, USED 7)—comprehend languages, cure light wounds, divine favor, heightened awareness[ACG], keep watch, lend judgment[UM] (DC 16), protection from evil, shield of faith
. . 0 (at will)—detect magic, detect poison, disrupt undead, guidance, light, sift[APG]
. . Domain Liberation
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Statistics
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Str 12, Dex 20, Con 14, Int 12, Wis 20, Cha 7
Base Atk +7; CMB +8; CMD 29

Feats Coordinated Shot[ACG], Deadly Aim, Dodge, Enfilading Fire[UC], Extended Bane[UM], Friendly Fire Maneuvers, Improved Unarmed Strike, Manyshot, Perfect Strike[APG], Point-Blank Shot, Precise Shot, Rapid Shot
Traits reactionary, schooled inquisitor

Skills:
Heroism Adds +2 to morale bonus to all, Heightened Awareness +2 competence bonus to perception/knowledges
Acrobatics +12
Climb +7
Diplomacy +3
Heal +9
Intimidate +14
Knowledge (arcana) +12(+17 to identify abilities and weaknesses of creatures)
Knowledge (dungeoneering) +9(+14 to identify abilities and weaknesses of creatures)
Knowledge (engineering) +2
Knowledge (geography) +2
Knowledge (history) +5
Knowledge (local) +6(+11 to identify abilities and weaknesses of creatures)
Knowledge (nature) +8(+13 to identify abilities and weaknesses of creatures)
Knowledge (nobility) +2
Knowledge (planes) +9 (+16 to identify abilities and weaknesses of creatures)
Knowledge (religion) +9 (+16 to identify abilities and weaknesses of creatures)
Linguistics +2
Perception +23
Profession (engineer) +9
Sense Motive +17
Spellcraft +5
Stealth +9
Survival +14 (+16 to avoid becoming lost/+18 to Track)
Swim +5

Languages Aklo, Common, Osiriani, Vudrani

SQ liberation (9 rounds/day), monster lore +5, solo tactics, stern gaze +4, track +4

Combat(limited uses) Gear:
adamantine durable arrow (10), oil of bless weapon, potion of bull's strength (2), potion of cat's grace (2), scroll of dimensional anchor, scroll of invisibility purge (x2), scroll of lesser (x2) restoration, scroll of lesser restoration (CL 3rd), scroll of lesser restoration (CL 3rd), universal solvent (3), wand of cure light wounds(38/50), wand of mage armor(50/50), alchemist's fire (5), antiplague[APG] (2), antitoxin (2), durable arrow (20), holy water (5), holy weapon balm[ACG] (3), oil (2), smelling salts[APG], smokestick (5), soothe syrup[APG] (2), stillgut[ARG] (2), tanglefoot bag (3), weapon blanch (adamantine)[APG] (3), weapon blanch (cold iron)[APG] (3), weapon blanch (ghost salt) (2), weapon blanch (silver)[APG] (3)

Other Gear(unlimited uses):
+1 adaptive holy composite longbow, blunt arrows[APG] (20), mwk sickle, whistling arrow[UC] (5), bane baldric[UE], belt of physical might +2 (Dex, Con), clear spindle ioun stone, cloak of resistance +2, cracked dusty rose prism ioun stone, cracked vibrant purple prism ioun stone(spell storing)[/i], efficient quiver, eyes of the eagle, goz mask[ISWG], handy haversack, headband of mental prowess +2 (Int, Wis), swarmbane clasp[UE], wayfinder[ISWG], bedroll, belt pouch, candle (10), climber's kit, flint and steel, holy text (Feronia)[UE], manacles (2), mess kit[UE], silk rope (100 ft.), smoked goggles[APG], soap, spell component pouch, sunrod (3), tindertwig (5), torch (10), waterproof hooded lantern[UE], wooden holy symbol of Feronia, wrist sheath, spring loaded, 6,080 gp, 3 sp

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Special Abilities
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Bane (+2 / 2d6, 19 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp./+2 if Flanking
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (9 rounds/day) (Sp) Discern Lies at will
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Freedom's Call (30 ft., 9 rounds/day) (Su) Allies in 30 ft aura suppress confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions.
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor Domain (Liberation) Granted Powers: Liberation(see below), Freedom's Call(see above)
Liberation (9 rounds/day) (Su) Act as if you had freedom of movement for 9 rounds/day.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Perfect Strike (2d20, 3/day) With bows, roll twice to hit, take higher of the two. If crit threat is rolled, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (3/day) (Su) Two judgments activated simultaneously.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Track +4 Add the listed bonus to Survival checks made to track.
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A dark eyed man of medium height, long limbs, and slender build walks slowly into the room, seemingly cautious. He is clad in sturdy leathers and mithril with his head covered by an ornate hooded cowl. What skin is exposed is ashen grey and shows great weathering. Upon his back he carries a magnificent bow, and a nondescript quiver filled with arrows. He could very well be any other archer among the Society, but his openly displayed holy symbol of Feronia tells a different story.

Common combat modifiers:greater magic weapon(+2), if ally threatens +1(Coord Shot), if flank +4(Coord Shot/Enfilading Fire), Judgements(Justice/Destruction) +2/+4, bane +2/+2 +2d6, divine favor +3/+3(luck), attack from conceal(in smoke or mist/deny dex to target AC), heroism +2 to hit(morale), rapid shot(-2 to hit/extra attack), deadly aim -2/+4

Bot Me Combat:
Herrick will always roll an appropriate Knowledge check to identify enemies, then activate the appropriate bane on his weapon(usually his bow) in the first round of combat as a swift action. If combat goes longer than one round, and there are multiple enemies left or especially challenging ones, he will activate his judgement on round two(he can choose 2 at one time) and likely use justice for a +2 to hit, and destruction for +4 to damage. If he has time to prepare, he will cast divine favor just before the start of combat or in the surprise round, and if he has longer than one round, he will have heroism running, as it is useful outside of combat, and heightened awareness for both the bonuses it offers and the option to gain a +4 to initiative(if he absolutely has to go first).
It is important to note that Herrick gains bonuses from his teamwork feats that come into play when any allies are near an enemy, or if they flank an enemy.

It is also important to note that Herrick is able to automatically(doesn't use an action) have freedom of movement should he ever become subject to any condition that would hinder his movement, such as slow, entangle, difficult terrain or grappling(this list is not exhaustive) because of his Inquisitor Domain power Freedom(9 rounds a day), and he can also activate a 30' aura that behaves similar, but also for allies.

To Hit Calc:BAB+7, Dex+5, PBS+1(remove if beyond 30'), Enhancement+2, Divine Favor(Luck)+3, Haste+1, Heroism(Morale)+2, Bane+2,Coordinated Shot/Ally Threatens+1, Rapid shot-2, Deadly Aim-2=+20(23 if allies flank foe)
[dice=Manyshot(2 arrows)]d20+20[/dice]
[dice=Haste]d20+20[/dice]
[dice=Rapid Shot]d20+20[/dice]
[dice=Iterative]d20+15[/dice]
Bonus Damage Calc:Str+1, enhancement+2,deadly aim+4,PBS+1(if beyond 30' ignore),Bane+2(also +2d6),Divine Favor(luck)+3, (+2d6 vs evil from Holy)=+13(add +4 if he has judgement of destruction up)
[dice=2 SilverArrows/Magic piercing holy damage+bane+daybreak]2d8+26+4d6+4d6+2d6[/dice]
[dice=Silver/Magic piercing holy damage+bane+daybreak]1d8+13+2d6+2d6+1d6[/dice]
[dice=Silver/Magic piercing holy damage+bane+daybreak]1d8+13+2d6+2d6+1d6[/dice]
[dice=Silver/Magic piercing holy damage+bane+daybreak]1d8+13+2d6+2d6+1d6[/dice]

BOON()()():
Worthy Foe(undead) from TOME OF RIGHTEOUS REPOSE]Lastwall is the inner sea's bullwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that proceeds this boon to gain one of two benefits against undead. First you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creature's attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of your next turn.

Current Attack Profile:
BAB+7, Dex+7, Enhancement+1, Inspire Courage +3, Greater Heroism +4 (morale), Bane+2, Rapid shot-2, Deadly Aim-2=+20

[dice=Manyshot(2 arrows)]d20+20[/dice]
[dice=Rapid Shot]d20+20[/dice]
[dice=Iterative]d20+15[/dice]

Str+3, enhancement+1,deadly aim+4,weapon of awe(+2 sacred), Inspire Courage/Flagbearer +5, judgement destruction +4, Bane(+2/+2d6), +1d6 sonic, Holy (+2d6 vs evil)=+19+2d6+1d6+2d6.

[dice=2 Durable Arrows/Magic piercing damage+bane+sonic+holy]2d8+38+4d6+2d6+4d6[/dice]
[dice=Durable Arrows/Magic piercing damage+bane+sonic+holy]1d8+19+2d6+d6+2d6[/dice]
[dice=Durable Arrows/Magic piercing damage+bane+sonic+holy]1d8+19+2d6+d6+2d6[/dice]

30 Arrows coated with Adamantine Blanch
20 Arrows coated with Cold Iron Blanch
28 Arrows coated with Silver Blanch
20 Arrows coated with Ghost Salt
10 Adamantine Durable Arrows
20 Regular Durable Arrows
20 Blunt Arrows

PFS Stuff:
Player: Greymore
Character: Herrick Whiteraven
PFS#: 133512-10
Faction: Scarab Sages
Day Job: [dice=Survival(Hunting Lodge)]d20+14[/dice]