Bard

Larisa Doe's page

714 posts. Alias of Balancer.


Full Name

Larisa Doe

Race

Human

Classes/Levels

Inquisitor (Sanctified Slayer) 5/ Fighter (Weapon Master) 4; Init +5; Perception +14; AC: 19 T: 13 FF: 16; HP 73/73; F: +8 R: +5 W: +7; CMD 20; +1,Longbow +13/+8 1D8+4 (20 x3) 100ft; Rapid Shot -2, Deadly Aim -2/+4, Sneak Attack +1D6

Gender

F

Alignment

LN

Deity

Erastil/Green Man

Strength 10
Dexterity 17
Constitution 10
Intelligence 10
Wisdom 14
Charisma 14

About Larisa Doe

HP 73
BAB+7/+2
Fort+7 Ref+5 Will+7
CMB+7 CMD 20

Offence +1,Longbow +13 1D8+4 20 x3 100ft RNG
Dagger +1 1D4 19/20 x2 10ft RNG
Defence AC 19 T 13 FF 16

Feats:

Rapid Shot [Human]
Point Blank Shot
Precise Shot
Deadly Aim (-1/+2)
Cunning
Friendly Fire Maneuvers (Teamwork) [Class]
Weapon Finesse (Bonus Feat)
Weapon Focus (Longbow) (Bonus Feat)
Weapon Specialization (Longbow)
Many Shot (Bonus Feat)

Class Abilities:

Studied Target (2)
A slayer can study an opponent he can see as a move action.
Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.

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.

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).

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.

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

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

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.

Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Recovery Inquisition
Focused Search (Ex): Once per day, you may designate a person or object as your focus. This takes 1 minute of concentration, during which time you must either picture this item or person if familiar to you, or meditate on the item’s or person’s description if not. Until you choose a new focus, you gain a bonus equal to half your inquisitor level on Perception checks to see or hear your focus, or when using Survival to track your focus or a creature with your focus in its possession. This bonus stacks with that gained from the track special ability.

Locate Focus (Sp): At 8th level, once per day you may use either locate creature or locate object as a spell-like ability using your current focus as the target. The range of this effect is 1 mile per level.

Weapon Guard (Ex)
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

Weapon Training (Ex) Longbow
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces armor training 1, 2, 3 and 4.

Gear:

Gear:
+1 Longbow
+1 Armored Coat
MW Buckler
Dagger
3 +1 Flaming Arrows
Cloak of Elvenkind
Boots of the Cat
Efficient Quiver
-20 Arrows
-20 Arrows, Cold Iron
-20 Arrows, Alchemical Silver

Belt Pouch:
156 GP
1,155 SP
296 CP

MW Backpack:
Rope, Hemp 50ft
Compass
Moonrod (4)
Trail Rations (10 days)
Water Skin
25 Arrows
19 Arrows, Cold Iron
20 Arrows, Alchemical Silver

Sack:
Camouflage Net
Lamp, Waterproof
Outfit, Cold Weather
Bedroll
Blanket
Tent, Small
Trail Rations (15 days)
Water Skin

Traits:

Bastard
- +1 Will Saves
- -1 to CHA skills when interacting with Nobles

Know the Land
- +1 to Knowledge Nature and Survival
- One of these becomes a class skill

Skills:

Skills
Stealth 9+3+3+5= +20
Acrobatics 9+3= +12
Survival 9+2+1+3= +15 +2Track
Perception 9+2+3= +14
Sense Motive 9+2+3+2= +16
Bluff 4+2+3= +9
Intimidate 2+2+3+2= +10
Knowledge:
Nature 3+0+1+3= +7 +2 Monster Lore
Local 3+0+3= +6 +2 Monster Lore
Climb 1+0+3= +4
Swim 1+0+3= +4
Linguistics 3+0+0= +3
-Draconic
-Orc
-Giant
Background Skills
Nobility 9+0+3= +12
Preform Dance 9+2+0= +11

Spells:

Spells per day
1-5
2-3

Spells Known
0
Light
Create Water
Read Magic
Sift
Disrupt Undead
Detect Magic

1
Wrath
Deadeye's Lore
Burst Bonds
Divine favor
Cure Light Wounds

2
Bloodhound
See Invisibility
Blistering Invective

Appearance: