Scheming Fencer

Libidinous Prax's page

30 posts. Alias of WreckTall.


About Libidinous Prax

Statistics:
Female, Tiefling (Asura-Spawn), Inquisitor (Preacher) 7
LN Medium Outsider (native)
Init +10 (Dex +5,Wis +4,Trait +1); Senses Darkvision 60' Perception +14
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DEFENSE
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AC 20(21), touch 15, flat-footed 15(16) (Armor 5, Shield[Buckler] 1, Dex 5)
hp 59 (7d8+15) +1 Favored Bonus x1
Fort +9, Ref +9, Will +11
You are immune to magic sleep and paralysis effects
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OFFENSE
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Speed 40 ft.

Melee
+1 Morningstar: +7 (1d8+2 x2)

Ranged
Point Blank:
Compound Longbow +1 (+1 Str) +12 or +10/+10 (1d8+3 x3)

>30':
Compound Longbow +1 (+1 Str) +11 or +9/+9 (1d8+2 x3)
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STATISTICS
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Str 12, Dex 20 (+2 Race,+2 Enh), Con 14 (+1 Lvl), Int 12, Wis 18 (+2 Race, +2 Enh), Cha 10 (-2 Race)
Base Atk +5; CMB +6; CMD 21
Traits
Bloody-Minded (Combat)
Unearth Secrets (Tiefling)
Drawbacks
Feats
Fiendish Heritage
Point Blank
Precise Shot
Rapid Shot

Tattos:
Extra Channel
Improved Channel

Skills (0 points; 0 class, 0 INT)
Favored Bonus (Racial/Class)x6
+3 Intimidate and Knowledge Checks to Identify Creatures
Adventuring Skills:

Intimidate: 17 +7 Ranks, +3 Class, +3 Stern Gaze, +3 Favored Bonus, +1 Trait
Knowledge (Arcana): 10(17) +6 Ranks, +3 Class, +1 Int, (+4 Wis, +3 Favored Bonus)
Knowledge (Dungeoneering): 10(17) +6 Ranks, +3 Class, +1 Int, (+4 Wis, +3 Favored Bonus)
Knowledge (Nature): 10(17) +6 Ranks, +3 Class, +1 Int, (+4 Wis, +3 Favored Bonus)
Knowledge (Planes): 10(17) +6 Ranks, +3 Class, +1 Int, (+4 Wis, +3 Favored Bonus)
Knowledge (Religion): 10(17) +6 Ranks, +3 Class, +1 Int, (+4 Wis, +3 Favored Bonus)
Perception: 14 +7 Ranks, +3 Class, +4 Wis
Sense Motive: 16 +4 Ranks, +3 Class, +4 Wis, +3 Stern Gaze, +2 Trait
Survival(Track): 8(11) +1 Rank, +3 Class, +4 Wis, (+3 Track)

Background Skills:

Appraise: 7 +4 Ranks, +1 Int, +2 Racial
Profession (Courtesan):12 +5 Ranks, +3 Class, +4 Wis
Sleight of Hand: 10 +5 Ranks, +5 Dex
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Infernal, Empty

Special Abilities:

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SPECIAL ABILITIES
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Determination (Ex) 3x per Day
At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.
This ability replaces solo tactics.

Domain (or Inquisition)
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Judgment (Su)x3

Monster Lore (Ex)

Stern Gaze (Ex)

Cunning Initiative (Ex)

Detect Alignment (Sp)

Track (Ex)

Bane (Su)

Variant Channeling(Su)x5 (DC:15) (4d6)
Fire: Heal—The healing effect is enhanced for creatures with the fire subtype. Harm—The damage effect is enhanced for creatures with the cold subtype. Affected creatures who fail their saves catch on fire. [+Effects objects, x2 DMG books and papers]

Discern Lies (Sp)

Spells:

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Spells
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0 Level at will
Acid Splash
Create Water
Detect Magic
Guidance
Read Magic
Sift

1st Level 5 Slots
Cure Light Wounds
Divine Favor
Hieghtened Awareness
Shield of Faith
Wrath

2nd Level 4 Slots
Aid
Force Anchor
Invisibility
Silence

3rd Level 2 Slots
Bloody Arrows
Magic Circle Vs Evil

Gear/Possessions:

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GEAR/POSSESSIONS
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Compound Longbow +1 (+1 Str) 2500 gp
Morningstar +1 2308 GP
Belt Of Dex +2 4000 GP
Headband of Wis +2 4000 GP
Cloak Of Resistance +2 4000 GP
Mithral Chain Shirt +1 2250 GP
Buckler 5 GP
Arrows x100 5 GP
Adamantine Arrows x10 600 GP
Elysian Bronze Arrows x10 400 GP
Primal Iron Arrows x20 3 GP
Silver Arrows x20 21 GP
Efficient Quiver 1800 GP
Scroll of Disguise Self 25 GP
Scroll of Vocal Alteration 25 GP
Scroll of Remove Fear x2 50 GP
Scroll of Expeditious Retreat x2 50 GP
Scroll of Align Weapon 200 GP
Scroll of Resist Energy 200 GP
Holy Symbol Tattoo 100 GP
Air Crystals 50 GP
Alchemist's Kindness 1 GP
Antiplague 50 gp
Antitoxin 50 gp
Stillgut 50 gp

Masterwork Backpack 50 gp

Kit, Survival

Masterwork 50 gp 5 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Additions to Kit:
Bedroll 1 SP
Soap 1 cp
Silk Rope 10 GP
Small Steel Mirror 10 GP
Signal Whistle 8 sp
Absinthe 10 GP
Dice 1 sp

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 626 GP 0 SP 0 CP

Personality:
She thinks people should follow their passions. The only real life to her, is living life of fulfilled desires. (as long as those desires don't impede others freedoms)

She is a pansexual being. She is equally likely to take a lover who is male, female or other. While not monogamous, she is fiercely loyal to those that she considers friends. However, betrayal is dealt with rage and nightmarish retribution.

Libi is highly intuitive. She can instantly assess weakness in any new encounter. She prefers direct communication, and loathes passive/aggressive interaction She will never exploit those weaknesses, whether physical or psychological, unless said person bullies or demeans herself or others who cannot defend themselves.

Led by her emotions and need for stimulation, she is a fun and exciting companion. However, her constant need for excitement can weigh heavily on those with more reserved personalities.

Appearance:

Libi's face is pretty but slightly off putting due to her angular otherworldly features. Thanks to her bloodline, she has vestiges of two faces on either side of her face, which are covered by wild long blond hair.

Her body is athletic, but voluptuous. She moves with the grace and litheness of a cat on the prowl. Her soft skin is a goldish brown, and covered in Henna tattoos.

Her mithral chain clings close to her shapely body. Mithral serpents coil around both her soft but toned upper arms. Her bare feet are covered in Henna tattoos with dark red polish expertly covering her toe nails. Her Fingernails are long and strong also covered in dark red polish. Peaking out of the nail polish of every nail are sparkling bejeweled dragon outlines.

Orange, red, and blue silks wrap her torso.A serpent sliver belt cinches her wrap close to her waist Her ample thighs peak out the sides of the high slits on either side of her wrap. Her cloak is a black mesh with varying displays of romantic congress as a theme