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About ThomdrilAvenger's Censure: Censure of Pursuit
XP673 Pathfinder Stats (for Limbo) - Human Inquisitor 2:
STATISTICS
hp 21/21 Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 8 Init +8 Speed 20 DEFENSE
OFFENSE
Feats Improved Initiative, Toughness Skills (armor check penalty = -4)
SQ
Combat Gear Breastplate, mw Greatsword of Gorum, dagger x2, Holy Symbol of Gorum, Dusty work clothes Spells
Level 1 DC 13 - (2/3)
Physical Description & Mannerisms
Generally a quiet individual, he tends to avoid the limelight and believes that actions are what defines a person. Despite his quiet nature, he can be quite passionate when it comes to certain topics… mostly those touching on standing for what's right in the world. Background & Motivation:
Thom grew up in a rural Temple of Iomedae near the border between Rostland and the Galt. His only memories of his family are dim memories from early childhood, before his family lost their lives to a feud between two rival criminal outfits. Though the priesthood at the temple did a good job of raising Thom, he grew up a child unable to control his often violent anger, like so many children who witness loss and violence at an early age. He tended to be quiet and reserved to outsiders, but he had a thirst for knowledge - a thirst the priests sought to use to bring him into the priesthood. As he grew, however, he could not shake his rage at the world. And the more he grew to learn about the intended roles of the different religions and deities, the more he came to lose faith in Iomedae's ability to make the necessary difference in such a violent and broken world. Their strictly regimented and diplomatic approach to peace and world improvement was incapable of saving the lives of the innocent who were in immediate, dire danger. Meanwhile, he was brought face to face on a regular basis with the ravages and pain inflicted in the lands to the south of him, as refugees constantly fled from both the Stolen Lands and Galt. He sought to motivate the priesthood to move to take stronger acts, but after constantly being rebuffed for his radical ideas, he decided the Church of Iomedae and their strict tenets would never be the agent of change that people needed, and he struck a deal with Gorum. He would be Gorum's hand in the world if Gorum would give him the strength to strike down those who preyed upon others, and he took up the great sword of the Iron Deity. It is more than coincidence in Thom's mind that Brevoy wants to send a team in to tame the wilds in the Stolen Lands at the precise time that he made this deal with Gorum. Willing (and often eager) to use bullies' own tactics against them, Thom is excited to create a society where common people can feel safe and free to live their lives without fear.
========================= HP 27/27 Surges: 8/8 Surge Value: 6 Action Points 1/1 DEFENSESAC: 18 Fort: 14 Reflex: 15 Will: 15 SKILLS
FEATS:
Human: Unarmored Agility
Level 1: Initiate of the Faith At Will:
Radiant Vengeance Keywords: Divine, Implement, Radiant ACtion: Standard Range: Range 10 Target: One Creature Attack: Wis (+3) vs. Reflex Hit: 1d8 + Wisdom Modifier (+3) radiant damage, and you gain temporary hit points equal to your Wisdom modifier (+3). Level 21: 2d8 + Wisdom Modifier (+3) damage. Unarmed: +3 attack, 1d8 + 3 damage Bond of Pursuit
Greatsword: +6 attack, 1d10 + 3 damage Overwhelming Strike
Greatsword: +6 attack, 1d10 + 3 damage
Encounter:
Oath of Enmity Keywords: Divine ACtion: Minor Range: Close Burst 10 Target: One enemy you can see in burst Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point you regain the use of this power. If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice and use the lower result when making an attack roll, this power has no effect on that attack, either. If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice. Abjure Undead
Unarmed: +3 attack, 3d10+3 damage. Divine Guidance
Whirlwind Charge
Greatsword: +6 attack, 2d10 + 3 damage Second Wind
Daily:
Aspect of Might Keywords: Divine, Weapon ACtion: Standard Range: Melee Weapon Target: One Creature Attack: Wis (+6) vs. AC Hit: 3(W) + Wisdom Modifier (+3) damage. Miss: Half damage Effect: Until the end of the encounter, you gain a +5 power bonus to Athletics checks, a +2 power bonus to speed, and a +2 power bonus to all the damage rolls of melee attacks. Greatsword: +6 attack, 3d10 + 3 damage Healing Word
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contents:
Backpack (worn)
Bedroll (pack) Belt pouch (worn) Flint and steel (pouch) Hemp rope (50 ft; pack) Sunrods (2; pouch) Trail rations (10 days; pack) Waterskin (pouch) |
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