Ironperenti |
I almost have an inquisitor done. Cuthalian Strongbow, Inquisitor 5 posting shortly. Will post him momentarily, spending gold for equipment.
It looked like full at 1st level, roll hit points, reroll 1s, take average if below.
4d8 ⇒ (2, 6, 5, 2) = 15
so if I followed it correctly that would default to 18 or does it only raise the 2s to average giving me an extra 5 for 20?
Brand Merrywine |
So I wasn't able to find pricing for everything, namely the belt pouch and sewing kit, but by my math you have a lot more money to spend.
GM is giving us WBL lv 5, which for PCs is 10,500 gp. By my accounting you have spent a little more than 4k of it so far...
10500
Belt Pouch - -
Caltrops - 1
Chalk x10 - 0.1
small steel mirror - 10
whetstone - 0.02
flint and steel - 1
Haversack - 2000
candles x5 - 0.05
rations x3 - 1.5
silk rope 50' - 10
pitons x3 - 1.5
5 fish hooks - 0.5
ioun torch - 75
string 50' - 0.01
sewing kit - -
water skin - 1
breast plate armor +1 - 1350
Elven curve blade MW - 380
Composite Long Bow Str 16 rating - 400
dagger - 2
arrows x40 - 2
6264.32
You mentioned that you are spending gold on eq still, but not sure if you were done or not since you had a wealth total written, 5 pp 2 gp 7 sp 5 cp ...that comes no where near what you have left though.
brvheart |
Unless I am missing something:
You get one more 2nd level spell, need your domain or inquisition still,
Fey-sighted. Sorry I do not have that source.
Cuthalian Strongbow
Elf inquisitor of Muir 5
NG Medium humanoid (elf)
Init +5; Senses low-light vision; Perception +9
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Defense
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AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 natural)
hp 36 (5d8+10)
Fort +6, Ref +5, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 elven curve blade +8 (1d10+5/18-20) or
dagger +6 (1d4+3/19-20)
Ranged mwk composite longbow +7 (1d8+3/×3)
Special Attacks bane (5 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +7)
2nd (3/day)—blistering invective[UC] (DC 14), invisibility
1st (5/day)—divine favor, protection from evil, shield of faith, wrath[APG]
0 (at will)—brand[APG] (DC 12), create water, guidance, light, read magic, stabilize
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Statistics
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Str 16, Dex 16, Con 12, Int 12, Wis 15, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Martial Weapon Proficiency (elven curve blade), Power Attack, Precise Strike[APG], Weapon Focus (elven curve blade)
Traits armor expert, highlander (hills or mountains)
Skills Acrobatics +7 (+3 to jump), Climb +6, Diplomacy +4, Intimidate +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9, Ride +5, Sense Motive +12, Spellcraft +5 (+7 to identify magic item properties), Stealth +9 (+11 in hilly or rocky areas), Survival +10, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, highlander (hills or mountains)
Languages Common, Elven, Sylvan
SQ elven magic, monster lore +2, solo tactics, stern gaze +2, track +2
Combat Gear caltrops; Other Gear +1 breastplate, +1 elven curve blade, arrows (40), dagger, mwk composite longbow (+3 Str), amulet of natural armor +1, cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], belt pouch, chalk (10), fishhook (6), flint and steel, iron spike[APG] (3), mirror, sewing needle (2), silk rope (50 ft.), string or twine[APG], trail rations (3), waterskin, whetstone, 25 pp, 713 gp, 6 sp, 2 cp
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Special Abilities
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Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to Survival checks made to track.
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