
![]() |
Replacement sought for Gallows of Madness.
The group has just completed Gallows of Madness Part 1. We will be doing Gallows 2 and 3. Each of these are independent adventures work 3 xp. You can bring in a character level 1-3, and are not required to have played part 1. (Note: If you bring a 3, they will possibly level out of part 3, so level 1 or 2 is preferred.)

That Sean fellow |

I'd love to play Gallows of madness! I'd like to submit my Halfling Inquisitor. He hasn't been in any games as yet though. I just need to make an alias for him. Will be able to do it tonight if chosen. Also I haven't played the other parts of gallows of Madness before either.
Male halfling inquisitor of Erastil 1 (Pathfinder RPG Advanced Player's Guide 38)
NG Small humanoid (halfling)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d3/19-20) or
. . halfling sling staff +1 (1d6/×3) or
. . halfling rope-shot +1 (1d4)
Ranged sling +5 (1d3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—speak with animals (4 rounds/day)
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, true strike
. . 0 (at will)—detect magic, disrupt undead, sift[APG], stabilize
. . Domain Animal
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Martial Weapon Proficiency (halfling sling staff)
Traits devotee of the green, reactionary
Skills Acrobatics +5 (+1 to jump), Climb +4, Intimidate +1, Knowledge (nature) +5, Perception +9, Sense Motive +4, Stealth +12, Survival +7; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ monster lore +3, stern gaze +1, warslinger[APG]
Other Gear leather armor, dagger, halfling rope-shot, halfling sling staff, sling, sling bullets (20), backpack, basic maps (major landmarks only), belt pouch, flint and steel, halfling trail rations[UE], knife, utility (0.5 lb), mess kit[UE], waterskin (2), 106 gp, 8 sp
--------------------
Special Abilities
--------------------
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Inquisitor Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

![]() |
Magus 2, Ranger 3, Bloodrager 2, Monk 1/Druid 1, Inquisitor 1/Skald 1.
Is this correct?
We actually are down to 4 at the moment, and they are all hitting level 3.
I believe the current count will be:
Magus 3
Ranger 3 (level up completed)
Bloodrager 3
Monk 1/druid2
So we currently have a lot of damage dealing. 3 melee, one ranged. Tends to be less spellcasting, support, and skills with the group we have.