Holy Guide

Areth Stormwind's page

51 posts. Alias of Grovo.


Race

Human

Gender

HP: 40/40 | AC: 19 | Touch 15 | FF 14 | Fort +5 Refl +8 Will +9 | Perception +13 | Init +9

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 18
Charisma 10

About Areth Stormwind

Areth Stormwind
Gunslinger (Musket Master) 6 / Inquisitor 6
CG Medium Humanoid (Human)
Init+9 ;Senses ; Perception +13
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Defense
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AC 19, touch 15, flat-footed 14 (+3 Dex +2 Dodge +4 Armor)
hp 40 (6d10);
Fort +5, Ref +8, Will +9
Defensive Abilities:
Weaknesses
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Offense
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Speed 30 feet
Melee
*Unarmed Strike +6/+1 1d4
*Musket +8/+3 1d10+2 (20/2x)
Ranged +12/+7 1d12+5+2d6(4x) (40 feet) (Missfire 1-2 ; 5 feet) (+2 attack & damage when Bane) (+1 attack & damage when 30 feet)
Special Attacks; Deeds, Bane, Heresy Inquisition
Spell-Like Abilities; Grit (4/4), Bane, Judgement (2/2), Orisons, Discern Lies (6/6), Blessed Infiltration (4/4)
At-Will: Detect Chaos/Evil/Good/Law
0-level: Daze, Guidance, Detect Poison, Create Water, Resistance, Virtue
1-level: Cure Light Wounds, Divine Favor, Lend Judgement, Longshot, Wrath
2-level: Cure Moderate Wounds, See Invisibility, Weapon of Awe, Acute Senses
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Statistics
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Str 10 Dex 16 Con 10 Int 14 Wis 18 Cha 10
Base Atk +6 ; CMB +6 ; CMD +19
Feats: Rapid Reload (Muskets); Gunsmithing; Quick-Draw; Blind-Fight, Point-Blank-Shot; Precise Shot; Judgement Surge;
Teamwork Feats: Lookout, Coordinated Shot
Skills: (6 +2 Int +1 FCB *6) Acrobatics (Dex) +12 Bluff(Wis) +13, Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Handle Animal (Cha), Heal(Wis), Intimidate(Wis) +16, Knowledge(arcana) (Int), Knowledge(dungeoneering) (Int), Knowledge(engineering) (Int), Knowledge(local) (Int), Knowledge(nature) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int) +9, Perception(Wis) +13, Profession(Wis), Ride(Dex), Sense Motive (Wis) +13, Sleight of Hand (Dex), Spellcraft(Int), Stealth(Dex) +12, Survival (Wis) +13, and Swim(Str). [+4 to KN:skill checks vs Identify Monsters]
Languages: Common, Elven, Dwarven, Celestial
SQ Deeds, Grit, Judgement, Stern Gaze, Monster Lore, Bane, Heresy Inquisition (Sacred bonuses), Discern Lies, Solo Tactics, Track, Detect Alignment, Cunning Initiative, Orisons, Teamwork Feat
Combat Gear Musket+2 ; Other Gear mwk Chain Shirt, Far-Reaching Sight, Headband of Inspired Wisdom +2, Alchemical Cartridge, Paper x 15, Black Powder (dose) x15, Pellets (Handfuls) (30)

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Special Abilities
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Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
Grit: Gain Grit points according to your Wisdom modifier (minimum 1)
Deeds: Use Grit points or have Grit points to have access various actions
**Deadeye (Ex)
**Quick Clear (Ex)
**Steady Aim (Ex)
**Fast Musket (Ex)
Nimble: Gain bonus to your AC (dodge bonus) as long as you wear light armor or no armor at all
Pistol Whip: Gunslinger can make surprise melee attack with the firearm (If succeed, can make CMB Knockout (cost 1 grit point))
Musket Training: Starting 5th level, add Dexterity modifier as a bonus on damage rolls; Missfire value increases by 2 instead by 4
Inquisition: Inquisitor gains specific abilities/spells regarding his Inquisition (Heresy)
Spells: Inquisitor gains access to spells and orisons
Judgement: Starting at lvl 1, Inquisitor can pronounce Judgement as a swift-action. He will receive bonuses or special ability based on the judgement
Monster Lore: May add Wisdom Modifier to the all Knowledge checks (relevant one) to attempt to identify weaknesses of monsters
Stern Gaze: Add half Inquisitor levels to Intimidate
Track: Add Half Inquisitor levels to Survival
Bane: Inquisitor can imbue his weapon as a swift-action to specific type enchantment (grants +2 to damage and attack +2d6 vs specific group)
Teamwork & Solo Tactics: Inquisitor gains access to Teamwork feats and may use them, without other members in the party requiring to have them. Inquisitor still have to qualify for all the Teamwork feats in order to take them
Cunning Initiative: Add Wisdom modifier to Initiative
Discern Lies: Inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level.

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Domain/Inquisition Specials
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Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.