Valeros

Basil Kettering's page

622 posts. Alias of Luke_Parry.


Full Name

Basil Kettering

Race

Aasimar

Classes/Levels

Ranger (Divine Tracker/Trapper) / Inquisitor (Sanctified Slayer) 7 (HP 60/60) (AC 21/14/17) (CMD 23) (Fort +11, Ref +14, Will +13) (Init +9) (Perception +20)

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Neutral

Deity

Brigh

Location

Absalom

Languages

Common, Celestial, Hallit

Strength 14
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 16
Charisma 7

About Basil Kettering

+1 Shock Darkwood Mighty [+2] Composite Longbow: [dice]1d20+8+4+2+1+2[/dice], for [dice]2d8+14+8+4+2[/dice] damage, +[dice]2d6[/dice] Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: [dice]1d20+8+4+2+1+2[/dice], for [dice]1d8+7+4+2+1[/dice] damage, +[dice]1d6[/dice] Electricity damage.

+1 Shock Darkwood Mighty [+2] Composite Longbow: [dice]1d20+3+4+2+1+2[/dice], for [dice]1d8+7+4+2+1[/dice] damage, +[dice]1d6[/dice] Electricity damage.

Appearance:

At 6’2”, with broad shoulders and a thinly muscled frame, Basil towers over most men, but is more akin to a climbing vine than a sturdy oak. He rarely smiles, typically remaining aloof from those around him. His most distinguishing feature, however, is a large brand of interlocking gears on his left cheek, announcing to all the world his chosen allegiance.

Outlook:
Basil is generally quiet, but is by no means shy - he simply believes that one should not speak unless one has something useful to say. When he does speak, his comments tend to brief, and to the point. He believes in honest hard work as being the only way to ever achieve anything lasting, and tries to live up to that ideal in his day to day life.

Background:

Initiative: +9 [+4 Dex + 2 Trait + 3 Wis]
Senses: 60' Darkvision, Perception +18
Speed: 30 ft (30 ft in armor)

AC: 21 (10 + 5 (+1 Mithral Chain Shirt) + 2 (+1 Buckler) + 4 Dex )
Touch: 14 (10 + 4 Dex)
Flat-footed: 17 (10 + 5 (+1 Mithral Chain Shirt) + 2 (+1 Buckler))

Hit Points: 60/60

Fort: +9 Ref: +12 Will: +11

+2 trait bonus on all saving throws against charm and compulsion effects

Combat:
Base Atk: +7; CMB: +9; CMD: 23

Ranged
+1 Shock Darkwood Mighty [+2] Composite Longbow: +8/+8/+3 to Hit; Dmg 1d8+7 +1d6 Electricity; crit 20/x3; Type P or B

Skills:
Skill Points per level: 6 (Class) + 1 (Intelligence) + 1 (FC)
Acrobatics +4
Appraise +1
Bluff -2
Climb +2
Craft(Any) +1
Diplomacy -2
Disable Device +19 (+4 Dex + 7 ranks + 3 class skill + 2 MW Thieves' Tools + 3 Trap-finding)
Disguise -2
Escape Artist +4
Heal +3
Intimidate +1 (-2 Cha + 3 Stern Gaze)
Knowledge(Arcana) +11 (+1 Int + 7 ranks + 3 class skill)
Knowledge(Dungeoneering) +11 (+1 Int + 7 ranks + 3 class skill)
Knowledge(Engineering) +11 (+1 Int + 7 ranks + 3 class skill)
Knowledge(Nature) +11 (+1 Int + 7 ranks + 3 class skill)
Knowledge(Planes) +11 (+1 Int + 7 ranks + 3 class skill)
Knowledge(Religion) +11 (+1 Int + 7 ranks + 3 class skill)
Perception +18 (+3 Wis + 7 ranks + 3 class skill + 5 Eyes of the Eagle) + 3 Vs. Traps
Ride +4
Sense Motive +6 (+3 Wis + 3 Stern Gaze)
Stealth +4
Survival +3
Swim +2

feats:
1st: Point Blank Shot
2nd - Ranger Bonus Feat: Precise Shot
3rd: Rapid Shot
3rd - Ranger Bonus Feat: Endurance
3rd - Inquisitor Bonus Feat: Friendly Fire Maneuvers
5th: Deadly Aim
6th - Ranger Bonus Feat: Improved Precise Shot
6th - Inquisitor Bonus Feat: Shake It Off
7th: Many Shot

Traits:
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Birthmark:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Racial Features:

Class Features:
Domain - Knowledge:
Lore Keeper (Sp):
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp):
Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex):
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp):
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex):
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex):
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Bane (Su):
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp):
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

This ability replaces judgment 1/day.

Studied Target (Ex):
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Sneak Attack (Ex): +2d6
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer's attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.

This ability replaces the later iterations of the judgment ability.

Trapfinding:
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Favored Enemy (Ex):

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favored Enemy - Construct +4
Favored Enemy - Human +2

Track (Ex):
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Favored Weapon:
At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.

This ability replaces wild empathy.

Favored Terrain (Ex):
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Favored Terrain - Urban

Blessings (Su): 6/day
At 4th level, a divine tracker forms a close bond with his deity's ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.

This ability replaces hunter's bond.

Crafter's Wrath (minor):
At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

Fire Strike (minor):
At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.

Trap:
At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice.

At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once.

This ability replaces the ranger’s spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

Woodland Stride (Ex):
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Spells:
Orisons: Acid Splash, Create Water, Detect Magic, Guidance, Read Magic, Stabilize
1st Level (3/5 used): Comprehend Languages, Divine Favor, Expeditious Retreat, Remove Fear, Shield of Faith
2nd Level (3/4 used): Invisibility, Resist Energy, Lesser Restoration, See Invisibility
3rd level (2/2 used): Heroism, Keen Edge

Equipment:

Explorer's Outfit
+1 Mithral Chain Shirt (2100)
+1 Buckler (1165)
Eyes of the Eagle (2500)
Swarmbane Clasp (3000)
Cloak of Resistance +2 (4000)
Spring-Loaded Wrist Sheath #1 (5gp)
- Wand of CLW [45/50 charges]
Spring-Loaded Wrist Sheath #2 (5gp)
+1 Shock Darkwood Mighty [+2] Composite Longbow (8630) + Locked Gauntlet (8gp)
Durable Adamantine Arrows x19 (1220)
Durable Cold Iron Arrow x20 (40)
Blunt Arrow x10 (3)
Spell Component Pouch (5)

MW Backpack (50gp)
Waterproof bag (0.5gp)
Bedroll (0.1gp)
Winter Blanket (0.5gp)
Crowbar (2gp)
Grappling Hook (1gp)
50' Silk Rope (10gp)
Hammer (0.5gp)
10' Pole (0.05gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Chalk [x3] (0.03gp)
Iron Vial [x3] (0.3gp)
Flint and Steel (1gp)

Coin = 2gp, 0sp, 0cp