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Basil Stormtail's page
151 posts. Alias of rungok.
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Full Name |
Basil Stormtail |
Race |
Init +10; Senses low-light vision; Perception +16; AC 22, touch 17, flat-footed 16 |
Classes/Levels |
hp 45/45; Fort +6, Ref +9, Will +10 |
Gender |
Cards: all the Stars cards, The Empty Throne, The Theatre, The Unicorn, The Marriage and The Twin |
Age |
21 |
Alignment |
CG |
Deity |
Desna |
Occupation |
Inquisitor |
Strength |
10 |
Dexterity |
22 |
Constitution |
10 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
10 |
About Basil Stormtail
Basil Stormtail
Male lagos inquisitor (suit seeker) of Desna 8 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Advanced Player's Guide 38)
CN Medium humanoid (ratfolk)
Init +10; Senses low-light vision; Perception +17
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Defense
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AC 23, touch 17, flat-footed 17 (+4 armor, +1 deflection, +6 Dex, +1 natural, +1 shield)
hp 51 (8d8+8)
Fort +8, Ref +10, Will +12 (+1 vs. enchantment effects)
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Offense
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Speed 40 ft.; jumper, sprinter
Melee +1 starknife +12/+7 (1d4+11/×3) or
. . cold iron dagger +10/+5 (1d4+4/19-20) or
. . unarmed strike +10/+5 (1d3+4 nonlethal)
Special Attacks bane (8 rounds/day), judgment 3/day (2 simultaneous)
Domain Spell-Like Abilities (CL 8th; concentration +12)
. . 7/day—bit of luck
Inquisitor Spell-Like Abilities (CL 8th; concentration +12)
. . At will—discern lies (8 rounds/day)
Inquisitor (Suit Seeker) Spells Known (CL 8th; concentration +12)
. . 3rd (3/day)—deadly juggernaut[UC], heroism, invisibility purge
. . 2nd (5/day)—discovery torch[UC], holy ice weapon[ACG], knock, resist energy
. . 1st (5/day)—cure light wounds, divine favor, inflict light wounds (DC 15), lucky number, true strike
. . 0 (at will)—acid splash, create water, detect magic, light, resistance, stabilize
. . Domain Luck
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Statistics
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Str 10, Dex 22, Con 11, Int 10, Wis 18, Cha 10
Base Atk +6; CMB +4; CMD 23
Feats - Custom Feat -, Harrowed[ISWG], Outflank[APG], Piranha Strike, Precise Strike[APG], Starry Grace[UI], Weapon Finesse, Weapon Focus (starknife)
Traits fate's favored, winner's luck (riddleport)
Skills Acrobatics +14 (+18 to jump), Climb +4, Diplomacy +6, Heal +11, Intimidate +8, Knowledge (arcana) +5, Knowledge (history) +11, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +3, Perception +17, Profession (fortune-teller) +12, Sense Motive +21, Spellcraft +4, Stealth +13, Swim +4, Use Magic Device +4
Languages Celestial, Common, Lago, Sylvan, Varisian
SQ eye of the harrow, good fortune (1/day), improvised array, monster lore +4, solo tactics, stern gaze +4, track +4
Combat Gear holy water (7), holy water; Other Gear +1 darkleaf cloth studded leather, buckler, +1 starknife, cold iron dagger, handy haversack, medium's harrow mat, traveler's grandiose carrying case, bedroll, belt pouch, candle (10), flint and steel, harrow deck[UE], hemp rope (50 ft.), holy text (Desna)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Desna, 100 gp, 1 sp
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Special Abilities
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Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Eye of the Harrow (Su) If improvised array has 1 ali match of foe in 30 ft +1 att, if 2 in 60 ft then +1 dam as well.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Improvised Array (Su) Use harrow deck to choose judgment/bolster effectiveness with chosen judgment.
Inquisitor (Suit Seeker) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Jumper (Ex) You always are considered to have a running start when jumping.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Starry Grace Use Dexterity on starknife damage rolls.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Track +4 Add the listed bonus to survival checks made to track.
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Basil Stormtail is a Desnan Inquisitor. He was once just a member of a lagos drove when he got separated from the group while fleeing from a pack of gnolls in northern Varisia. He ended up spending time in Riddleport, where he realized that he was pretty lucky, at least until his winning streak got some particularly criminal types wanting to take their frustrations out on him. He fled (again) and was eventually picked up by a caravan heading down towards Magnimar. Many of the caravan travelers were Varisian, and taught him not only about the Harrow, but about the goddess Desna. Enamored by the concept of the Rabbit Prince and the goddess, he found what temples he could and eventually was accepted as a member. His curiosity and luck that aided his search for information had pegged him to the clerics as an odd, but effective inquisitor.
Basil is a grey rabbitfolk with a white tail, long ears, and blue eyes. He wears Darkleaf studded armor, and carries a starknife on his belt.
His goal is to find the real Rabbit Prince, the being whom the Harrow card is based on. He hasn't really decided what to do when he actually FINDS the being, but he hopes that Desna will bless his attempts to find what might have been the ancestor of his race.
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