The Cinderlander

Beckett Foxglove's page

415 posts. Organized Play character for Kolbe.


Classes/Levels

Inquisitor 3 | HP 26/26 | AC:16, T:10, F:16 | CMD:14, CMB:+4 | Save (F+3, R+1, W+7) (+2 vs. Mind-Affecting effects of Evil Outsiders) | Init:+4 | Perc: +10 (+4 to identify the abilities and weaknesses of creatures)

About Beckett Foxglove

Beckett Foxglove
Male human (Varisian) inquisitor (cold iron warden) of Sarenrae 3 (Pathfinder Player Companion: Demon Hunter's Handbook, Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +4; Senses Perception +10
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 26 (3d8+2)
Fort +3, Ref +1, Will +7; +2 vs. Mind-Affecting effects of Evil Outsiders.
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee lucerne hammer +4 (1d12+3) or
. . morningstar +4 (1d8+2)
Special Attacks channel positive energy 5/day (DC 14, 1d6), judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—detect alignment
Inquisitor (Cold Iron Warden) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—divine favor, persuasive goad[UM] (DC 15), weapons against evil, wrath[APG]
. . 0 (at will)—brand[APG] (DC 14), daze (DC 14), detect poison, disrupt undead, guidance, sift[APG]
. . Domain Conversion inquisition
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Statistics
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Str 14, Dex 10, Con 10, Int 10, Wis 18, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Alignment Channel, Favored Judgment[UM], Favored Judgment[UM], Improved Channel, Martial Weapon Proficiency (lucerne hammer)
Traits demon-proof mind, rich parents
Skills Acrobatics -4 (-8 to jump), Bluff +10, Climb +2, Diplomacy +10, Intimidate +11, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +10, Sense Motive +11, Survival +8
Languages Common, Varisian
SQ abyssal scourge, monster lore +4, stern gaze +1, track teleportation
Combat Gear holy water; Other Gear mountain pattern armor, heavy wooden shield, lucerne hammer, morningstar, inquisitor's kit, 565 gp
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Special Abilities
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Abyssal Scourge (DC 13) (Su) Channel energy to damage evil outsiders
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Favored Judgment (Outsider (evil)) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Favored Judgment (Undead) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Inquisitor (Cold Iron Warden) Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Inquisitor Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Track Teleportation (Su) Discern information about teleported creature by standing where it was.

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