![]()
About Bonifacius the BoldCombat:
-------------------- Defense -------------------- Armor Class: 40 FF 30 T 32 (10 + 8 Dex + 8 Armor+6 shield + 5Defl+1Defl +2 Dodge) hp 236 (18d8+108) Fortitude: +22 (9 +6 Con+2 luck+5 Res) +5 if SLA/Poison/Spells Reflex: +22 (9 +6 Con+2 luck+5 Res) +5 if SLA/Poison/Spells Will: +22 (9 +6 Con+2 luck+5 Res) +5 if SLA/Poison/Spells -------------------- Offense -------------------- Situational Bonuses: Judgement (+6 to hit/+6 Damage/+3AC/+3Saves) Favored Enemy Undead +6, Aberration +2, Humanoid (orc) RA vs 30feet +7/+7 Bane +2/+2 +4d6 Base Attack Bonus: + 13
Melee
--------------------
Racial Traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages. Defense Racial Traits Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Feat and Skill Racial Traits Craftsmann Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to beer, metal or stone. Darkvision: Dwarves can see perfectly in the dark up to 60 feet. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Inquisitor:
Favored Class (Inquisitor) +4 to level for Justice
Feather Domain[/b]
Eyes of the Hawk (Ex): [/b] +9,5
Animal Companion (Ex):[/b]
Judgment (Su)
Monster Lore (Ex)
Meticulous Inspection (Ex): +8,5
Cunning Initiative (Ex)
Detect Monsters and Secrets (Sp):
Track (Ex)
[b]Favored Enemy (Ex): Undead +6, Aberration +2, Humanoid (orc)
Bane (Su):
Discern Lies (Sp):
Informed Hunch (Su):
Second Judgment (Ex):
Stalwart (Ex):
Greater Bane (Su):
Greater Detect Magic (Sp):
Exploit Weakness (Ex):
Third Judgment (Ex):
Slayer (Ex):
Evangelist
Obedience (Ex):
Skilled:
Aligned Class (Ex):
Protective Grace (Su):
Divine Boon:
Gift of Tongues:
Multitude of Talents (Ex):
Spiritual Form (Su):
The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Wisdom
Feats, Traits &Skills:
Feats: (1) Steel Soul You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf´s hardy trait. (3)Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 fee (5)Deific Obiance Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Erastil’s sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Erastil’s guidance. Gain a +4 sacred bonus on Survival checks. (7)Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. (9)Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. (11)Clustered Shot You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (13)Manyshot When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow. (15)Improved Critical Longbow When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. Traits:
Skills: Skillpoints gained/level 18x(6+1)= 126
Spells:
Concentration:1d20 +1 level +3 stat Orisons: (Create Water, Detect Magic, Guidance, Read Magic) Spells per Day: 1+1 Level 1: Divine Favor, Cure light Wounds, Bless, Heighten Awarness; Alarm, Hunters Lore Level 2: Weapon of Awe, Invisibility, See Invisibility, Hunter´s Lore, Blistering Invective, Cure moderate Wounds Level 3: Invisibility Purge,Daybreak Arrow, Burst of Speed, Dimensional Anchor, Heroism,Prayer Level 4: Death Ward, Divination, Divine Power, Persistant Vigor, Named Bullet, Stoneskin Level 5: Break Enchantment, Ghostbane Dirge, Mass, Lend Judgement, greater,Rightous Might, True Seeing Level 6: Heal, Heroes Feat, Holy WordNamed Bullet, Greater Equipment:
Weapons: Holy Adaptive Composite Longbow +3 51375 Boar spear +1 2300 Alchemistical Silver Battle aspergillum 26 Armor Celestial Armor 22400 Light Fortification Buckler +5 36000 Miscenellous: Belt of Physical Perfection +6 144000 Cassock of the Clergy 4600 Bane Baldric 10000 Eyes of the eagle 2500 Boots of speed 10000 Gloves of Reconaissance 2000 Jingasa of the Fortunate Soldier 5000 Headband of Wisdom +6 36000 Cloak of Displacement, Minor 24000 Bracers of Archery 25000 Ring of Protection +5 50000 Ring of Freedom o M 40000 Stone of Good luck 20000 Rod of Extend Spell, lesser 3000 Inquisitors Kit 30gp 34 lbs Backpack Bedroll beltpouch candles (10) cheap holy text flint and steel iron pot manacles mess kit rope soap spell component pouch torches (10) trail rations(5) waterskin wooden holy symbol Explorers Outfit Artisan´s Outfit 1gp (4lb) Tools (Brewer) 5 gp Formula book for mead, ale and stout 5gp Holy water 25gp Carrying Capacity: Light Load: 0 lbs - 76 lbs Medium Load: 77 lbs - 153 lbs Heavy Load: 154 lbs - 230 lbs Lift Over Head: 230 lbs Lift Off Ground: 460 lbs Push or Drag: 1150 lbs Carried Possessions (84 lbs): Pouch with Coins (1 lbs): CP: 50 SP: 15 GP: 8 PP: Character Description:
Bonifacius is a small dwarf, with an abnormal strong beard braided backward when working. His hair is of a golden hue, similar to the finest mead. He is quite strong, from many hours carrying barrels and lifting sacks of barley and hops. He also has a small potbelly speaking of his fondness of ale and good food. Apart from his tools and weapons he is not very clean and the smell of yeast seems to be imprinted in his hair. Story/Background: Bonifacius was born 40 years ago in the principality of Urek to the clan of Goldmead, a very proud and extremy old clan, who had to flee their homeland during the twin cataclysm. His first name was Littlenugget for his golden hairs. His young years were quite normal, although his father was never very happy with him, as even the belt could not teach the young dwarf the obedience and loyalty that was to be expected. It was not that Bonifacius was very rebellious or did not listen to the stories of old, far from it, but the slavish obedience to family and clan was not in him. At the dwarf got older he joined the families brewers guild. His curiosity and common sense made him a great apprentice, but again his curiosity and rebellious streak caused friction. He choose the name Bonifacius after he finished his apprenticeship and instead of staying with clan and family he joined the brotherhood of Hanseath, enjoying the freedom of a journeymans trip. THE PLEDGE:
I will not PvP! I will keep player and character knowledge seperate! I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know) I will respect the GM's and each other's time and the fact that we all have real lives too. Addition: I know that this is a game and the idea of a game is to have fun Deadeye:
White Lion Size Large; HP:15 H15 BAB +11 Fo +12 Re+15 Will +7 Speed 40 ft.; AC 24 +14 na +6 Dex + 5 Armor AC +14 natural armor; Attack bite +20(1d8+13), 2 claws +20 (1d6+9)rake +20(1d6+9); Ability Scores Str 28, Dex 22, Con 16, Int 2, Wis 15, Cha 6; Feats: Armor Prof light, Perc + 16 Stealth +12 Special Qualities low-light vision, scent. grab, pounce, rake (1d6). Link, share spells,Evasion,Devotion,Multiattack, Improved evasion Equipment: 3000 Mithral Chainshirt +1 16000 Amulet of Mighty fists Holy +1 |