About Borracho BarondoSpells:
Inquisitor Spells Known (CL 10th; concentration +12): 4th (1/day)—greater invisibility, stoneskin 3rd (3/day)—heroism, invisibility purge, litany of righteousness, magic circle against evil 2nd (5/day)—blistering invective (DC 14), invisibility, lesser restoration, resist energy, see invisibility 1st (6/day)—divine favor, expeditious retreat, horn of pursuit, litany of sloth, protection from evil 0 (at will)—bleed (DC 12), detect magic, detect poison, light, sift, stabilize Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +3):
Borracho:
Borracho Lvl 12 Male Human (Varisian) Cleric (Varisian Pilgrim) of Sinashakti 1/Inquisitor of Sinashakti 11 CG Medium humanoid (human) Init +4; Senses Perception +20 -------------------- Defense -------------------- AC 26, touch 16, flat-footed 23 (+9 armor, +2 Dex, +1 natural, +3 deflection, +1 dodge) hp 97 (12d8+34) Fort +16, Ref +10, Will +16 Defensive Abilities stalwart -------------------- Offense -------------------- Speed 40 ft., fly 60 ft. (average) Melee luckspear +15/+10 (1d8+18/×3) and . . masterwork club +14/+9 (1d6+12) and . . masterwork silver dagger +14/+9 (1d4+11/19-20) Ranged shortbow +13/+8 (1d6+1/×3) Special Attacks bane, caravan bond, channel positive energy 4/day (DC 11, 1d6) Spell-Like Abilities (CL 12th; concentration +13) . . At will—detect alignment . . 11 rounds/day—discern lies Domain Spell-Like Abilities (CL 1st; concentration +3) . . 5/day—bit of luck Inquisitor Spells Known (CL 11th; concentration +13): 4th (2/day)—greater invisibility, litany of escape, stoneskin 3rd (4/day)—heroism, invisibility purge, litany of righteousness, magic circle against evil 2nd (5/day)—blistering invective (DC 14), invisibility, lesser restoration, resist energy, see invisibility 1st (6/day)—divine favor, expeditious retreat, horn of pursuit, lend judgment (DC 13), litany of sloth, protection from evil 0 (at will)—bleed (DC 12), detect magic, detect poison, light, sift, stabilize Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +3): 1st—endure elements, shield of faith, true strike [D] 0 (at will)—create water, guidance, stabilize [D] Domain spell; Domains Luck, Travel -------------------- Statistics -------------------- Str 21, Dex 14, Con 13, Int 10, Wis 14, Cha 12 Base Atk +8; CMB +13; CMD 29 Feats Divine Interference, Dodge, Mobility, Outflank, Power Attack, Precise Strike, Shake It Off, Spring Attack, Toughness, Weapon Focus (longspear) Traits armor expert, jenivere crew, mana wastes survivalist Skills Acrobatics +21 (+25 jump), Appraise +3, Bluff +8, Climb +13, Diplomacy +15, Disguise +4, Escape Artist +5, Fly +16, Heal +5, Intimidate +22, Knowledge (nature) +7 (+9 to identify the abilities and weaknesses of creatures), Knowledge (religion) +9 (+11 to identify the abilities and weaknesses of creatures), Linguistics +7, Perception +20, Ride +9, Sense Motive +8, Stealth +20, Survival +13 (+18 to track), Swim +14, Use Magic Device +9 Languages Celestial, Common, Varisian SQ agile feet (5/day), aura, domains (luck, travel), good fortune (2/day), monster lore +2, judgement 4/day), solo tactics, teamwork feat, track, variant channeling (luck variant channeling) Combat Gear extend metamagic rod (lesser), oil of bless weapon, pearl of power (1st level), potion of cure light wounds (2), potion of cure moderate wounds (3), potion of darkvision, potion of enlarge person (3), potion of restoration, lesser, potion of water breathing, acid, alchemist's fire (2), antitoxin, oil (2); Other Gear celestial armor, luckspear, arrows (20), masterwork club, masterwork silver dagger, shortbow, amulet of natural armor +1, belt of giant strength +2, handy haversack, ring of protection +1, wings of flying, bedroll, belt pouch, candle, earplugs, flask, flint and steel, wooden holy symbol (Sinashakti), paper (2), scroll case, shaving kit, spell component pouch, trail rations (2), waterproof bag, whetstone, zenge monkey head - dispel evil/remove curse, 6,482 gp, 8 sp, 1 cp -------------------- Special Abilities -------------------- Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain. Antitoxin Armor Expert -1 Armor check penalty. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Bane (+2 / 2d6) (11 rounds/day) (Su) Make the weapon you are holding a bane weapon. Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Caravan Bond (3 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 3 travelling companions within 30 feet. Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Discern Lies (11 rounds/day) (Sp) Discern Lies at will Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Extend metamagic rod (lesser) (3/day) Flight (60 feet, Average) You can fly! Good Fortune (2/day) (Ex) Reroll a die. Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls Mana Wastes Survivalist +1 trait bonus on Fortitude saves. Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area. Monster Lore +2 (Ex) +2 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. Potion of restoration, lesser Add this item to create a potion of a chosen spell. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target. Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues. Shake It Off Gain +1 to all saving throws per adjacent ally Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones. Spring Attack You can move - attack - move when attacking with a melee weapon. Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead. Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another Track +5 Add the listed bonus to survival checks made to track. -------------------- Things of Note:
Scars:
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260 gp in diamond dust Griselda, the long-lived:
Griselda Female Human Fighter 10 N Medium humanoid (human) Init +3; Senses Perception +9 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex) hp 84 (10d10+20) Fort +9, Ref +6, Will +2 (+3 vs. fear) Defensive Abilities bravery +3 -------------------- Offense -------------------- Speed 20 ft. Melee +1 spear +13/+8 (1d8+4/×3) and . . masterwork morningstar +13/+8 (1d8+2) Ranged catapult, light +11 (4d6+7) and . . composite shortbow +12/+7 (1d6+10/19-20/×3) and . . masterwork composite longbow +14/+9 (1d8+10/×3) Special Attacks weapon trainings (bows +2, siege engines +1) -------------------- Statistics -------------------- Str 14, Dex 17, Con 14, Int 10, Wis 9, Cha 13 Base Atk +10; CMB +12; CMD 25 Feats Bestow Luck, Bullseye Shot, Clustered Shots, Deadly Aim, Defiant Luck, Improved Critical (shortbow), Inexplicable Luck, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow) Skills Acrobatics +3 (-1 jump), Climb +7, Handle Animal +7, Knowledge (engineering) +6, Perception +9, Profession (midwife) +5, Profession (siege engineer) +12, Ride +4, Survival +3, Swim +3 Languages Common SQ armor training 2 Combat Gear +1 arrows (18), +1 arrows (50), cold iron arrows (50), oil of bless weapon, potion of cure light wounds (2), potion of cure moderate wounds, silver arrows (25); Other Gear +2 breastplate, heavy wooden shield, +1 spear, arrows (60), blowgun darts (10), catapult, light, composite shortbow, masterwork composite longbow, masterwork morningstar, 139 gp, 5 sp -------------------- Special Abilities -------------------- Bravery +3 (Ex) +3 to Will save vs. Fear Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to. Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5. Benefit: You can spend a move action to steady your shot. When yo
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