About Calumny Tas'VereSuperior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
[dice=Perception]1d20+16[/dice] [ spoiler=Status]
--- Favored Class: Inquisitor, Magus
Attacks:
BAB: +6/+1 Melee: +7/+2 Ranged: +10/+5 CMB: +7 Morningstar:
Whip:
Dagger (2):
+1 adaptive composite longbow (rapid shot):
+1 adaptive composite longbow within 30 ft.:
+1 Hand crossbow:
+1 Hand crossbow (within 30 feet):
Divine Retribution (Sp): 6/day [dice=Divine retribution (Reflex DC 16 for half)]1d6+4[/dice]
Defense:
AC: 22 or 24 with shield (+4 Dex, +7 armor, +1 deflection, +2 shield in melee) Touch: 16 Flat-footed: 18 or 20 with shield CMD: 22 (10 +6 BAB +1 Str +4 Dex +1 deflection) Armor: +1 mithril agile breastplate (Armor Bonus: +7; Max Dex: +5; Check Penalty: 0; Type: Light; Weight: 12.5 lbs.) Shield: +1 buckler (Armor Bonus: +2; Max Dex: -; Check Penalty: -; Weight: 15 lbs.) Fortitude save: [dice=Fortitude (with Shake It Off)]1d20+10+[/dice] (6 base, 3 Con, 1 cloak) +1/adjacent ally
Class abilities:
Weapon/armor proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Domain: Vengeance inquisition
Final Vengeance (Su): At 8th level, once per day, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability. Judgment (Su): 3/day
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. 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. Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally. 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. Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. 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. Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Spells:
Concentration check: [dice=Concentration check]1d20+10[/dice] Spells Known:
1st level (5/day): ear-piercing scream, lend judgment, protection from evil, true strike, wrath 2nd level (5/day): blistering invective, cure moderate wounds, invisibility, weapon of awe 3rd level (3/day): dispel magic, greater magic weapon, heroism Others to consider: Forced quiet; Terrible remorse
Feats:
Point-blank shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Skill focus (Stealth): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Bonus race feat) 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. Lookout: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.(Permanent Bonus teamwork feat) Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot. Shake It Off: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). (Bonus teamwork feat) Deadly Aim: 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. Other feats to consider: weapon finesse, spell focus, spell penetration, favored judgment, judgment surge, extended bane, extra bane, clustered shot
Skills:
7 ranks/level (6 for inquisitor +1 for Int) Bluff (2 ranks, +3 class skill, +0 Cha)
Climb (1 rank, +3 class skill, +1 Str)
Diplomacy (2 ranks, +3 class skill, +0 Cha)
Disguise (1 rank, +3 class skill, +0 Cha)
Heal (1 rank, +3 class skill, +3 Wis)
Intimidate (3 ranks, +3 class skill, +4 stern gaze, +0 Cha)
Knowledge (arcana)* (3 ranks, +3 class skill, +1 Int)
Knowledge (dungeoneering)* (2 ranks, +3 class skill, +1 Int)
Knowledge (local)* (4 ranks, +1 Int)
Knowledge (nature)* (2 rank, +3 class skill, +1 Int)
Knowledge (religion)* (2 ranks, +3 class skill, +1 Int)
Knowledge (planes)* (5 ranks, +3 class skill, +1 Int)
Linguistics (1 rank, +1 Int)
Perception (8 ranks, +3 class skill, +2 Keen Senses, +3 Wis)
Ride (1 rank, +3 class skill, +4 Dex)
Sense Motive (3 ranks, +3 class skill, +4 stern gaze, +3 Wis)
Spellcraft (8 ranks, +3 class skill, +1 Int)
Stealth (5 ranks, +3 class skill, +3 skill focus, +4 Dex)
Survival** (7 ranks, +3 class skill, +3 Wis)
Swim (1 rank, +3 class skill, +1 Str)
* 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. **Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Other class skills
Gear:
Combat Gear -4 potions of cure light wounds -1 antitoxin 3 elf bane arrows (240 gp) 4 human bane arrows (160 gp) Ring of Gravity Bow (3/day) (~1,200 gp?) Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. Other Gear
Backpack (2 gp, 2 lbs.)
3 Belt pouches (3 gp, 1.5 lbs.)
560 gp, 10 sp, 4 cp Traits:
Scouting for Fiends: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders. Unshakeable: Your faith in yourself and your deity was all that kept you going during your father's darkest rages. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.
Racial abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. 4th level attribute bonus: +1 to Con
Story details:
Mission vs. Orvignato Drow journal
1 week after Skyfall
Devil's Elbow
[url=http://paizo.com/campaigns/DMBigrinsSecondDarkness/gameplay&page=78#3887]The drow's plans, per Eviana[/ooc]
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