Shieldmarshal

Cobb's page

129 posts. Alias of wakedown.


Race

Human

Classes/Levels

Wandering Hero 6 | Max HP 52 | AC 16 (T13, FF13) | Fort +8 Ref +6 Will +8* | CMD 18 | Init +7 | Perc +11 (+13) | Sense +14

About Cobb

The thing 'bout being a soldier or a mercenary... you follow orders and you tear down some towns in your time.

The thing 'bout when that time's done, you got a lot of time to reflect back on them days - the faces of them folks you left without homes, whether they were Taldan, Chelish, heck even if they were greenskins.

When a man sees his own sunset on the horizon, he starts thinkin' bout how to atone for all them bad things he done and seen.

That's the time he starts makin' better friends with them gods, and starts thinkin' 'bout puttin' all the bricks back in the walls he's gone and broke in his time.

Cobb wanders Golarion, seeking penance in his own eyes, and the eyes of the gods for all the communities he's torn apart. Now, he searches for small towns or villages in need of aid, and tirelessly does what he can to help them - expecting no thanks in return.

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Cobb
Human (Taldan) inquisitor (sanctified slayer) of Desna 6 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +7; Senses Perception +11
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 52 (6d8+18)
Fort +8, Ref +6, Will +8; +2 trait bonus vs. fear, +4 dodge bonus vs. allies spells that have this feat
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Offense
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Speed 40 ft.
Melee club +6 (1d6+2)
Ranged +1 keen composite longbow +7 (1d8+8/19-20/×3) or
. . darkwood composite longbow +7 (1d8+7/×3)
Special Attacks bane (6 rounds/day), sneak attack +1d6, studied target +2 (2nd, move action)
Inquisitor Spell-Like Abilities (CL 6th; concentration +8)
. . At will—detect alignment, discern lies (6 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—invisibility, resist energy, lesser restoration, see invisibility
. . 1st (5/day)—divine favor, heightened awareness[ACG], litany of sloth[UC] (DC 13), true strike
. . 0 (at will)—acid splash, create water, daze (DC 12), disrupt undead, guidance, light
. . Domain Travel
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Statistics
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Str 14, Dex 16, Con 14, Int 11, Wis 14, Cha 7
Base Atk +4; CMB +6; CMD 19
Feats Coordinated Shot[ACG], Deadly Aim, Friendly Fire Maneuvers, Point-Blank Shot, Precise Shot, Rapid Shot
Traits reactionary, stoic optimism
Skills Acrobatics +5 (+9 to jump), Bluff +2, Climb +5, Diplomacy +2, Disguise +2, Heal +6, Intimidate +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +4, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +11, Sense Motive +14, Spellcraft +4, Stealth +10, Survival +6, Swim +5
Languages Common
SQ agile feet (5/day), monster lore +2, solo tactics, stern gaze +3, track +3
Combat Gear cold iron arrows (50), scroll of align weapon, scroll of obscuring mist, scroll of remove fear, scroll of remove sickness, alchemist's fire (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear studded leather, +1 keen composite longbow (+2 Str), club, darkwood composite longbow (+2 Str), cloak of resistance +1, canteen[UE], flint and steel, masterwork backpack[APG], silk rope (50 ft.), trail rations (2), 125 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bane (+2 / 2d6, 6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Inquisitor (Sanctified Slayer) 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.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Track +3 Add the listed bonus to survival checks made to track.
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Point Buy:

At Level 4: S14 D16 C14 I11 W14 Ch7

15pt buy.
Str 14(5) D14(5) C13(3) I11(1) W14(5) Ch7(-4)
Human: +2 Dex
Level4: +1 Con

Starting Purchases:

Starting gold 3000
Darkwood bow -630
Studded leather -25
Cold iron arrow x100 -10
Blanch, silver -5
Blanch, adamantine -100
Blanch, ghost salt -200
Canteen -2
Trail ration x2 -1
Scroll, remove fear -25
Scroll, suppress charms -150
Scroll, remove sickness -25
Scroll, magic weapon -25
Scroll, align weapon -150
Scroll, obscuring -25
Mwk backpack -50
Silk rope -10
Flint and steel -1
Sunrod x2 -4
Alchemist fire x2 -40
Sickle -6
Cloak of resist +1 -1000

Remaining 516