DDrake's page

Organized Play Member. 18 posts. 1 review. No lists. 1 wishlist. 1 Organized Play character.


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biggest problem i had was saving maps for latter use :(


OK I am running a pbp for the Adventure Path Jade Regent and am trying to find the best way to present the Maps with out having to redue them for every encounter.

One person suggested //ditzie.com/ but I have discovered that it is no longer possible to create a new account with them and the site admin is unresponsive to emails.

I am looking for something simple that can be URL sited and updated...

any suggestions?


I really like the way this Warlock came out, I wish I had spotted it before today :)

Job well done


Ok after working with them some more the saves and hd as you have changed them is much better.
I agree about the damage being a little lower.

Just getting a look at the changes in 3.0 :)


in the play test i rolled out the monk straight up slaughtered the avatar one on one but (that could of been the rolls to)
more to come :) and yes I would love a final copy :)


Actually will be played on another site but the PRD through Paizo will be the only allowed source for traits, feats, and spells. I found that the discussions here are more "sound".

A lot of the group I game with like the idea of building their own class if you will from feats and skills. That's where the Idea for this came from.

take away the class bonuses and be careful on what feats you chose if you want to do something in a level or two...

simplified ROLE playing instead of power ROLL playing was the goal


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I agree with the fact if it is "one" class it needs to be a d8.
the idea of splitting the four into separate classes with each class gaining bonuses/penalties is interesting too.

Still working on putting together different leveled characters.


No promises But I will look it over. Defiantly looks interesting..


Good Question, the game I am planing is home brewed as well
there is a huge gap between the natives and the new arrivals.

mostly being that those who wish to be one of the new folks (humans-post event) will have advanced firearms (set number of weapons and ammo in the world and unable to recreate), no armor, and unable to understand magic until at least 4th level. Where humans-native will be able to be spellcasters with a (1st feat) Bloodline (1st Human bonus feat) a Domain, and (1st Spellcaster bonus feat) Wildshape.

Elves will be unable to handle "crafted metal" in any form,
Dwarves will be sturdy defenders and craftsmen.
gnomes and halflings I am still thinking about.
Orcs, Goblins, Giants will more or less be standard foes but with very established hierarchies

thread I started on seeking advice

I will have a large map but even those native will know that the lands were changed in the event and nothing will be what they know.


I am thinking about running a E8 Generic classed home brewed game. The reason I am going generic is that there are TOOOOOOO many options out there and as that this will be a play by post game I want it to be more about the characters and their skills and community then running a dungeon and killing everything.
with the classes below I realize that a spellcaster will be extremely powerful individuals, they will also be rare and those who are NPC's will be leaders opposing the rising character players. I am looking for feed back on what else I could modify to make the game more appealing to prospective players

The Commoners
CON mod X HD=hitpoints saves three poor
2+INT Skills 4 skills
Prof. with work "tool" as weapon, club, sling, spear, half spear
~~not suggested for a hero class

The Experts
d8 Saves two good, one poor (1) 2/0, (2) 3/0, (3) 3/1, (4) 4/1. (5) 4/1, (6) 5/2, (7) 5/2, (8) 6/2
8+INT Skills any 12 skills plus Craft (any) and Profession (any)
Weapons: simple melee and simple range
Armor;: Light
Bonus Feats: 1,2,4,8
Attacks: (1) +0, (2) +1, (3) +2, (4) +3, (5) +3, (6) +4, (7) +5, (8) +6/+1
~~good for those who want to specialize in skill based task

The Warriors
d10 Saves one good two poor (1) 2/0, (2) 3/0, (3) 3/1, (4) 4/1, (5) 4/1, (6) 5/2, (7) 5/2, (8) 6/2
4+INT Skills any 6 skills plus Craft (any) and (Profession Sailor, Soldier, Thug or Bodyguard)
Bonus Feats 1,2,4,6,8
Weapons: one "heir-loomed" weapon proficiency, all simple and martial weapons
Armor: Light & Medium and shields (not heavy or tower shield.. there is a feat for that)
Attack: = to HitDie
~~good for those who want to specialize in combat based tasks

The Spellcasters
d6 Saves one good, two poor (1) 2/0, (2) 3/0, (3) 3/1, (4) 4/1, (5) 4/1, (6) 5/2, (7) 5/2, (8) 6/2
6+INT Skills any 6 skills plus Craft (any), Knowledge (any/all) Profession (any)
Bonus Feats: 1,4,8
Weapons: One "focused" weapon of choice, daggers, clubs, slings, and Staffs
Armor: NONE wearing any type of armor prevents ability to cast any spell
Attack: (1) +0, (2) +1, (3) +1, (4) +2, (5) +2, (6) +3, (7) +3, (8) +4
Spells: Choose one ability score to cast spells from Select spells "known/cast (like SOR)
spell chart known/cast (bonus spells to known and cast) (if caster has a ability score bonus that would grant a know spell of the new level, they can learn it and cast.)
1st zero=4/unlimited first= 2 / 3
2nd zero=5/unlimited first= 2 / 4
3rd zero=5/unlimited first= 3 / 5 second= 0 / 3
4th zero=6/unlimited first= 3 / 6 second= 1 / 3
5th zero=6/unlimited first= 4 / 6 second= 2 / 4 third 0 / 3
6th zero=7/unlimited first= 4 / 6 second= 3 / 5 third 1 / 3
7th zero=7/unlimited first= 5 / 6 second= 3 / 6 third 2 / 4 forth 0 / 3
8th zero=8/unlimited first= 5 / 8 second= 4 / 6 third 2 / 5 forth 1 / 3

Spell casters will actually be very powerful individuals... each one different and unique, they will have access to all spell lists to draw their spells from.
~~good for those who want to master Magic

Homebrewed: Modified feats

Improved Unarmed Strike: deals lethal damage at the following levels
1st–3rd small 1d2 medium 1d4 large 1d6
4th–6th small 1d4 medium 1d6 large 1d8
7th–8th small 1d6 medium 1d8 large 1d10

Improved Unarmed Strike Damage: improves damage dealt by one size category. Prerequisite: Improved Unarmed Strike; BAB +2 or higher (can be taken multiple times with)

Evasion (Ex): As the monk ability. Prerequisite: Base Reflex save +3

Improved Evasion (Ex): As the monk ability. Prerequisites: Base Reflex save +5, evasion.

Familiar: As the wizards ability. Use spellcaster level to determine familiar's abilities. Prerequisite: ability to cast spells
Spellcaster Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind

Animal Companion: As the druids ability. Prerequisite: Animal Affinity or any Trait/Feat that grants a handle Animal bonus; Handle Animals 1+ ranks.
Level feat is taken counts as 1st level, example taken at 4th level by a 6th level Warrior Animal Companion would be a 2nd level on this chart
level HD BAB F R W Skill Feat NatAC S/D Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1 —
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2 —
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3 —
8th 7 +5 +5 +5 +2 7 4 +4 +2 3 Ability score increase, Multiattack

Wild Empathy (Ex): As the druid ability. Prerequisite: Handle Animal 2+ranks.

Track (Ex): As ranger ability. Adds half of total character levels (minimum 1) to Survival skill checks made to follow or identify tracks.

Swift Tracker (Ex): As ranger ability. Can move at their normal speed while using Survival to follow tracks without taking the normal –5 penalty. They take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Prerequisite: Track, Survival 6+ranks

Trap Sense (Ex): Combines the rogue class features of trap sense and trapfinding. Prerequisite: Disable Device 2+ranks, Perception 2+ranks.

Uncanny Dodge (Ex): Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.

Sneak Attack (Ex): As the rogue ability, but +2d6 on damage rolls. Prerequisites: Stealth 2+ranks.

Improved Sneak Attack (Ex): Add +3d6 to your sneak attack damage. Prerequisites: Stealth 5+ ranks, sneak attack.

Greater Sneak Attack (Ex): Add +4d6 to your sneak attack damage. Prerequisites: Stealth 8+ ranks, sneak attack, improved sneak attack.

Favored Enemy (Ex): As the ranger ability. May be selected more than once; each additional selection improves any one favored enemy bonus (including the one just selected) by 2.

Fast Movement (Ex): As the barbarian ability. Land speed is faster than the norm for there race by +10 feet. This benefit applies only when subject is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the subject's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the subjects land speed.

Channel Energy (Su): as clerics ability. Regardless of alignment, any Spellcaster can release a wave of energy by channeling the power of their faith through their presented holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Perquisite; can be chosen only on Spellcaster's 1st level; Knowledge Religion 1+ranks
~A good Spellcaster (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Spellcaster (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral Spellcaster who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether they channel positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Spellcaster. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Spellcaster levels beyond 1st (2d6 at 3rd, 3d6 at 5th, 4d6 at 7th). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Spellcasters level + the Spellcasters CHA modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A Spellcaster may channel energy a number of times per day equal to 3 + their CHA modifier. This is a standard action that does not provoke an attack of opportunity. A Spellcaster can choose whether or not to include themselves in this effect. A Spellcaster must be able to present their holy symbol to use this ability.

Domains: as clerics ability. add ONE Domain spell list to Known spells and listed powers from the domain Perquisite: Spellcaster; Knowledge Religion 1+ranks (can be taken Multiple times, different domains)
~Each domain grants a number of domain powers, dependent upon the level of the Spellcaster, as well as a number of bonus spells. A Spellcaster gains one domain spell known for each level of spells they can cast
In addition, a Spellcaster gains the listed powers from the domain, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Bloodline: as sorcerer ability. A Spellcaster's source of magic comes from somewhere in their heritage that grants them extra spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. Perquisite; can be chosen only on Spellcaster's 1st level. (Bloodlines will be slightly modified for E8 if chosen by the Spellcaster)

Wild Shape (Su): as druid ability. Spellcaster's can turn themselves into any ONE (once chosen can not changed) Small or Medium creatures with the animal type and back again 1 per day/per level. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per Spellcaster's level, or until they changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the Spellcaster is familiar. Perquisite: can be chosen only on Spellcaster's 1st level.

Large Wild Shape (Su): as Wild Shape, except Spellcaster can select a SECOND type of creature with the Animal type of large, small or medium (once chosen can not changed). Perquisite: Spellcaster 4th level, Wild Shape

Elemental Wild Shape (Su): as Wild Shape, this ability functions as elemental body I spell. the effect lasts 1hr/per Spellcaster's level. Perquisite: Spellcaster 6th, Wild Shape, Large Wild Shape

Wild Shapechanger(Su): as Beast Shape III spell (can choose any animal type of tiny, small, medium, large size) or Elemental II spell (small or medium sized elemental) at 1 hr/Spellcaster level Perquisite: Spellcaster 8th, Wild Shape, Large Wild Shape, Elemental Wild Shape


You said they were in a new town that they planned to base out of? Well if you use your monk to start a new temple your players will always have someone and someplace they can go for rest and recuperation. Basically you can turn him into a "Inn Keeper" that your players will always be happy to return to. You would also have someone who could pass on the "gossip" to the players so they would have a direction for there next adventure.


Well once I pointed out that the PS is under RAW rules he agreed that it was taking advantage of the rule as the in the CORE rules it stats MIN age, and felt that the "intent was for older aged characters"


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wow just got a response from the coordinator:

Kind of an odd choice for a character, but technically legal. On page five of the Guide, under "Abilities": "Characters can be of any age, but do not alter their ability scores as a result of this roleplaying choice."


Thank you every one for the input ... I will be linking my agreement to this thread as well as the prd rules


That's the argument that I raised and have yet to get a response from the sanctioned coordinator ... they wanted to start being rule lawyers but i don't think they know the rules...


a character has been introduced to Pathfinder Society play that I have to question about...

Female Chaotic Good Human Fighter (Weapon Master), Level 1, Init +4, HP 12/12, Speed 20 ft
AC 16, Touch 12, Flat-footed 14, Fort +4, Ref +2, Will +0, Base Attack Bonus 1
Horse Chopper (Brace / Trip) +5 (1d12+6, x2)
Dagger (spring loaded Wrist Sheath) (Can draw this as a swift action) +5 (+3 if Thrown) (1d4+4, 19-20/x2)
Armored Coat (+4 Armor, +2 Dex)
Abilities Str 18, Dex 14, Con 14, Int 13, Wis 11, Cha 7
Condition None
CMB: +5, CMD: 17, FCMD: 15

My question is that they claim their character a human female AGE 10 is legal with the stats that they put on their character sheet... It was my understanding that society sanction play had to fall under the minimum age for class (for a human fighter age 15)
I could understand allowing a starting age younger then that if the young template was applied which would :
Young Template per :http://paizo.com/pathfinderRPG/prd/additionalMonsters/monsterAdvancement.h tml#young-creature-(cr--1)

Quick Rules: +2 on all Dex-based rolls, –2 on all other rolls, –2 hp/HD.

Rebuild Rules: Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex.

where do the rules stand on this one?


12(+1), 10(+0), 8(-1), 10(+0), 14(+2) 14(+2)<------ will go with I think

Felix & Hmmph the Little Tigers Friend
Coming out of the trees on his approach to the city of Cauldron is a rare sight indeed. The rumors are true about the Young Gnome seen with a Young Tiger in the area, riding it no less... oh my he looks so ... so small ...

Gnome, Druid, with Tiger Companion:

1(hd) 9 HP
STR 10
DEX 10
CON 10
INT 10
WIS 14
CHA 16

Fort +2
Ref +0
Will +4 (+5)

AC 11 t11 f11 (+4 vs Giants)
BAB +0 CDM +0

Climb (Str) 0
Craft (Int) 0
Fly (Dex) 0
Handle Animal (Cha) 7 (11 Felix)
Heal (Wis) 6 (8 with kit)
K.Geography (Int) 0
K.Nature (Int), 2
Perception (Wis) 4
Prof.(Tracker)(Wis) 2
Ride (Dex) 6
Spellcraft (Int) 0
Survival (Wis) 9
Swim (Str). 0
Stealth (Dex) 4
Traits:Animal Friend; Poverty Stricken
Feats: (1)Mounted Combat
Speakes: Gnome, Sylvan, Druidic

Spells Prepared:
SLA:1/day each: dancing lights, ghost sound, prestidigitation,speak with animals

Orsins:1: Create Water. 2: Guidance. 3: Stabilize
First :1: Shillelagh. 2: Cure Light Wounds. (Summon Natures Ally I)

Natures Bond: Felix
Cat, Big(Tiger) (2hd) 17 HP AC 14 t13 f11
Size Medium; Speed 40 ft. Fort +4 Ref +6 Will +2
Attack bite +5(1d6+1) 2 claws +5(1d4+1)Special Attacks rake +5 (1d4+1)
STR 13 (+1)
DEX 17 (+3)
CON 13 (+1)
INT 2 (-4)
WIS 15 (+2)
CHA 10 (+0)
low-light vision
scent
link
share spells
Acrobatics (Dex) 7
Climb (Str) 1
Escape Artist (Dex) 3
Intimidate (Cha) 0
Perception (Wis) 2
Stealth (Dex) 3
Survival (Wis) 6
Swim (Str) 1
trained Tricks:Combat Rider Trained(7)
~combat rider,~attack,~come,~defend,~down,~guard,~heal

Equipment -------120 gp carried weight 8#
2 clubs (3#) -- +1 1d4 20x2 B 10'
1 dagger(.5#) 2 gp +1 1d3 19-20x2 p/s 10'
1 sling (-#) -- +1 1d3 20x2 B 50'
20 bullets (5#) 2 sp ---

exMil.Saddle(20#) 60 gp
saddle bags (4#) 4 gp
healers kit (1#) 50 gp
x2 waterskin(8#) 2 gp (full size)
x2 rations (1#) 1 gp

Coins: 8 Talons

racial facts:
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.


set one:
4d6 ⇒ (4, 3, 5, 1) = 13
4d6 ⇒ (5, 4, 2, 2) = 13
4d6 ⇒ (6, 4, 1, 3) = 14
4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (6, 1, 1, 5) = 13
4d6 ⇒ (5, 1, 6, 2) = 14

set two:
4d6 ⇒ (4, 3, 2, 5) = 14
4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (2, 2, 4, 1) = 9
4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (4, 4, 6, 2) = 16
4d6 ⇒ (3, 6, 1, 5) = 15

hmm lets see if I have the fortune with me this morning...

Full Name

Lysaer Nymmis

Race

| HP: 64/64 | DR 3/- | TEMPS: 0 AC:25[23](14[13] Tch,23[21] Fl) | CMB: +13, CMD: 26 | F: +10 , R: +5 , W: +8 | Init: +4 | Perc: +14, SM: +13

Classes/Levels

| Speed 30ft | Re-roll (+2) 1/1 | Judgement 2/2 | Correction 2/2 | Determination 1/2 | Spells: 1st:4/4 / 2nd: 0/2 [ooc]Active Conditions: See Invisibility / Shawl of Life Keeping (10hp) .

Gender

Male Half-Elf Fighter/2 Inquisitor/4(Preacher) Hellknight/2

Size

Med

Age

17

Alignment

LN

Deity

Godclaw Pantheon

Location

Westcrown

Languages

Common, Elven, Infernal, Celestian

Occupation

Aspirant Hellknight

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 9

About Lysaer Nymmis

Who is Lysaer?:
Since he was little Lysaer had always wished to join the legendary Hellknights, in particular the Order of the Godclaw and their unique view on a pantheon of deities. Coming from wealthy stock - and with the training that comes from having such power, Lysaer was an accomplished Swordsman before applying to join the Order of the Godclaw.

Joining the Hellknights as a page at the age of ten, Lysaer has spent the last 6 years with the order, learning their doctrine, mission and tactics. As a squire he has been given leave to finish his skills and to that end he has joined the Pathfinder Society with their variety of trials and tribulations.

One thing Lysaer has come to realize however, is the inherent corruption within the Chelaxian Nobility. Whilst many of his kinsmen will have sided with the Dark Archives, Lysaer has listened to Lady Gloriana's theory on an united and accountable nobility, and secretly, Lysaer has joined with them. Outwardly to ensure their methods stay above board, if any should ask, but deep down he finds the Court intriguing.

Appearance:
Lysaer is a tall, muscular Half-Elf man with the usual pale complexion of anyone from Cheliax, though instead of the standard dark hair, Lysaer has spiky, Fiery-Red hair which is always kept tidy and is kept in check by a black leather headband.

Well-made Plate greaves encase his lower legs from the knee and half-fingered gauntlets rise to his elbow, a long, dark steel chain shirt, hanging down to his greaves and the sleeves reaching his vambraces completes the look, over a gambeson. On closer inspection, the armour seems to be somewhat for show and not as truly protecting as would be normal for the armour it is trying to replicate.

Over this, a dark gray tabard his belted around the waist, emblazoned with the symbol of a five pointed Iron star, which is slightly off axis as if it were spinning. In battle he wields one of two paired Greatswords, one fashioned of silver and the other with the darkness of cold iron

Character Sheet:

Lysaer Nymmis

Half-Elf(Chelaxian/Kyonin) Fighter 2 / Inquisitor 4 (Preacher) / Hellknight/2

LN Medium humanoid (human)

Init +4(+5 in Cheliax); Senses Low-Light Perception +14; Sense Motive +13
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 23 (+10 armor, +2 Dex, +1 Deflection, +1 Trait, +1 Insight) ; DR 3/-

HP 64

Fort +10, Ref +5, Will +8 ; Immune to Sleep, +2 vs Enchantment, +1 vs Curse, +1 vs Fear, +1 (Will) vs Illusion

--------------------
Offense
--------------------
Speed 30 ft.

Melee: M/W Cold Iron Greatsword / Magic Silver +13/+8 ; 2d6 + 6
M/W Cold Iron Greatsword (P.A) / Magic Silver +11/+6 ; 2d6 + 12
M/W Planson +12/+7 ; d10 + 6
M/W Planson (P.A) +10/+5 ; d10 + 12
Cold Iron Dagger +11/+6 ; d4 + 4
Gauntlet +11/+6 ; d3 + 4

Ranged: M/W Darkwood, Composite Longbow (+3) +10 ; d8 + 3 (C.I / B)

--------------------
Statistics
--------------------
Str 19, Dex 14, Con 12, Int 12, Wis 14, Cha 9

Base Atk +7; CMB +13; CMD 26

Feats: Skill Focus (intimidate), Power Attack, Weapon Focus (greatsword), Toughness, Hellknight Obedience (Godclaw), Cornugan Smash, Furious Focus

Traits Fiend Blood (+1 K. Planes, C.S), Defender of the Society: +1 AC in Med/Heavy Armour) , Bully (+1 Intimidate, C.S) (Conqueror of Time)

Skills [AC -3]: [46] Diplomacy (5) +10, Intimidate (7) +15, K.Arcana (4) +8/+10, K. Dungeoneering (3) +7/+9, K.History(0) +3 (Untrained), K. Local (0) +3/+5 (Untrained), K. Nature (4) +8/+10, K. Planes (5) +9/+11, K.Religion (4) +9/+11, Perception (7) +14, Sense Motive (6) +13, Survival (1) +6/+8

SQ

Combat Gear: +1 Adamantine Hellknight Plate, Gauntlets, Anti-Plague, Anti-Toxin, Scroll: CMW, Inquisitor's Kit, M/W Backpack, Acid Flask x3, Sihedrion Medallion, Ring of protection +1 Wand of CLW (26/50), Scroll of CMW x1, Shawl of Life-Keeping, Dusty Rose Prism Ioun Stone

Weapons: +1 Silver Greatsword, M/W C.I Greatsword, M/W Darkwood composite Longbow (+3),

Alchemical: Potion of Fly x1, Potion of CSW x1

--------------------
Special Abilities
--------------------
Elf Blood: Count as both Human and Elven for any effect related to race.

Destruction: The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.

Determination (2/day) [Free] Pick one of the following when used:

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Reformation Inquisition:

Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Cornugun Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Hurtful: When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Spells:

1st: Divine Favour, Weapons Against Evil, Cure Light Wounds
2nd: See Invisibility, Align Weapon

Sihedrion Medalion: False Life 1/day (d10 + 5 temps, 5 hours)

Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight armor (see page 290). While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed.

Discern Lies (Sp): At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 plus his Charisma modifier. His caster level equals his total character level.