Paladin

Dain Bramage's page

1,271 posts. Alias of Andrea1.


Full Name

Dáin Bramage

Race

Dwarf

Classes/Levels

Inquisitor(Living Grimoire) 3HP28/37,Init5,F7R2W6,AC18T13FF16

Gender

M

Size

M

Special Abilities

Low Light Vision

Alignment

NG

Deity

Moradin

Location

Right here

Languages

Dwarf,Common

Strength 14
Dexterity 13
Constitution 18
Intelligence 11
Wisdom 17
Charisma 8

About Dain Bramage

Full Name : Dain Bramage
Race: Dwarf

Classes/Levels : Inquisitor(Living Grimoire) 3

Gender : M

Size : M

Age

Special Abilities :

Alignment: NG

Deity : Moradin

Location : Trouble

Languages : Common,Dwarf
Occupation : Inquisitor

Strength 14 (+2)
Dexterity 13 (+1)
Constitution 18 (+4)
Intelligence 11
Wisdom 17 (+3)
Charisma 8 (-1)
Height: Dwarf Weight: Heavy Hair: Beard Eyes: Both of them
Favored Class: Inquisitor (HP)
EXP: 0
Hit Points: 37
Spd: 20
Init: +5
AC: 18 ( +6 armor +2 shield +1 Dex)/Touch 13 /FF 16)
BAB: +2
CMB:
CMD:
Saves: Fort +7 Ref +2 Will +6 (Add +2 vs poison, spells, and spell-like abilities.) (add +2 vs. fear)

Weapons:
Book of Grudges +5 1d8+2
Dagger +4 1d4+2 19-20
Shortbow +3 1d6 x3/60 feet

Skills: 6/level
Perception (2+3+3) 8
Intimidate (2-1+3+1 class) 5
Sense Motive (2+3+3+1 class) 9
Know-Planes (2+3) 5
Climb (3+2+3) 8
Know-Religion (2+3) 5
Swim (3+2)5
Survival (2+4+3) 8 +9 to follow tracks
Know-Underdark (1) 1
Heal (1+3) 4

Background Skills 2/level
Know-Geography (2) 2
Know-History (2) 2
Know-Engineering (2) 2

Feats: Improved Initiative(+4),Weapon Focus(Holy Book),
Traits:
Exposed to Awfulness:1/day if fail a saving throw against demon that would slay or incapacitate, may reroll. Must take second roll even if worse.
Courageous : You gain a +2 trait bonus on saving throws against fear effects.

Special Abilities:
Defensive Training
Gain +4 Dodge Bonus to AC against monsters of Large size or larger
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.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Low-Light Vision: They have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. An individual with low-light vision can read a scroll or other writing as long as even the tiniest candle flame is next to them as a source of light. Further they can see outdoors on a moonlit night as well as they can during the day.
Hatred: If confronted by their racial enemies (Orcs and Goblins) they must focus their efforts to eliminate these foes first above all others or suffer a -2 To Hit and Damage. Further if Orcs or Goblins are present, they must make a Will check DC 15 or immediately attack them.
Dwarf Weapon Training:
Gain proficiency with Crossbows (Light and Heavy), Battle Axes, Heavy Picks, and War Hammers if already proficient with these weapons due to 1st-level class gain Weapon Focus with one of these weapons. Also treat any weapon with the word "Dwarven" in its name as a Martial Weapon.
Non-Bouyant
Due to a Dwarf's density they have a -4 to any Swim Checks in addition to any armor or encumbrance they might be carrying.

Holy Book:

Holy Book (Su)

They form a supernatural bond with a large ironbound tome (reliquary) containing the holy text of their deity and learn to use it as a weapon. When wielding the Holy Book as a weapon, they deal base damage based on their level 1st–4th 1d8, 5th–9th 2d6, 10th–14th 2d8, 15th–19th 3d6, and 20th 3d8. It is also treated as a Cold Iron weapon, they are considered proficient with the Holy Book, and take no improvised weapon penalty. The tome serves as their holy symbol and divine focus, and grants them the Feat: Eschew Materials. Further it can be enchanted as a magic weapon.

At 4th-level, they gain the ability to enhance their Holy Book with divine power as a Swift Action. This power grants a +1 Magic Enhance bonus that only they can use. They gain an additional +1 at levels 8th, 12th, 16th, and 20th for a max of +5. They can use this ability a number of rounds per day equal to their level, and these rounds need not be consecutive. This temporary bonus stacks with any permanent bonuses the Holy Book may have up to a combined enhancement of +10 when factoring in special abilities.

The enhance bonus can be used as a +1 To Hit and Damage (up to a Max +5) or it can be swapped for the following Special Abilities: Axiomatic(+2), Bane (+1), Brilliant Energy(+4), Defending(+1), Disruption(+2), Flaming(+1), Frost(+1), Ghost Touch(+1), Holy(+2), Keen(+1), Merciful(+1), and Shock(+1)

The Holy Book contains all Orisons (0-level Inquisitor spells) plus 3 1st-level Inquisitor spells of their choice at 1st-level. They can also select a number of additional 1st-level Inquisitor spells equal to their Intelligence Modifier to add to their Holy Book. At each new level, they gain two new Inquisitor spells of any spell levels they can cast (based on their new level) for their Holy Book. At any time they can add to their Holy Book any Inquisitor spells they have acquired from Scrolls or other written sources. For time and cost of these copied spells see the guidelines for Wizards copying spells into their spell book.
This ability replaces monster lore.


Spellcasting:

A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.

The living grimoire receives the same number of spell slots per day as a warpriest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.

At 1st (level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.

This ability alters orisons and spellcasting and replaces cunning initiative.

Sacred Word:

At 1st (level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).

At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).

These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.

This ability replaces judgment.


Domain:

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 4

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
[spoiler=Stern Gaze]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). +1
Detect Alignment: At 2nd level, 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: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.+1
Solo Tactics: 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.
[b]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)

Spells per day 3 1st
0 Stabilize,Disrupt Undead,Daze
1: Cure Light Wounds,Divine Favor,Remove Fear

Equipment:

Book of Grudges Wgt 5 lbs Cost 0gp
Warhammer (Silvered) Wgt 5 lbs Cost 24gp
Dagger Wgt 2 lbs Cost 2gp
Quiver Wgt 1 lbs Cost 1gp
Arrows (20) Wgt 1 lbs Cost 1gp
Scale Mail MW +2 Wgt 30 lbs Cost 1,250gp
Light Wood Shield MW +1 Wgt 5 lbs Cost 15gp
Wand of CLW (46 chgs) Wgt 0 lbs Cost 750gp
Potion Swimming (x3) Wgt 0 lbs Cost 750gp
Celestial Lamp Wgt 2 lbs Cost 300gp PMI (Permanent Magic Item)
Flask Holy Water (x5) Wgt 5 lbs Cost 125gp
Potion Belt MW (Cap 10) Wgt 1 lbs Cost 5gp
Backpack Wgt 2 lbs Cost Free (bonus from Inquisitor Kit)
Bedroll Wgt 5 lbs Cost 0.1gp
Flint and Steel Wgt 0 lbs Cost 1gp
Iron Pot Wgt 4 lbs Cost 0.8gp
Mess Kit Wgt 1 lbs Cost 0.2gp
Rope, Silk 50 ft Wgt 5 lbs Cost 10gp
Soap Wgt 1 lbs Cost 0.5gp
Trail Rations (5 days) Wgt 5 lbs Cost 2.5gp
Waterskin Wgt 5 lbs Cost 1gp
Whetstone Wgt 1 lbs Cost 0.02gp
9gp 7sp 8cp

Dain (Child of Dain, Child of Dain) was raised in the faith of Moradin as a priest who would work with patrols to keep caravans safe and with blessing for his deity.
However, during one stretch the caravan was attacked by a creature from the Abyss and tore through the defenders like they weren't even there and left Dain on the edge od death. Managing to survive, Dain swore he would dedicate his future to sending such monsters back where they came from and began training as an Inquisitor so he could smash evil with the words of his deity(literaly in this case.) Although Dain is quite serious in his efforts and is a spiritual and physical well of resilience, he lacks the proper intellectual depth needed to channel his divine spells to any great effect.