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Donyvan's page

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About Donyvan

Donyvan
Male human inquisitor (urban infiltrator, vampire hunter) of Sigmar 5 (FCB: Spells)
LN Medium humanoid (human)

Init +6; Senses low-light vision; Perception +12 (-2 when 10'+ from a fallen ally)

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Defense
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AC 18, touch 13, flat-footed 16 (+4 armor, +1 shield, +1 deflection, +2 Dex)
HP 33 (5d8+5)

Fort +6, Ref +4, Will +9

+2 trait bonus vs. undead's spells or spell-like abilities
Resist negative energy 10, positive energy 10

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Offense
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Speed 30 ft.
Melee fangbreaker +8 (1d8+4/×3)
Ranged composite longbow +5 (1d8+2/×3)

Special Attacks bane (9 rounds/day), judgment 2/day

Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—battle rage (+2)

Inquisitor Spell-Like Abilities (CL 5th; concentration +9)
. . At will—discern lies (5 rounds/day)

Inquisitor (Urban Infiltrator, Vampire Hunter) Spells Known (CL 5th; concentration +9)

2nd (3/day) — cure moderate wounds, lesser restoration, spiritual weapon

1st (5/day) — barbed chains (DC 15), bless, cure light wounds, hide from undead (DC 15), lend judgment (DC 15), protection from evil, shield of faith, true strike

0 (at will) — acid splash, detect magic, disrupt undead, light, oath of anonymity, read magic, resistance, sift, stabilize

Domain War

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Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 11
Base Atk +3; CMB +5; CMD 18

Feats Combat Advice, Combat Casting, Combat Expertise, Deadly Aim, Expanded Arcana, Extended Bane, Power Attack, Stealth Synergy

Traits blood of dragons, broken, not beaten, enemy of the undead (Ulfkarn)

Skills
Acrobatics +2
Appraise +0
Bluff +10
Climb +6
Craft (blacksmith) +6
Craft (weapons) +7
Diplomacy +6 (+10 when gathering information)
Disable Device +6
Disguise +9
Escape Artist +2
Fly +2
Heal +4
Intimidate +7
Knowledge (arcana) +4
Knowledge (history) +5
Knowledge (local) +5
Knowledge (nobility) +5
Knowledge (religion) +6
Perception +12
Profession (Blacksmith) +8
Ride +2
Sense Motive +14
Sleight of Hand +4
Spellcraft +4
Stealth +10
Survival +8
Swim +2

$ -2 on all checks when 10'+ from a fallen ally

Languages Common

SQ finesse weapon attack attribute, gifted detective, overprotective, silversmith, solo tactics, stern gaze +2, sun strike, track +2

Combat Gear
Artisan's clothing
deathless holy reliquary mithral chain shirt
light steel shield
iron holy symbol of Sigmar

+1 Fangbreaker (Guided Warhammer)
composite longbow (+2 Str)
quiver
> (20) arrows
quiver
> (20) blunt arrows

Backpack
> battle mask
> burglar's outfit
> traveler's outfit
> MW blacksmithing tools
> MW weaponsmithing tools

Bandolier
> (1) alchemist's fire
> (1) holy water
> flint and steel
> thieves' tools

Belt Pouch
> CASH: 20GP ; 5SP

Spell Component Pouch
> spell components

Encumbrance: Medium (63 lbs - All In)

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Special Abilities
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Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane (undead) weapon.
Battle Rage +2 (7/day) (Sp) Touch ally to grant +2 to a melee dam for 1 rd.
Combat Advice As MOVE, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Inquisitor (Urban Infiltrator, Vampire Hunter) Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Silversmith +2 Gain +2 bonus on Craft or Spellcraft checks to create a silver item that bypasses DR/silver
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Sun Strike +1d6 (5 rounds/day) (Su) As a swift action, weapon glows and deals +1d6 dam vs creatures vulnerable to sunlight.
Track +2 Add the listed bonus to Survival checks made to track.