Initiate of Flame

Duncan REDHAMMER! !'s page

7 posts. Alias of STR Ranger.


Full Name

Duncan Redhammer

Race

Dwarf

Classes/Levels

Inquisitor 10 (Witchunter) Int+6, F11, R6, W12, +2 Fort, Will in RAGE, +5 vs Spells/Poison, +1 per adjacent allyAC25/T15/FF23, -2 when raging HP93/93, 113/113 RAGING , Perception +16

Languages

Common, Dwarven, Celestial, Infernal, Abyssal, Elven, Giant

Strength 18
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 19
Charisma 6

About Duncan REDHAMMER! !

Stats:

Dwarf Inquisitor 10
NG Medium Humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 25, touch 15, flat-footed 25 (+8 armor, +2 Dex, +1 natural, +1 insight, +2 luck, +1 Armored Kilt +3 Shield of Faith, +3 Protection Judgement
hp 93 (8+9d8+30);

Fort +11, Ref +6, Will +12; +5 vs. poison, spells, and spell-like abilities +1 to saves per adjacent ally

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Offense
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Speed 20 ft.

Melee +1 Furious Bastardsword +13/+8(1d10+1+4/19-20/x2)
With RAGE: +3 Bastardsword and +4 morale to STR. Melee: +17/+12(1d10+3+5/19-20/×2),

Melee Masterwork Alchemical Silver Cestus +13/+8(1d10+4/19-20/x2)
With RAGE:+4 morale to STR. Melee: +15/+10(1d10+5/19-20/×2)

Melee Masterwork Cold Iron Cestus +13/+8(1d10+4/19-20/x2)
With RAGE:+4 morale to STR. Melee: +15/+10(1d10+5/19-20/×2)

Masterwork Composite Longbow (+3 pull)
+11/+6 (1d8+3/×3 110ft)

Special Attacks:
Bane- Acts as Gtr Bane from BANE BALDRIC (+2 / 4d6) (15 rounds/day),

Rage 10 rounds/day (+4 morale to Str and Con), +20 rage HP and +2 Will saves.

Justice Judgement +4 to attacks

Destruction Judgement +4 to damage

Destructive Smite 7/day +10 Damage on a single attack.
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Base Statistics
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Str 15 (+1@4), Dex 14, Con 14, Int 13, Wis 16 (+1@8), Cha 6
Base Atk +7/+2; CMB +11; CMD +23 (27 vs. Bull Rush, Trip)

Class Progression::

1-Rage SubDomain, judgment 1/day, orisons, stern gaze, spell sage, Steel Soul
2-Cunning initiative,Knowledgeable Defence
3-Solo Tactics, Shake it off- Teamwork feat, Power Attack
4-Judgment 2/day
5-Bane,Combat Expertise
6-Spell Scent, Paired Oppurtunists-Teamwork Feat
7-Judgment 3/day,Improved Trip
8-Second Judgement
9- Outflank-Teamwork Feat,Greater Trip
10-Judgement 4/day

Traits::
Glory of Old (+1 to Dwarven Racial Save bonus)
Fates Favored: Whenever he is the subject of a luck bonus, add +1

Skills:

Acrobatics 3+ 2(Dex)=5
Bluff 4-2 (Cha),=2
Climb 4+4 (Str),=8
Craft: Weapons 4 +1(Int)=2(racial)=7
Diplomacy 4-2(Cha),=2
Disguise 4-2(Cha),=2
Disable Device 0+2 (Dex)=2
Escape Artist 0+2 (Dex)=2
Fly (Dex) 0+2 (Dex)=2
Heal 4+4(Wis),=8
Intimidate 13-2(Cha),+5Stern Gaze =16
Knowledge (arcana) 5+1(Int)=6
Knowledge (dungeoneering) 5+1(Int)=6
Knowledge (nature) 5+1(Int)=6
Knowledge (planes)5+1(Int)=6
Knowledge (religion) 5+1(Int)=6
Linguistics 4+1(Int)=5
Perception 12+4(Wis)=16
Profession: Soldier 4+4(Wis),=8
Ride 4+2(Dex),=6
Sense Motive 7+4(Wis),+5Stern Gaze =16
Spellcraft 13+ 1(Int)=14 + 4 WIS to ID Spells
Stealth 13+2(Dex)=15
Survival 4+4(Wis)=8+2 to track giants
Swim 4+4(Str).=8

Armor check Penalty -3 (0 for jump/climb)

Class/Special Abilities:

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Special Abilities
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Bane (+2 / 2d6) (15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Spell Sage At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. This ability replaces monster lore.
]Knowledgeable Defence At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the witch hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the witch hunter's next Spellcraft check as a swift action while under the effect of this ability. This ability replaces detect alignment, discern lies, and true judgment.
Spell Scent At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell's effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. This ability replaces track.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Inquisitor Domain (Rage Subdomain) Deities: Ragathiel
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.

Judgements:

Judgement
Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3/+4 from 10 Favored Bonuses +6 for crit confirm (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 (Su) AC bonus
Judgement of Sacred Purity +3 (Su) Save bonus
Judgement of Sacred Resiliency 3: Evil(Su) DR/magic
Judgement of Sacred Resistance 8 (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass

Available Teamwork Feats:

Allied Spellcaster - +2 bonus on level checks to overcome spell resistance.
Back to Back - +2 to AC against flanking opponents.
Improved Back to Back - Grant adjacent ally +2 to AC against flanking opponents.
Coordinated Charge - You may charge the same foe when an ally does.
Coordinated Defense - +2 bonus to CMD.
Coordinated Maneuvers - +2 bonus on combat maneuver checks.
Duck and Cover - Take ally’s result on Reflex saving throw.
Escape Route — You do not provoke attacks of opportunity when moving through spaces adjacent to allies.
Lookout — Act in surprise round if ally can act.
Outflank - Gain +4 bonus on attack rolls when flanking.
Pack Attack - Ally’s attack allows you to take a 5-foot step
Paired Opportunists — +4 bonus on attacks of opportunity.
Shake It Off — Gain +1 to all saving throws per adjacent ally.
Shielded Caster — +4 bonus on concentration checks.
Stealth Synergy — Take the highest roll made by you and your allies on Stealth checks.
Swap Places — Switch places with an adjacent ally.
Tribe Mentality — When you and an ally are simultaneously hit with an enchantment or emotion effect, you both roll saves but use either result.

Gear:

10000 Bane Baldric
8035gp for +1 Furious Bastardsword Foe Cleaver
9400 +2 Mithril Agile Breastplate
20 Armored Kilt
10000 belt of Physical prowess (+2 Str and Con)
5000 jingasa of the Fortunate Soldier
5000 dusty rose Ioun stone
4000 cracked green prism Ioun stone
4000 headband of wisdom
1000 +1 Cloak of resistance
2000 Amulet of Natural Armor
2000 Featherstep Slippers
750 Wand of Keep Watch 50 charges
750 Wand of Detect Evil 50 charges
700 Masterwork Composite Longbow (+3 str)
310 Masterwork Cold Iron Cestus
325 Masterwork Alchemical Silver Cestus
10 5 Daggers
- 5 Wooden Stakes
20 Cold Iron Battleaxe
102 Alchemical Silver Warhammer
5 Longspear
30 Inquisitor's Kit
10 Portable Ram
59 Quickdraw Light Steel Shield
1 50ft rope

492gp left for mundane gear.

Racial Traits::

•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
•Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
•Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
•Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Alt racial TraitCraftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Alt racial Trait Giant Hunter Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
•Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Alt Racial TraitRock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spell casting:

Inquisitor Spells Known (CL 6):
0-level
Detect Magic, Sift, Create Water, Light, Guidance, Acid Splash

1-level 6/day
Litany of Sloth, Expeditious Retreat, Divine Favor (+4 bonus), Shield of Faith, (+3 deflection), Burst Bonds (5d6 to restraints or +6 to CMB/saving throw)

2-level,5/day
Perceive Cues, Brow Gasher, Instrument of Agony, Lesser Restoration, Invisibility

3-level, 4/day
Righteous Vigor, Dimensional Anchor, Cure Serious Wounds, Invisibility Purge

4-level, 2/day
Gtr Invisibility, Holy Smite