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About Duncan REDHAMMER! ! Stats:
Dwarf Inquisitor 10 NG Medium Humanoid (dwarf) Init +6; Senses darkvision 60 ft.; Perception +16 -------------------- Defense -------------------- 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 --------------------
Melee +1 Furious Bastardsword +13/+8(1d10+1+4/19-20/x2)
Melee Masterwork Alchemical Silver Cestus +13/+8(1d10+4/19-20/x2)
Melee Masterwork Cold Iron Cestus +13/+8(1d10+4/19-20/x2)
Masterwork Composite Longbow (+3 pull)
Special Attacks:
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.
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:
-------------------- Special Abilities -------------------- Bane (+2 / 2d6) (15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
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
2-level,5/day
3-level, 4/day
4-level, 2/day
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