Flumph

Eli of Brigh's page

7 posts. Alias of zefig.


Classes/Levels

M Flumph Gunslinger/Inquisitor | Init +12 | hp 72/72 | AC 31, T 16, FF 25 | F+10 R+14 W+15 | CMD 24 | Perception+24: Darkvision 60 ft | Grit 6/6 | Judgement 3/3 | Bane 2/2 | Track Teleport 2/2 | Translate Telepathy 8/8 | Current Spells: none

About Eli of Brigh

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Eli of Brigh
Male Flumph Gunslinger (Black Powder Vaulter) 1/Inquisitor of Brigh (Cold Iron Warden, Urban Infiltrator) 8
LN Small aberration
Init +12; Senses Perception +24, Darkvision 60 ft
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Defense
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AC 31, touch 19, flat-footed 25 (+7 armor, +6 dexterity, +1 size, +2 deflection, +5 Natural)
hp 72 (10 HD; 9d8+1d10+18)
Fort +10, Ref +14, Will +15;
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Offense
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Speed 5 ft., Fly 20 ft
Melee sting +8 (1d4 plus acid injection)
Ranged +2 Pistol (deadly aim) +14/+9 (1d6+6, x4, 20 ft, misfire 1 [2 with cartridges])
+2 Pistol (deadly aim, rapid shot) +12/+12/+7 (1d6+6, x4, 20 ft, misfire 1 [2 with cartridges])
Special Attacks stench spray, bane 2/day
Inquisitor Spells Known (CL 8th; concentration +14)
3rd (3/day)—Anti-Summoning Shield, Dimensional Anchor, Dispel Magic, Heroism
2nd (6/day)—Aid, Resist Energy, See Invisibility, Silence
1st (6/day)—comprehend languages, divine favor, fallback strategy, forced quiet, heightened awareness
0th (at will)—brand, create water, detect magic, read magic, sift, stabilize
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Statistics
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Str 10, Dex 22, Con 13, Int 12, Wis 22, Cha 8
Base Atk +7; CMB +6; CMD 24
Feats Point Blank Shot, Precise Shot, Rapid Shot, Rapid Reload (Pistol), Deadly Aim, Gunsmithing, Alignment Channel, Favored Judgement (Evil Outsider)
Traits Gesture Expertise, Wary Eye
Skills Acrobatics +12, Bluff +9, Craft: Alchemy +6, Craft: Clockwork +8, Diplomacy +3 (+9 to Gather Information), Disable Device +12, Disguise +9, Escape Artist +10, Fly +22, Heal +1-, Intimidate +7, Knowledge Arcana +6, Knowledge Dungeoneering +5, Knowledge Engineering +8, Knowledge Local +5, Knowledge Planes +14, Knowledge Religion +5, Linguistics +11, Perception +24, Sense Motive +21, Sleight of Hand +10, Spellcraft +14, Stealth +15, Survival +18
Languages Common, Aklo, Draconic, Sylvan, Abyssal, Celestial, Infernal, Protean, Ignan, Auran, Terran, Polyglot, Kelish
Class Features Deeds (Mobile Reload, Daring Vault, Quick Clear), Grit (6/6), Gunsmith, Domain: Knowledge [Thought](Lore Keeper, Read Minds 8 rd/day), Judgement 3/day, Second Judgement, Stern Gaze, Cunning Initiative, Gifted Detective, Track Teleportation, Abyssal Scourge, Detect Alignment, Favored Judgement, Bane, Translate Telepathy
Favored Class Bonus: Inquisitor: 8 HP
Combat Gear +2 Pistol (with Planar Strap), +2 Mithral Mikko Armor (for Flumphs), Lenses of Detection, Endless Bandolier, Wand of Cure Light Wounds (50 charges), Wand of Fallback Strategy (50 charges)
Scrolls: Bloodhound, Secret Sign, Follow Aura, Delay Poison, Delay Disease, Locate Object
AmmunitionPaper Cartridge (40), Cold Iron Paper Cartridge (20), Gray Dust Paper Cartridge (10), Alchemical Silver Paper Cartridge (10), Adamantine Paper Cartridge (10), Cold Iron Bullets (20), Ghost Salted bullets (10), Scouting Cartridge, Dispelling Bullet (2), Black Powder Dose (40)
Other Gear Planar Guide, Dry Load Powder Horn, Lesser Extend Rod, Page of Spell Knowledge 2: Anti-Summoning Shield, Gunslinger’s Kit, Portable Alchemist’s Lab, Clockwork Dial
Cash85 PP, 77 GP
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Full Ability Descriptions:

Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid’s effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.

Stench Spray (Ex) A flumph can spray a 20-foot line of foul- smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 11 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 11 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
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Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Mobile Reload (Ex): If a black powder vaulter has at least 1 grit point, she can reload a firearm as part of a move action to move, provided that the action to reload that firearm with that type of ammunition would normally take only a move action or swift action. At 3rd level, she can use this deed while also using the shot on the run deed. This deed replaces the deadeye deed.
Daring Vault (Ex): A black powder vaulter can spend 1 grit point as a swift action to increase her land speed by 20 feet (gaining the appropriate bonus on Acrobatics checks to jump) until the end of her turn. If the black powder vaulter jumps while affected by this deed, she can make a second jump while midair if she is adjacent to a wall, column, or other solid, permanent structure. The second jump counts as having a running start even if the direction is different from the first jump. This deed replaces the gunslinger’s dodge deed.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
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Knowledge (Thought) Domain Granted Powers: Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 29 (15 + your cleric level + your Wisdom modifier).
Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 20 (10 + 1/2 your cleric level + your Wisdom modifier). You can use this ability for 8 rounds (a number of rounds per day equal to your cleric level). These rounds do not need to be consecutive.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
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Destruction: The inquisitor is filled with divine wrath, gaining a +3 (+4 against evil outsiders) sacred bonus on all weapon damage rolls.
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Healing: The inquisitor is surrounded by a healing light, gaining fast healing 3. This causes the inquisitor to heal 3 points of damage each round as long as the inquisitor is alive and the judgment lasts.
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Justice: This judgment spurs the inquisitor to seek justice, granting a +2 (+3 against evil outsiders) sacred bonus on all attack rolls.
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Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +3 (+4 against evil outsiders) sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
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Protection: The inquisitor is surrounded by a protective aura, granting a +2 (+3 against evil outsiders) sacred bonus to Armor Class.
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Purity: The inquisitor is protected from the vile taint of her foes, gaining a +2 (+3 against evil outsiders) sacred bonus on all saving throws.
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Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 2/magic.
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Resistance: The inquisitor is shielded by a flickering aura, gaining 6 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
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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. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments.

Gifted Detective (Ex): An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour. This ability replaces monster lore.

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 +4 (1/2 her inquisitor level).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): 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 Teleportation (Su): At 2nd level, a cold iron warden may acquire clues about a teleporting creature’s destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, the cold iron warden may attempt a Survival check (DC 10 + the teleportation spell’s caster level) to sense the direction of the creature’s destination as well as whether the destination lies within 25 feet, 100 feet, 1,000 feet, or more than 1,000 feet of her. She must use this ability within 4 rounds (a number of rounds after the creature’s teleportation equal to 1/2 her inquisitor level), after which the trail goes cold. A cold iron warden may use this ability twice per day (once per day plus one additional time per day for every 4 levels she has beyond 2nd).

At 12th level, if the cold iron warden exceeds the Survival check DC by 5 or more, she can also sense the creature’s location as if using the locate creature spell, using her inquisitor level as the caster level. At 18th level, if the cold iron warden exceeds the Survival check DC by 10 or more, she can also sense the creature’s location as if she had cast discern location. This ability replaces track and the teamwork feats gained at 12th and 18th level.

Abyssal Scourge (Su): At 3rd level, a cold iron warden gains Alignment Channel as a bonus feat and must choose either chaotic or evil outsiders. She can channel energy as a 6th level cleric (a cleric of her inquisitor level – 2), 2 times per day (a number of times per day equal to 3 + her Charisma modifier), but only to use Alignment Channel to damage outsiders. The DC of the Will save to halve the damage is equal to 13 (10 + 1/2 the inquisitor’s level + the inquisitor’s Charisma modifier). At 6th level, the energy lingers in the affected area for 1 round as a shimmering, barely perceptible, mist that disrupts Abyssal magic. A creature in the mist that casts a conjuration (summoning) spell or spell-like ability with the selected alignment subtype must succeed at a concentration check or lose the spell. A cold iron warden can take other feats to add to this ability such as Improved Channeling, but not feats that alter this ability, such as Command Undead. This ability replaces solo tactics and the teamwork feats gained at 6th and 15th level.

Favored Judgment: At 3rd level, the inquisitor gains Favored Judgment (Pathfinder RPG Ultimate Magic 150) as a bonus feat but must choose either outsider (chaotic) or outsider (evil). This ability replaces the teamwork feats gained at 3rd and 9th level.

Bane (Su):At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for 8 rounds (a number of rounds per day equal to the inquisitor’s level). These rounds do not need to be consecutive. A cold iron warden reduces the amount of bonus damage dealt when using her bane ability against creatures that are not outsiders with the chaotic or evil subtype by 1d6. She increases the amount of bonus damage by 1d6 when she selects outsiders with the chaotic or evil subtype. This ability modifies the bane ability.

Translate Telepathy (Su): At 5th level, an inquisitor can sense when a creature within 5 feet of her receives or sends a telepathic message. The distance at which she can detect telepathic messages increases by 5 feet for every 5 additional inquisitor levels she has beyond 5th level, to a maximum of 20 feet at 20th level. By making a Perception check (DC 15 + the highest CR of the creatures using telepathy) as an immediate action, she may listen to all telepathic messages sent to and by creatures in this area for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. This ability replaces discern lies.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.