Imrijka

Estebahn's page

24 posts. Alias of rockoskates.


Full Name

Estebahn

Race

Human

Classes/Levels

Inquisitor 8

Gender

M

Size

Medium

Age

25

Homepage URL

https://www.dropbox.com/s/8ihx5kn01r9k623/Esteban.htm?dl=0

Strength 14
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 20
Charisma 12

About Estebahn

Estebahn
Male Human Inquisitor (Witch Hunter) 8 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Ultimate Combat 0)
LN Medium humanoid (human)
Init +8; Senses Perception +15
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Defense
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AC 19, touch 15, flat-footed 16 (+4 armor, +3 Dex, +2 deflection)
hp 66 58 (8d8+16); fast healing 3
Fort +9, Ref +7, Will +11
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Offense
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Speed 20 ft.
Melee +1 called flaming mithral sickle +10/+5 (1d6+3 plus 1d6 fire) and
. . dagger +8/+3 (1d4+2/19-20) and
. . dagger +8/+3 (1d4+2/19-20)
Special Attacks bane (8 rounds/day)
Domain Spell-Like Abilities (CL 8th; concentration +13)
. . 8/day—bit of luck
Inquisitor (Witch Hunter) Spells Known (CL 8th; concentration +13):
. . 3rd (3/day)—burst of speed{super}UC{/super}, cure serious wounds, dispel magic
. . 2nd (5/day)—cure moderate wounds, detect thoughts (DC 17), perceive cues{super}APG{/super}, see invisibility
. . 1st (6/day)—cure light wounds, magic weapon, persuasive goad{super}UM{/super} (DC 16), protection from chaos, shield of faith
. . 0 (at will)—create water, detect magic, disrupt undead, light, read magic, resistance
. . Domain Luck
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Statistics
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Str 14, Dex 16, Con 13, Int 14, Wis 20, Cha 12
Base Atk +6; CMB +8; CMD 23
Feats Duck and Cover[APG], Fast Learner[ARG], Great Fortitude, Lightning Reflexes, Persuasive, Shake It Off[UC], Weapon Focus (sickle)
Skills Bluff +10, Climb +7, Diplomacy +12, Disguise +8, Escape Artist +6, Intimidate +15, Knowledge (arcana) +10, Knowledge (planes) +11, Knowledge (religion) +10, Perception +15, Sense Motive +17, Spellcraft +10 (+15 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Stealth +8, Survival +13, Swim +7
Languages Aquan, Common, Giant
SQ cunning initiative, good fortune (1/day), knowledgeable defense, judgement 3/day, solo tactics, spell sage, spell scent, stern gaze
Other Gear mithral shirt, +1 called flaming mithral sickle, dagger, dagger, bracers of armor +2, ring of protection +2, inquisitor's kit, 862 gp
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Special Abilities
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Bane (+2 / 2d6, 8 rounds/day) (Su) 5 rounds left Make the weapon you are holding a bane weapon.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Duck and Cover Take adj ally's roll for Ref (but drop prone). +2 cover vs. ranged att if they have a shield.
Fast Healing 3 (Ex) Heal damage every round unless you are killed.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Inquisitor (Witch Hunter) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Knowledgeable Defense +2 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
Second Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Sage +5 (Ex) 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 d
Spell Scent (1/day) 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