Race |
Half-elf |
Classes/Levels |
Fighter-Lore Warden 1/ Inquisitor of Shelyn 2 | HP 31 | AC 20 / T 13 / F 17 | Fort +6 / Ref +4 / Will +7 | CMB +4 / CMD 17 (19 vs. grapple) | |
Gender |
M |
Alignment |
NG |
About Vogue
146251-12 Vogue
Half-elf fighter (lore warden) 1/inquisitor of Shelyn 3 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46)
NG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +13
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (4 HD; 3d8+1d10+6)
Fort +6, Ref +4, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 darkwood elven branched spear +7 (1d8+2/×3) or
cestus +6 (1d4+1/19-20) or
dagger +6 (1d4+1/19-20)
Ranged longbow +6 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 darkwood elven branched spear)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 3rd; concentration +7)
7/day—bit of luck
Inquisitor Spell-Like Abilities (CL 3rd; concentration +7)
At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +7)
1st (4/day)—cure light wounds, protection from evil, shield of faith, weapons against evil
0 (at will)—create water, detect magic, guidance, prestidigitation, read magic, resistance, stabilize
Domain Luck
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 18, Cha 7
Base Atk +3; CMB +4; CMD 17 (19 vs. grapple)
Feats Combat Reflexes, Coordinated Maneuvers[APG], Phalanx Formation, Weapon Finesse
Traits reckless, two-world magic
Skills Acrobatics +7 (+3 to jump), Appraise +5, Climb +5, Escape Artist +3, Heal +10, Intimidate -1, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +8, Perception +13, Sense Motive +10, Spellcraft +8, Survival +8, Swim +2; Racial Modifiers +2 Escape Artist, +2 Perception
Languages Azlanti, Common, Elven
SQ determination, elf blood, monster lore +4, slender, stern gaze +1, track +1
Combat Gear alchemist's fire, antiplague[APG], antitoxin, smelling salts[APG]; Other Gear +1 agile breastplate[APG], +1 darkwood elven branched spear, arrows (20), blunt arrows[APG] (20), cestus[APG], dagger, longbow, ioun torch ioun stone[APG], sleeves of many garments[UE], courtesan's kit[ACG], holy symbol with compartment[UE], masterwork backpack[APG], mirror, obal[ACG] (12), signet ring, silk rope (50 ft.), silver holy symbol, wrist sheath, spring loaded, 392 gp
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Special Abilities
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Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (1/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Inquisitor Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Judgment (1/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.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Slender +2 to grapple CMB when attempting to escape a grapple.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.
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