Baron Hannis Drelev

Frederick Von Stupp's page

2 posts. Alias of Thevshi.


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AC 31, touch 14, flat-footed 28 : hp 77 : Fort +12, Ref +6, Will +10 (+2 vs. fear) : CMB +11; CMD [/b]25 (32 vs. disarm, 32 vs. grapple)

My plan was to be a frontline tanky/buffing guy, but seeing as we have a plethora of that I will probably switch to being a ranged/buffing guy.


I am the Fighter/Inquisitor

Crunch:
Frederick
Male human (Ulfen) fighter 7/inquisitor of Sarenrae 7/gestalt 7/Champion 2 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +11; Senses Perception +3
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Defense
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AC 31, touch 14, flat-footed 28 (+14 armor, +1 deflection, +2 Dex, +1 dodge, +1 natural, +2 shield)
hp 77 (7d10+31)
Fort +12, Ref +6, Will +10 (+2 vs. fear)
Defensive Abilities hard to kill; Immune inhaled poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine scimitar +15/+10 (1d6+8/18-20)
Special Attacks bane (7 rounds/day), judgment 3/day, mythic power (7/day, surge +1d6), weapon training (heavy blades +1)
Domain Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—rebuke death (1d4+3)
Inquisitor Spell-Like Abilities (CL 7th; concentration +10)
. . At will—detect alignment, discern lies (7 rounds/day)
Inquisitor Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—cure serious wounds, dispel magic
. . 2nd (4/day)—align weapon, cure moderate wounds, lesser restoration, see invisibility
. . 1st (5/day)—bless, cure light wounds, detect evil, magic weapon, shield of faith
. . 0 (at will)—create water, detect magic, light, read magic, resistance, stabilize
. . Domain Healing
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Statistics
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Str 19, Dex 14, Con 16, Int 10, Wis 16, Cha 10
Base Atk +7; CMB +11; CMD 25 (32 vs. disarm, 32 vs. grapple)
Feats Advanced Armor Training, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Lookout[APG], Power Attack[M], Shield Wall[APG], Spell Penetration, Weapon Focus (scimitar)[M], Weapon Specialization (scimitar)
Traits flame of the dawnflower, stolen fury
Skills Acrobatics -4 (-8 to jump), Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Sense Motive +6, Spellcraft +10
Languages Common, Skald
SQ amazing initiative, armor training 2, extra mythic feat[MA], fleet charge[MA], healer's blessing, monster lore +3, mythic sustenance[MA], solo tactics, stern gaze +3, track +3
Other Gear full plate, heavy steel shield, +1 adamantine scimitar, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, ring of protection +1, bedroll, belt pouch, belt pouch, belt pouch, flint and steel, grappling hook, hemp rope (50 ft.), large tent[APG], masterwork backpack[APG], silver holy symbol of Sarenrae, spell component pouch, trail rations (7), waterskin (2), whetstone, 4,842 gp, 3 sp, 8 cp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Specialization +5 (Full plate) (Ex) Increase armor bonus of chosen armor.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+2 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Blessing (Su) Your cure spells are empowered for free.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inquisitor Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +3 (Ex) +3 to Sense Motive and Intimidate.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +3 Add the listed bonus to Survival checks made to track.
Weapon Focus [Mythic, Scimitar] 1 MP: As a swift action, add half tier to attack with selected weapon.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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