Gabriel Gallane's page

No posts. Organized Play character for Himokl.


About Gabriel Gallane

Pasha Gabriel Gallane CR 12
Seeker of The Pathfinder Society. Pasha of Qadira. Debt Collector at The Exchange. Inquisitor of Ragathiel. Professional Mercenary.

Male Inquisitor 12
LN Medium Humanoid ()
Green Eyed, Black Haired, Inquisitor of Ragathiel
6'2" Tall, 220 Pounds
Init +X; Senses special senses; Perception +X
Aura info

DEFENSE

AC X, touch X, flat-footed X
(armor,Dex, natural, deflection, size, etc. alphabetical)
hp XX (XdX+X); fast healing X; regeneration X (conditions)
Fort +X, Ref +X, Will +X; racial save modifiers
DR amount/type; Immune type; Resist type amount; SR XX

OFFENSE

Speed XX ft., other movement types
Melee type +X (XdX+X) and
type +X (XdX+X)
Ranged type +X (XdX+X) and
type +X (XdX+X)
Space 5 ft.; Reach 5 ft.
Special Attacks list all special combat actions here, in alphabetical order. Do not list feats.
Spell-Like Abilities (CL 12th; Concentration +XX):
At will - Detect Chaos, Detect Evil, Detect Good, Detect Law
12 Rounds/Day - Discern Lies
Inquisitor Spells Known (CL 12th; Concentration +16):
4th - (4/day) Divine Power, Freedom of Movement, Greater Invisibility, Need 4th spell
3rd - (5/day) Countless Eyes, Greater Magic Weapon, Heroism, Magic Vestment
2nd - (6/day) Acute Senses, Defending Bone, Delay Poison, Resist Energy, See Invisibility
1st - (6/day) Burst Bonds, Divine Favor, Expeditious Retreat, Keep Watch, Protection From Evil, Shield of Faith
0th - Create Water, Detect Magic, Guidance, Light, Read Magic, Stabilize

STATISTICS

Str , Dex 16, Con , Int 9, Wis 19, Cha 7
Base Atk +9; CMB +X CMD XX
Feats Heavy Armor Proficiency, Improved Critical, Outflank, Power Attack, Precise Strike, Raging Vitality,
Traits Fate's Favored, Reactionary
Skills Skill +XX, Skill +XX, Skill +XX, Skill +XX (+XX conditional); add general conditional skill modifiers here.
Favored Class Bonus
Languages language, language; special communications
Combat Gear gear used in combat; Other Gear gear not used in combat

SPECIAL ABILITIES

Bane - Gabriel can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he 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 Gabriel wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to Gabriel before the duration expires. This ability lasts for up to 12 rounds per day. These rounds do not need to be consecutive.

Divine Anger (Ex) - Gabriel can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Gabriel can rage for 8 + Wis modifier rounds per day. Gabriel can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, Gabriel gains a +4 morale bonus to his Strength and a +6 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants Gabriel 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Gabriel can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.

Hateful Retort (Ex) - Once per day, as an immediate action after Gabriel has been hit with a melee attack, he can make a melee attack against the creature that hit him using his highest attack bonus.

Judgement (Su) - Gabriel can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, Gabriel receives a bonus or special ability based on the type of judgment made.

Gabriel can use this ability four times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Gabriel must participate in the combat to gain these bonuses. If he 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 he can participate in the combat again.

When the inquisitor uses this ability, he must select two types of judgments to make. As a swift action, he can change one of these judgments to another type.

Destruction: Gabriel is filled with divine wrath, gaining a +5 profane bonus on all weapon damage rolls.

Healing: Gabriel is surrounded by a healing light, gaining fast healing 5.

Justice: This judgment spurs Gabriel to seek justice, granting a +3 profane bonus on all attack rolls. This bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives Gabriel great focus and makes his spells more potent. This benefit grants a +5 profane bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.

Protection: Gabriel is surrounded by a protective aura, granting a +3 profane bonus to Armor Class. This bonus is doubled against attack rolls made to confirm critical hits against Gabriel.

Purity: Gabriel is protected from the vile taint of his foes, gaining a +3 profane bonus on all saving throws. The bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes Gabriel resistant to harm, granting DR 3/Chaotic.

Resistance: Gabriel is shielded by a flickering aura, gaining 10 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Smiting: This judgment bathes Gabriel’s weapons in a divine light. The inquisitor’s weapons count as adamantine, lawful, and magic for the purposes of bypassing damage reduction.

Solo Tactics (Ex) - All of Gabriel’s allies are treated as if they possessed the same teamwork feats as him for the purpose of determining whether the inquisitor receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for Gabriel to receive the listed bonus.

Stalwart - Gabriel can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Pay for atonement, retraining of improved critical, and sale/repurchase of weapon