Succubus

Gelda the Magnificent's page

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Full Name

Gelda the Magnificent

Race

Tiefling

Classes/Levels

Inquisitior

Gender

Female

Size

Medium

Age

17

Alignment

Lawful Neutral

Deity

Gosreh

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 16
Charisma 10

About Gelda the Magnificent

Gelda the Magnificient
Female devil-spawn tiefling inquisitor of Gozreh 2 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 168)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
Aura enlarge
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 17 (2d8+4)
Fort +4, Ref +1, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . dagger +4 (1d4+3/19-20) or
. . mwk silver light mace +5 (1d6+3) or
. . mwk trident +5 (1d8+3) or
. . quarterstaff +4 (1d6+4)
Ranged composite longbow +2 (1d8+3/×3)
Special Attacks judgment 1/day
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—pyrotechnics (DC 12)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—bed of iron, cure light wounds, forbid action[UM] (DC 14)
. . 0 (at will)—acid splash, detect magic, disrupt undead, guidance, resistance
. . Domain Plant (Growth subdomain)
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Statistics
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Str 16, Dex 13, Con 12, Int 10, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Combat Reflexes
Traits bloodthirsty, ever wary
Skills Acrobatics -4 (-8 to jump), Bluff +4, Climb +2, Diplomacy +6, Heal +7, Intimidate +5, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8, Sense Motive +10, Spellcraft +4, Survival +7
Languages Common, Goblin
SQ monster lore +3, stern gaze +1, track +1
Combat Gear oil of bless weapon, potion of enlarge person (2), wand of cure light wounds, alchemist's fire (2), oil (3); Other Gear breastplate, light steel shield, arrows (20), composite longbow (+3 Str), dagger, dagger, incendiary arrow (20), mwk silver light mace, mwk trident, quarterstaff, adventurer's sash, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Gozreh, wrist sheath, spring loaded, 77 gp
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Special Abilities
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Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Ever Wary Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC
Inquisitor Domain (Growth)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Track +1 Add the listed bonus to survival checks made to track.

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