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Gezzo Wrathforge's page

645 posts. Alias of Grayn.


Full Name

Gezzo Wrathforge

Race

Svarog

Classes/Levels

Inquisitor 3/Cavalier 2/AC 18/ HP 24 (37); Lryhla's AC 21/ HP 19 (19)

Gender

Male

Size

Small

Age

57

Alignment

LN

Deity

Septimus

Languages

Valiunt, Sylvænar, Alanic, Quillic

Strength 16
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 18
Charisma 9

About Gezzo Wrathforge

Mini-Stats:

Gezzo Wrathforge
Inquisitor 2/Cavalier 2
Init +9; Senses Perception +12
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Defense
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AC 18, touch 12, flat-footed 16
HP 33
CMD 14/CMB +7
Fort +6, Ref +3, Will +8

Armor/Weapons:

M/W Breastplate (agile): Type: Medium AC Bonus: 6 Check Pen: 3 Max Dex: 3 Wt: 30 Spell Fail: 25 Speed: 30
M/W Greatsword: Total Att. Bonus: 7 Damage: 1d10+4 Crit: 19-20/x2 Type: S
M/W Morningstar: Total Att. Bonus: 7 Damage 1d6+4 Crit: x2 Type: B
Dagger: Total Att. Bonus: 7 (melee) 5 (range) Damage: 1d4 Crit: 19-20/x2 Range: 10 Type: P/S
Lt Crossbow: Total Att. Bonus: 5 Damage: 1d6 Crit: 19–20/x2 Range: 80' Type: P

Lryhla (Mount):

Wolf
Archtype: Bodyguard
Size Medium; Speed 35(50) ft.; AC +2 natural armor

AC: 21 (+1 Dodge), touch 14, Flat footed 18
HP: 12(12)
Fort: +5, Ref: +6, Will: +2

Str 13, Dex 16, Con 15, Int 2, Wis 12, Cha 6

Attack bite: Attack +3, Damage 1d6+1 plus trip

CMB: +3 CMD: 14

Armor: +1 Collar; M/W Armored Coat Bonus: +4, ACP -1

Special Qualities: low-light vision, scent.

Alertness
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Skills: Acrobatics 3, Climb 3, Escape Artist 3, Intimidate 0, Perception 3 (5), Stealth 3, Survival 3, Swim 1

Feats:
Armor Proficiency, Medium, Dodge

Tricks:
Fetch (DC 15) The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Equipment:
Military Saddle (+2 Ride check, 75% to stay in saddle)

Equipment in Saddle bags:
Alchemists Fire (1)
Acid (1)
Bull's Strength (1)
Darkvision (2)
Heroism (1)
Deluxe Dungoneering Kit

Gold: 594g

Skills:

Acrobatics: -3
Appraise: 5
Bluff: 4
Climb: -1
Craft : 2
Diplomacy: 4
Disable Device: -3
Disguise: -1
Escape Artist: -3
Fly: -3
Handle Animals: 6
Heal:5
Intimidate: 6
Knowledge (Arcana): 9
Knowledge (Dungeon): 7
Knowledge (Local): 7
Knowledge (Nature): 7
Knowledge (Planes): 6
Knowledge (Religion): 7
Linguistics: 6
Perception: 11 (15)
Perform: -1
Ride: 6 (8)
Sense Motive: 12 (14)
Sleight of Hand: -3
Spellcraft: 8
Stealth: 1
Survival: 6
Swim: -1
Use Magic Device: -1

Feats:

Improved Initiative
Mounted Combat
Dodge
Ride by Attack

Racials:

+2 to Wisdom, +1 to Intelligence, -1 to Charisma
• Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
• Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
• Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
• Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
• Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
• Fell Magic Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier. This racial trait replaces gnome magic.
• Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
• Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
• PIERCE THE VEIL Born with an unnaturally keen insight into the nature of reality, Svarog with this power gain a passive resistance to illusions of all kinds. They gain a +2 racial bonus to Will saves to see past illusions that allow saving throws. Additionally, any time they fail a saving throw against an illusion spell, they may reroll that save a second time. They must take the result of the second roll, even if it’s worse than the first. They may use this ability a number of times equal to 3 + their Wisdom modifier.

Class Skills:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Inquisitor:
Judgment (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she 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 she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus Concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her 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 the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Selected Feat: Outflank - Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Cavalier
Emissary Archtype

In or Out of the Saddle (Ex)

At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor.

This ability replaces tactician.

Challenge (Ex)

Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Link (Ex)
A Cavalier can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Order (Ex)

At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.

The following orders can be chosen by both cavaliers and samurai.

Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.

Chosen Order: Order of the Seal

Edicts: The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken.

Challenge: An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills: An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the seal gains the following abilities as he increases in level.

Keeper (Ex)

At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.

Traits:

Child of the Temple: You have served at a city temple, and not only did you learn the city’s customs, you spent much time in the temple library studying your faith. You gain a +1 trait bonus on Knowledge (local) and Knowledge (religion) checks, and one of these skills (your choice) is
always a class skill for you.

Domain:

Law Domain
Sub-domain: Inevitable
Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.

Command (Su): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—command undead, 4th—order's wrath, 5th—command (greater), 6th—planar binding (inevitables only) 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).


Spells:

LVL 0:
Acid Splash
Detect Magic
Read Magic
Virtue
Guidance
Resistance

LVL 1:
*Cure Light Wounds
*True Strike
*Protection from Evil
Shield of Faith

*Readied Spell


Equipment:

Inquisitor’s Kit
Explorer's Outfit
Bolts x 14
Potion of Mage Armor x 2
Potion of CLW
Cloak of Resistance +1
Gold: 7g 8c remaining
two alchemical fire bolts (fire bolts deal normal damage plus 1d4 points of fire damage. Alchemical fire bolts do not cause any splash damage, and the fire burst is not enough to ignite targets (unless they are particularly flammable).)
Total weight: 74lbs

Backstory & Description:

Description:
Gezzo is a stocky Svarog, standing waist high for most inhabitants of Seayymer, with straw colored hair and a long, upward-pointing goatee. His hair would be a wiry, wild mess, but its kept somewhat under control with significant amounts of sweat and Svarogian styling grease.

He is dressed in shined scale mail over basic explorer’s clothes and a red cloak over his shoulders. Strapped to his back is his greatsword (which wouldn’t be much longer than a regular sword) and a dagger at his waist.

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“There is no safe magic.”

That is Gezzo’s crede. Magic is to be feared. At its worst, it represents chaotic pursuit of discovery and power by individuals attempting to harness uncontrollable forces. These people must be identified, placed in close observation or eradicated; removed from threatening the general populace.

He believes if one wishes to better themselves, then rely on controlled experimentation and tested technology. Do not expect to dabble and perform unnatural acts willy-nilly within the kingdoms of Seamyyer without persecution, not while Gezzo Wrathforge walks the lands.

He has sworn to hunt down unlicensed practitioners of arcane magic and bring them to the attention of the Brotherhood, unfortunate souls cursed with uncontrollable mental abilities brought to the safety found within the confines of their Towers and root out the most despicable and dangerous individual set on performing the most evil acts of black magic.