![]()
About Glok LongtongueQuickSheet:
Glok Longtongue Male Grippli Inquisitor 3 (Erastil) LG medium humanoid Init +3 Senses Dark Vision Perception +10 DEFENSE AC 21, touch 14, flat-footed 18 hp 10 Fort 4 Reflex 3 Will 5 OFFENSE Speed 30 ft, Climb 20ft Melee Dagger +3(1d3+2|19-20/x2|P/S) Battle Rapier +3 (1d4+1//18-20/x2|P) Ranged MW CLongbow +7 (1d6+2|19-20/x2|P/S) Space 5 Reach 5 STATISTICS STR 12 DEX 16 CON 13 INT 10 WIS 16 CHA 10 BAB 2 CMB 2 CMD 15 Feats Point Blank Shot Precise Shot Skills Intimidate 8, Knowledge (local) 5, Perception 10,Prof Bountyhunter 10, Stealth 11 Survival +9 Traits Fate´s Favored (Faith), River Rat (regional), Bully (Combat) Languages Common, Grippli Gear Breastplate, Buckler, Rapier Daggers 5, MWtools Prof Bounty Hunter, Holy Symbol, Spell component Pouch Domains Feather (Animal), Purity (Protection)
Eyes of the Hawk (Ex):
Racial Traits:
[Dice=Dagger]1d20+1[/dice] for [dice=dmg]1d3+2[/dice]
Data:
Name: Glok Longtongue Race: Grippli Class Inquisitor 2 Age: 19 Alignment: LG Personality: Likes: Dislikes: Favorite foods: Hobbies: Physical Description: Deity: Erastil Languages: Common, Grippli Stat point distribution:
20 point buy for stats STR: 14 / 12 = 5 (-2 Grippli Racial) DEX: 14 / 16 = 5 (+2 Grippli Racial) CON: 14 / 14 = 5 INT: 10 / 10 = 0 WIS: 14 / 16 = 5 (+2 Grippli Racial) CHA: 10 / 10 = 0 Stats:
Hit Points: 18 / 18 Init: +3 Attack:
AC:
Class Features, Racial Traits:
Class Features: 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). Spells:
Domain:
Judgment (Su):
Destruction:
Healing:
Justice:
Piercing:
Protection:
Purity:
Resiliency:
Resistance:
Smiting:
Monster Lore (Ex):
Orisons:
Meticulous Inspection (Ex)
Domain
Feats, Traits,Skills:
Feats: Point Blank Shot Precise Shot Coordinated Shot Traits: Divine Favor Add one to all Luck Boni Deadeye bowman When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC Bully (Sky Solution Chronicle Award) You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Inquisitor 6 +INT = 6 * 1 = 6 ACP = -0 //Armour Check Penalty Acrobatics: 3 = 0 + DEX Mod + 0 - ACP; Appraise: 3 = 0 + INT Mod + 0; *Bluff: 0 = 0 + Cha Mod +0 *Climb: 0 = 0 + STR Mod + 0 -ACP; *Craft: 0 = 0 + INT Mod + 0; *Diplomacy: 2 = 0 + Cha Mod + 0+2 race; Disable Device NA = 0 + DEX Mod + 0 -ACP; *Disguise: 0 = 0 + Cha Mod + 0; Escape Artist: 3 = 0 + DEX Mod + 0 -ACP; Handle Animal: 0 = 0 + Cha Mod + 0; *Heal: 3 = 0 + WIS Mod + 0; *Intimidate: 8 = 2 + CHA Mod + 3+2race + 1trait ; *Know(Arcane): 0 = 0 + INT Mod + 0; *Know(Dung): 0 = 0 + INT Mod + 0; Know(Engin): 0 = 0 + INT Mod + 0; Know(Geo): 0 = 0 + INT Mod + 0; Know(Hist): 0 = 0 + INT Mod + 0; *Know(Local): 4 = 1 + INT Mod + 3; Know(Nature): 0 = 0 + INT Mod + 0; Know(Noble): 0 = 0 + INT Mod + 0; *Know(Planes): 4 = 1 + INT Mod + 3; *Know(Religion): 4 = 1 + INT Mod + 3; Linguistics: 0 = 0 + INT Mod + 0; *Perception: 9 = 2 + WIS Mod + 3+ +1D; *Prof.(Bounty Hunter) 9 = 1 + WIS Mod + 3+2 MWT; Ride: 4 = 0 + DEX Mod + 0 -ACP; *Sense Motive: 0 = 0 + WIS Mod +0; Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP; *Spell Craft: 0 = 0 + INT Mod + 0; *Stealth: 11 = 2 + DEX Mod + 3 + 4 size-1ACP; *Survival: 8 = 2 + WIS Mod + 3; *Swim: 0 = 0 + STR Mod + 0 +1 trait -ACP; Use Magical Device: 0 = 0 + CHA Mod +0 Spells:
DC = 10 + Int + Level Inquisitor: Level-0: Unlimited use Level-1: 1 + 1(CHA) Spells Known: Level-0: (4) Known: Create Water, Detect Water, Disrupt Undead, Guidance Level-1: (1+1Wis) Known: Divine Favor, Cure light wounds Equipment:
Weapons: (30gp) Darkwood Composite Longbow (Str+1) 2PP 40 Durable Coldiron arrows 20 Durable Blunt arrows 1 Smoke arrow 5 Thistle arrow 10 arrows Weapon blanch Silver 10 arrows Weapon blanch Ghost salt 10 arrows Weapon blanch Adamantine Rapier 20 --Weight: 6 Armour: 25 Breastplate Masterwork 350gp Buckler 5gp --Weight: 0 Misc: Holy Symbol Spell Component pouch MW Bounty Hunter Tools Travelers Anytool Wand of Cure light wounds Wand of Divine Favor Scroll of Comprehend Language Weight Total: 24 + (8(Clothes)) Light: 30, Med: 60, Heavy: 90 --Weight: Cash: 0 Platinum 36 Gold 7 Silver 3 Copper Appearance:
Height: 4' 7" Weight: 95 lbs Hair: none Eyes: black orbs Skin: olive green Physical Description Explorer's Outfit
Boons:
Batrachian Hero: You may play a grippli character Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. Friend of Janira Gavix: +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Introduction:
Glok Longtongue is a young grippli, about 2`1`` with maybe 35 pounds. His skin is fiery red with golden dots and great golden eyes. In private he wears well made green tunic and baggy pants, with a brown trim and a green cap with a pink feather. But if he on a mission, he wears a well made explorers outfit consisting of a green cotton shirt, leather vest and soft boots and gloves of deerskin, together with a breastplate, a buckler showing Erastils holy symbol, a rapier and a beautiful longbow. His voice is a throaty croaking and he smells always a bit of fresh water. Grand Lodge FactionS8:
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check. GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed. EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition. [][][][][][][][]Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal. [][]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check. []Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. []Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal. [][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane. [][]Resolve an encounter with an organization led by genies, elemental forces, or those who revere them. []Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. |