Boggard

Glok Longtongue's page

250 posts. Organized Play character for Helikon.


Full Name

Glok Longtongue

Race

Grippli

Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9

Classes/Levels

Inquisitor 3

Gender

male

Size

medium

Age

19

Alignment

LG

Deity

Erastil

Languages

Common, Grippli

Occupation

Bountyhunter. Eggwarden

Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Glok Longtongue

QuickSheet:

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)
• Domain Powers: You gain the following domain powers:
• Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Eyes of the Hawk (Ex):
You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Racial Traits:
Camouflage:
Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Princely
The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks.
Inquisitor Spells (Caster Level 1st; Concentration +4)
Orisons (DC 12) - detect magic, create Water, Disrupt Undead, Guidance
1st (DC 13) - Cure light wounds, divine favor (D)

[Dice=Dagger]1d20+1[/dice] for [dice=dmg]1d3+2[/dice]
[Dice=Dagger]1d20+4[/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:
Dagger +3/+5 1d3+1 19-20/x2
Comp. Longbow +6 1d6+1 20/*3
Melee: 2 = 0(base) + 1(STR)+1size;
Range: 4 = 0(base) + 3(DEX)+1size;
CMB: 0 = 0(base) + 1(STR)-1size;
CMD: 13 = 10 + 0(base) + 1(STR) + 3(DEX)-1size;

AC:
AC: 18 = 10 + 3(Armour) + 1(Shield) +3(Dex)+1 Size;
Touch: 14 = 10 + 2(Dex)+1 Size;
Flat: 15 = 10 + 3(Armour) + 1(Shield)+1 Size;
Saves:
Fort: 5 = 3(base) + 2(CON);
Ref: 3 = 0(base) + 3(DEX) ;
Will: 6 = 3(base) + 3(WIS);


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:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain:
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

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 on 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 2–4 under “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.

Meticulous Inspection (Ex)
A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).

Domain
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex):
You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Racial Traits:
Grippli Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
Small:
Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Grippli:
Gripplis are humanoids with the grippli subtype.
Normal Speed:
Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Darkvision: Gripplis can see in the dark up to 60 feet.
Camouflage:
Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Princely
The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks.
Languages:
Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.


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.