Half-Fiend Minotaur

Gosor Proudhoof's page

120 posts. Alias of Zorblag.


Race

Conscript 1/Warrior 7 // Inquisitor 8 | HP 71/112 | AC: 27, Touch: 14, FF: 25 | Fort: +12, Ref: +10, Wil: +11 | CMB: +16 (+23 to trip) CMD: 29 | Perception +16 | Initiative: +9 (roll twice, pick the result), always act in surprise round

About Gosor Proudhoof

Name: Gosor Proudhoof
Race: Taurian
Class: Conscript 1 / Two-Handed Fighter 7 // Ravener Hunter Sanctified Slayer Inquisitor 8, Cavalier VMC
Sex: Male
Alignment: Lawful Neutral
Initiative + 9 (roll twice, take either)
Perception + 16

Background:

Gosor Proudhoof was the seventh son of Kazdor Proudhoof, in turn the seventh son of Gosdor Proudhoof. As the seventh son of a seventh son, the Proudhoofs knew that Gosor was destined for greatness. How that would come to be on their small, relatively unremarkable island of Kospathos, or the village of the same name wasn’t clear, but greatness would surely come.

In a society rigidly structured and with honor and prowess in battle as its highest ideals, Gosor was a prodigy. He learned to channel his formidable strength into bonecrushing blows with axes, glaives and fauchards, to observe the battlefield and find any advantage that might be secreted away and to win contest with sheer force of will before they even began. He could best his older brothers in their combat practice trials by the time he was 14 and could handily defeat even the most powerful warriors in Kospathos by the time he reached 16. When ships filled with Taurian Sailors appeared on the horizon, Gosor stood at the head of the honor guard assembled to meet them, proudly bearing his family’s ancestral Fauchard.

When the warriors surprised the village by pouring out of the ship and began to attack at once without even offering parlay, Gosor and the other Taurian villagers fought back, surprised though they were. As Gosor heard his foes offering their triumphant praise to Baphomet with each life they took, he began to understand. Baphomet was acknowledged for his might in Kospathos, but not revered because of the chaos his followers inevitably brought. Better to follow the old, true traditions, or so his tribe said, and so Gosor truly believed. Apparently this was an issue the invaders now sought retribution for.

Gosor and his tribe fought well, Gosor himself accounting for at least 6 foes downed, but numbers and tactics were on the side of the aggressors. When Gosor woke in a fevered daze two days later there was naught but smoking ruins and the corpses of his friends and family to greet him. A blow that should have killed him had, through luck or divine intervention, merely knocked him unconscious, and the invaders had left him for dead. Gosor spent the next 4 days wandering the island if Kospathos in a fever-ridden, grief-stricken stupor and he remembers almost as little of those days as the two he spent unconscious prior them. What he knows is that when he regained lucidity on the seventh day after the invasion he had a new purpose, a destiny fitting the seventh son of a seventh son.

Gosor Proudhoof would from that day forward hunt monsters. Be they fey, abberations or outsiders, monstrous beasts obvious to any or insidious cultists who seemed innocent to the masses, if they were a monster bringing evil to those who lived by the Obari Ocean, Gosor would track them down and he would slay them. Though no monsters were safe, Gosor held a special hatred in his heart for demons and their cultists, with Baphomet drawing the greatest ire of all. Gosor knew that one day he would be part of the destruction of Baphomet for the destruction of his tribe and the corruptive power he held over Gosor’s people, or that he would die trying.

Gosor set sail that day in a small boat, mysteriously available and provisioned. Before long he joined the crew of Fleeting Gull under Captain Nikolas Bestor, a half-elven man who saw the value in the strength that Gosor could bring to his crew. Over the next 8 years Gosor rose in the ranks until he was the first mate of the Fleeting Gull. Their travels took them all over the archipelago, and where ever they sailed Gosor found worthy prey to hunt.

Recently the Gull arrived in Aelyosos, Iblydos where Gosor has parted from Captain Bestor and the crew of the Fleeting Gull to follow rumors of Baphomet, his cults and the vast mazes that lie beneath the island. He has joined the Pharossi so that he might have allies and share resources for a common goal. In the future, Gosor might set out again as the captain of his own ship with a worthy crew, bent on finding new monsters worth his skills, but for now his destiny lies in Iblydos.


Daily Resources:

Bane: 6/8 rounds
Challenge: 2/2
Discern Lies: 8/8 rounds
HP: 112/112
Inquisitor Level 1: 54/5
Inquisitor Level 2: 54/5
Inquisitor Level 3: 32/3
Martial Focus: Active

Defense:

AC 10 + 2 Dex +1 Natural Armor +8 Armor +4 Shield +1 Deflection = 26
TAC 13
FF 24
HP 10x8 HD + 3x8 CON + 8 Toughness = 112
Fort +12 Ref +10 Will +11
Special Defenses: Taurians are immune to magical confusion, including daze and the maze spell.

Offense:

Melee
+1 Cruel Adamantine Fauchard + 19 + 14 (1d10 + 20/15-20 x2)
To hit: +8 BAB +8 STR +1 ENC +1 WF +1 AWT
Damage: +16 STR +1 ENC +2 WS +1 AWT
Modifiers of note
Spoiler:

Power attack: -3 to hit, +9 damage
Attacks at natural reach: -2 to hit
+2 morale bonus to hit demons and worshipers of demons
+4 to hit when flanking (crits by allies flanking provoke an AoO)

AoO: +1 Cruel Adamantine Fauchard +19 (1d10 + 16/15-20 x2)
Space 5 ft.; Reach 10 ft.
Gore +11 (1d4 + 8/x2)
Gore PA +8 (1d4 + 11/x2)
Harpoon +16 +11 (1d8 +16/x3, grapple)
Ranged
Javelin +10 (1d6 + 8/x2, Range 30 ft.)
Harpoon +10 (1d8 +8/x3, Range 10 ft. grapple)

Statistics:

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STR 16 +4 R +2 L4 +2 L8 +2 Ench = 26 (+8)
DEX 16 -2 R = 14 (+2)
CON 14 +2 R = 16 (+3)
INT 10 -2 R = 8 (-1)
WIS 14 +2 R = 16 (+3)
CHA 10 -2 R = 8 (-1)
BAB +8 CMB +16 CMD 29
Trip CMB with Fauchard +8 BAB + 8 STR + 2 Deft Maneuvers +2 Greater Trip +1 Weapon Enchantment +1 Weapon Focus +1 Polearm Training = +23
Move 30 feet

Powers and Abilities:

Acrobatic Combat: Can charge through allies’ spaces and through difficult terrain and other minor obstacles. May also change direction once while charging, and may make Acrobatics checks in the middle of a charge.
Bane: Weapon Enchantment +2 and +2d6 damage against designated foe
Challenge: As a swift action challenge a foe within sight. Melee attacks against the target of Challenge receive +6 damage and +2 to hit when not on a mount. -2 AC to all others until Challenge is ended (target dead, unconscious or combat over.)
Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Daunting: Demoralized creatures provoke attacks of opportunity with misses and failed combat maneuvers.
Deft Maneuvers: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and
disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Demon Hunter: +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons. +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity.
Detect Alignment: 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
Discern Lies: An inquisitor can discern lies, as per the spell, as an immediate action.
Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Inquisitor Spells: Level 0: Acid Splash, Create Water, Detect Magic, Guidance, Light, Read Magic
Level 1: Divine Favor (Luck bonus to attack and damage), Hidden Diplomacy, Keep Watch, Protection from Evil, Wrath (Morale bonus to attack and damage vs. particular creature)
Level 2: Lesser Restoration, See Invisible, Silence, Spiritual Weapon
Level 3: Channel Vigor, Deadly Juggernaut (Luck bonus to attack, damage, str checks, DR based on creatures killed), Second Wind
Muscular Reflexes: Make up to 9 AoO per turn, even when flat footed.
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.
Piercing Fear: may expend martial focus as part of an Intimidate check to demoralize to overcome a creature’s defenses, treating immunity to fear and mind-affecting effects as a +5 DC increase to the check’s DC
Polearm Mastery: Can attack with polearms in normal reach zone at -2 penalty.
Shatter Defenses: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Shattering Strike: +2 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Sneak Attack: +2d6, can study target as an immediate action with damage bonus on the roll
Solo Tactics: 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.
Strike Fear with Master of Fear: As a standard action make an intimidation check to demoralize all targets within 30 feet.
Studied Target: Move or swift action to gain +2 damage and attack rolls, Bluff, Knowledge, Perception, Sense Motive and Survival checks against target.
Uncowed: DC of intimidate checks increased by 1, +1 morale bonus on saves against fear effects. When a creature attempts to Intimidate you and fails, or when you succeed on a save against a fear effect, you may expend martial focus to make a demoralization check against the creature who initiated the effect.
War Sight: When rolling for initiative roll twice and take either result. Always act in surprise round (last if surprised.)
Weapon Material Mastery: Critical hits with Adamantine weapons ignore DR.

Feats:

Exotic Weapon Proficiency (Fauchard) Martial Tradition Equipment Talent (Custom Training) (1)
Exotic Weapon Proficiency (Harpoon) Martial Tradition Equipment Talent (Custom Training) (1)
Martial Weapon Proficiency (Trident) Martial Tradition Equipment Talent (Custom Training) (1)
Muscular Reflexes Conscript Level One Bonus (1): You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed. Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.
Weapon Focus (Polearms) Weapon Mastery Bonus Level One (1): +1 to hit with Polearms
Extra Combat Talent: Shield Expert Level One (1): +1 AC bonus from shields, -1 ACP for shields per 8 BAB
Improved Initiative Fighter Level One Bonus (2): +4 Initiative
Intimidating Prowess Level Two (2): STR to Intimidate (in addition to CHA)
Shield Brace Fighter Level Two Bonus (3): Use a Shield while wielding a Polearm or Spear 2 handed.
Demon Hunter Ravener Hunter Level Three Bonus (3): +2 morale bonus to hit demons and their cultists, to identify abilities and weaknesses, and to Caster Level to overcome Spell Resistance
Toughness Level Four (4): +3 HP, +1 per level after level 3.
Weapon Specialization (Polearms) Fighter Level Four Bonus (5): +2 damage with polearms
Deft Maneuvers Level Five (5): Trip and disarm don’t provoke attacks of opportunity. +2 CMB and CMD for trips, disarm
Outflank Inquisitor Level Six Teamwork (6): +4 flanking bonus, if flanking ally crits, provokes attack of opportunity
Shatter Defenses Level Six (6): Shaken opponents are flat are flat footed till the end of next turn for me when hit.
Cornugon Smash Fighter Level Six Bonus (7): Free attempt to demoralize when hitting with power attack
Improved Critical (Polearms) Weapon Mastery Bonus Level Eight (8): Double crit range for polearms
Greater Trip Sanctified Slayer Slayer Talent: Rogue Talent: Combat Trick Level Eight (8): Successful trips provoke attacks of opportunity, +2 to trip CMB/CMD
Weapon Material Mastery Level Eight (8): While wielding an appropriate melee weapon, you gain the following special abilities, based on which special material the weapon is primarily constructed of (if any).
Adamantine: Your critical hits ignore the target’s DR.

Traits:

Vainglory (Drawback): You compulsively seek recognition for your deeds, making it hard to act with subtlety.

Effect(s): You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.

Deft Dodger (Combat): Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.

Fate’s Favored (Faith): The fates watch over you.

Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Memorable (Social): Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it.
Benefit(s): When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.


Skills:
40 ranks + 16 Background = 56
*Acrobatics +6 (2)
Appraise -1
*Bluff -2
*Climb +12 (2)
*Craft -1
*Diplomacy -1
Disable Device NA
*Disguise -2
Escape Artist +1
Fly NA
*Handle Animal NA
*Heal +3
*Intimidate +8 -1 +8 +3 +2 +4 +12 = +36 (+24 vs. Taurians) (8/20 from Gladiator Sphere)
*Knowledge (Arcana) +3, +6 to identify the abilities and weaknesses of creatures (1)
*Knowledge (Dungeoneering) +3, +6 to identify the abilities and weaknesses of creatures (1)
*Knowledge (Engineering) NA
Knowledge (Geography) +0 (1)
Knowledge (History) +0 (1)
*Knowledge (Local) +3, +6 to identify the abilities and weaknesses of creatures (1)
*Knowledge (Nature) +3, +6 to identify the abilities and weaknesses of creatures (1)
Knowledge (Nobility) NA
*Knowledge (Planes) +10, +13 to identify the abilities and weaknesses of creatures, +15 to identify abilities and weaknesses of Demons(8)
*Knowledge (Religion) +3, +6 to identify the abilities and weaknesses of creatures, +8 to identify Demon Cultists and their abilities and weaknesses (1)
Linguistics NA
*Perception +16 (8)
*Perform (Oratory) +8 (6)
*Profession (Sailor) +14 (8)
*Ride +1
*Sense Motive +18 (8)
Sleight of Hand NA
*Spellcraft +3 (1)
*Stealth +1
*Survival +7, +11 to follow or identify tracks (1)
*Swim +15 (5)
Use Magic Device -1

Languages:

Common, Giant, Taurian

Racial Traits:

Darkvision: Taurians can see up to 60 feet in the dark.
Direction Sense: Taurians always know which way is north.
Keen Senses: Taurians receive a +2 racial bonus on perception skill checks.
Intimidating: Taurians receive a +2 racial bonus on Intimidate skills due to their size and fearsome nature.
Taurian Immunities: Taurians are immune to magical confusion, including daze and the maze spell.
Horn Attack: Taurians have a natural gore attack which deals 1d4 points of damage. If the taurian is wielding a weapon, this is considered a secondary attack.
Weapon Familiarity: Taurians are proficient with battle-axes and great-axes. They treat any weapons with the word “taurian,” in their name as martial weapons.
Bestial: Some taurians, especially those from more savage tribes, are especially bestial. These taurians add an additional +2 to their initial Strength score in exchange for -2 to Intelligence.

Conscript Class Features:

Martial Tradition (Custom Tradition: Kospathos Island Champion): Gosor was raised as a champion of the island village of Kospathos. Trained to wield his ancestral Fauchard as well as tridents and harpoons when sailing. Village champions are also taught that inspire fear in their foes, even those who normally aren’t able to feel it.

Equipment Talents: Polearm Mastery, Custom Training (Fauchard, Harpoon, Trident)

Gladiator Sphere, Piercing Fear (demoralization) Talent

Combat Training (Wisdom): A conscript may combine combat spheres and talents to create powerful martial techniques. Conscripts are considered Expert combatants. When they gain their first level in the conscript class, conscripts may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.

Bonus Feat: At 1st, 2nd, and every 2 levels thereafter, a conscript gains a bonus feat. This may be spent on any combat or teamwork feat the conscript qualifies for, including the Extra Combat Talent feat.

Bonus Talent: At 1st level and every 2 levels thereafter, the conscript gains a bonus talent in addition to those gained from his combat training class feature. These talents can be used to buy a new base combat sphere or to purchase any talent the conscript qualifies for from a sphere he possesses.

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Equipment Sphere: The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free.

Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very different mechanically but are generally presented as being complementary in some way. Whenever a talent or ability refers to a weapon discipline, it refers to all weapons included in any single discipline talent.

Custom Training (Fauchard, Harpoon, Trident) (Displine): (Martial Tradition) Select 5 weapons; you gain proficiency with the selected weapons. Exotic weapons count as two weapons against your total (so you could gain 1 exotic weapon proficiency and proficiency in 3 martial or simple weapons, or proficiency in 2 exotic weapons and 1 martial or simple weapon). You may take this talent multiple times, selecting new weapons each time.

Polearm Mastery: (Martial Tradition) When wielding a reach weapon, you may attack targets within your natural reach, but suffer a -2 penalty when doing so. At +10 base attack bonus, you also threaten all squares within your natural reach when wielding a reach weapon, but still suffer a -2 penalty to attacks of opportunity made in this fashion.

Shield Expert: (Extra Combat Talent Feat Level One) You increase the shield bonus to AC of any shield you wield by +1. When your base attack bonus reaches +8 you lower the armor check penalty of any shield you wield by 1. For every 8 points of base attack bonus you gain thereafter, you reduce the armor check penalty of your wielded shields by a further 1 (this cannot reduce your armor check penalty below 0). Associated Feat: Shield Focus.
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Gladiator Sphere: Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already. When you gain the Gladiator sphere, you gain 5 ranks in the Intimidate skill, plus 5 ranks per additional talent spent in the Gladiator sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in Intimidate you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the Strike Fear (Demoralization) ability.

Strike Fear (demoralization): (Gladiator Sphere) As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.

Humble Combatant (Drawback): You do not gain the boast ability nor the Prowess boast and cannot select (boast) talents. You gain Uncowed with this drawback. You may not possess both this and the Braggart drawback.

Uncowed: (Drawback bonus) You gain a morale bonus equal to 1/2 your ranks in Intimidate to the DC of any check to demoralize you (minimum 1) and gain a +1 morale bonus on all saves against fear effects. For every 5 points of base attack bonus you possess, the bonus on saves against fear effects increases by +1.

When a creature attempts to Intimidate you and fails, or when you succeed on a save against a fear effect, you may expend martial focus to make a demoralization check against the creature who initiated the effect.

Piercing Fear (demoralization): (Martial Tradition) You may expend martial focus as part of an Intimidate check to demoralize to overcome a creature’s defenses, treating immunity to fear and mind-affecting effects as a +5 DC increase to the check’s DC (the DC only increases by +5 once, regardless of if the creature has immunity to both fear and mind-affecting effects).

Master of Fear: (Conscript Bonus Talent Level One) You no longer need to expend your martial focus when using your strike fear ability, and may use your strike fear ability as a standard action rather than a full-round action.

Daunting (demoralization): (Conscript Talent Level One) When a creature that is under the effects of your demoralization misses you with an attack or fails on a combat maneuver check targeting you, they provoke an attack of opportunity from you.


Two-Handed Fighter Class Features:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.

This ability replaces Bravery.

Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

This ability replaces Armor Training 1.

Weapon Training (Polearms): As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Backswing (Ex): At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.

This ability replaces Armor Training 2.


Ravener Hunter Sanctioned Slayer Inquisitor Class Features:

Favored Class Bonus (+12): Add +1.5 to intimidate skill checks made against non-taurians. A half bonus has no effect until taken twice. (Maximum +15)

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast a spell with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Charged by Nature (Battle): Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Revelation: Weapon Mastery (Polearm) (Ex) Level One: Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Revelation: War Sight (Su) Level Eight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Studied Target +2 (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

This ability replaces judgment 1/day.

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.

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 2nd level, 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.

Demon Hunter: At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity.

This ability replaces the teamwork feat gained at 3rd level.

Sneak Attack (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.

This ability replaces the later iterations of the judgment ability.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she 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 the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Solo Tactics (Ex): A ravener hunter gains this ability at 6th level instead of 3rd level.

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 6th 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.

Talented Slayer (Ex): At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.

This ability replaces second judgment, third judgment, slayer, and true judgment.

Slayer Talent: Rogue Talent: Combat Trick: Greater Trip Level Eight.


Cavalier Variant Multiclass Features:

Order and Edict (Order of the Sea): The cavalier must treat his crew and ship with respect and honor, offering and taking an equal share of any loot and making decisions on the ship democratically. When fighting an enemy vessel, he must offer to take prisoners instead of slaying all of them, and must treat prisoners aboard his ship well.

Challenge: At 3rd level, he gains the ability to issue a challenge as a cavalier of his character level – 2 once per day. He adds the appropriate order adjustment to his challenge based on the order he selected.

Whenever an order of the sea cavalier issues a challenge, he gains a +1 bonus on attack rolls against the target of his challenge while not astride a mount. This bonus increases by +1 for every 4 levels the cavalier possesses.

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.

Order Ability (Acrobatic Combat): At 7th level, he gains the 2nd-level ability of his chosen order, treating his character level as his effective cavalier level.

At 2nd 7th level, the cavalier can charge through allies’ spaces and through difficult terrain and other minor obstacles. He may also change direction once while charging, and may make Acrobatics checks in the middle of a charge.


Equipment:

Amulet of Natural Armor +1 (2000), Belt of Giant Strength +2 (4000), Cloak of Resistance +2 (4000), +1 Cruel Adamantine Fauchard w/ weapon cords (11014 gp, 1 sp), Harpoon x2 (10), Javelins x10 (10), +1 Heavy Steel Shield (2+1+1 AC, -0 ACP, 1170 gp), +2 Mithral Breastplate (6+2 AC, max dex bonus +5, -1 ACP, 8200 gp), Ring of Protection +1 (2000)

595.9 gold (some to be spent on various items which I’ll think about if selected.)


Progression Thoughts:

Get Heroism next level, Critical Focus and Tripping Strike.
Angelic Aspect (level 5 spell) for flight, 1 min/level so potentially all day.
Mythic Path Abilities
1: Impossible Speed, Mythic Power Attack
2: Mythic Spellcasting, STR +2
3: Fleet Warrior, Mythic Improved Critical
4: Enduring Blessing, STR +2
5: Precision, Dreadful Carnage
6: Enduring Blessing, STR +2
7: Precision, Mythic Improved Initiative
8. Maximized Critical, STR +2
9. STR +2l, Mythic Weapon Specialization
10. Precision, STR +2
Resizer in the fighter class starting at level 11. Options to get growth, extra actions, teleporting:
Drawbacks: Galvanized, Magical Signs (Body Glows Brightly,) Verbal Casting
Level 1: Time Sphere, Personal Time Drawback, Improved Haste, Shift Time
Level 2: Warp Sphere, Personal Warp Drawback, Distant Teleport
Level 4: Swap Placement
Level 6: Teleport Beacon, Mystic Combat (Vengeful)
Level 8: Quick Teleport
Level 10: Retry, Mystic Combat (Quickened Reflexes)