Chaleb Sazomal

Graythan Fist's page

449 posts. Alias of John Hathaway.


Classes/Levels

retired

About Graythan Fist

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Graythan Fist
NG dhampir Inquisitor [spellbreaker] 7
Favored Class: Inquisitor (+1 hp)
Languages: Common
Vision: lowlight, darkvision (60ft)
Diety: Tyr

==============STATS=============
Str: 10 (+0) // Dex: 16 (+3) // Con: 10 (+0)
Int: 11 (+0) // Wis: 18 (+4) // Cha: 16 (+3)
================================

20 point buy:

Str 10 (0 pts)
Dex 12 (2 pts)
Con 12 (2 pts)
Int 11 (1 pts)
Wis 16 (10 pts)
Cha 14 (5 pts)

+2 Dex, +2 Cha, -2 Con @ Level 1 // +1 Dex @ Level 4

Combat Info
Max HP: 42 (21+7+6+8+6)
BAB: +5
CMB: +5
CMD: 17
Initiative: +5
Speed: 30

AC: 23 (13 T / 20 FF) (+7 armor, +3 shield, +3 dex)
Fort: +6 (+2 vs disease) (+5 base, +0 con, +1 resist)
Ref: +5 (+2 base, +2 dex, +1 resist)
Will: +10 (+2 vs mind affecting, roll twice) (+5 base, +4 wis, +1 resist)

Equipment
Coins: 440gp 7sp
Regular Gear
antidote kit (10 uses remaining)
backpack
bandolier (2)
bear trap
bedroll
belt pouch (2)
chest, medium
explorer's outfit
healer's kit (10 uses remaining)
hip flask
holy symbol, silver
lock, good
manacles, masterwork
mapmaker's kit
ocarina (common)
portrait book
reinforced scarf
tent, medium

Alchemical Items
acid flask (5)
alchemist fire (5)
alkali flask (5)
bottled lightning (2)
impact foam (1)
shard gel (1)
smokestick (3)
tanglefoot bag (1)
thunderstone (3)

Magic Items
cloak of resistance +1
elixir of swimming (1)
headband of inspired wisdom +2
ioun torch
unguent of timelessness (8 uses remaining)
universal solvent (2)
wand of inflict light wounds (50 charges remaining)
wand of cure light wounds (50 charges remaining)

Weapons & Armor
morningstar
dagger, cold iron
+1 crossbow, heavy repeating
bolt cartridges (8)
bolts (200)
+1 breastplate
+1 animated large steel shield

starting gear:

Backpack ... 2 gp
Bandolier (2) ... 1 gp
Bear trap ... 2 gp
Bedroll ... 1 sp
Belt pouch (2) ... 2 gp
Explorer's outfit ... 10 gp
Hip flask ... 1 gp
Holy symbol, silver ... 25 gp
Lock, good ... 80 gp
Manacles, masterwork ... 50 gp
Ocarina (common) ... 5 gp
Portrait book ... 10 gp
Reinforced scarf ... 10 gp
Shard gel (2) ... 50 gp
Tanglefoot bag (2) ... 100 gp
Thunderstone (3) ... 90 gp

Morningstar ... 8 gp
Dagger, cold iron ... 4 gp
Crossbow, heavy ... 50 gp
Bolts (20) ... 2 gp
Steel shield, light quickdraw ... 59 gp
Breastplate, masterwork ... 350 gp

Starting Gold: 1,000 gp
Spent: 911.1 gp
Remaining: 88.9 gp

Inquisitor Class Abilities
Inquisition: Persistence
Granted Powers: Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.

Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).

Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.

Judgement:

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).

Strong-Willed (Ex): At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This ability replaces monster lore.

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.

Defense against Magic (Ex): Illusion (+2), Enchantment (+1) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1. This ability replaces all bonus teamwork feats.

Foil Casting (Su): At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round. This ability replaces solo tactics.

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.

Traits, Feats, and Skills
Racial Traits: Manipulative, Undead Resistance, Dayborn, Negative Energy Affinity, Resist Level Drain

-=Feats=-
Cpgn: Arena Blood
Lvl1: Point Blank Shot
Inq1: Rapid Reload (Heavy Crossbow)
Bns: Step Up
Lvl3: Precise Shot
Lvl5: Rapid Shot

Detailed Racial Traits:

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Detailed Feats:

Arena Blood Prereqs: raised in Champion's District
Benefit: You get a +2 bonus on Intimidate skill checks. In addition, whenever you successfully demoralize an opponent using the Intimidate skill during combat you are immediately healed 1d4 points of nonlethal damage.

You also gain a +2 morale bonus on grapple checks, sunder attempts, trip attempts, bull rush attempts and disarm attempts if you are aware of any noncombatants observing a fight you are participating in.

Step Up Prereqs: BAB +1
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Point Blank Shot Prereqs: Dex 13
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Reload (Heavy Crossbow): Prereqs: Weapon Proficiency (crossbow type chosen)
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Precise Shot Prereqs: Point-blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot Prereqs: Dex 13, Point-Blank Shot
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Deadly Aim Prereqs: Dex 13, BAB +1
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Detailed Skills:

Skill Points/level: 6 = 6(class) + 0(int)
class skill // Armor Check Penalty = 3 // Total Skill Points: 42

Acrobatics: -1 = +0(ranks) +2(dex) -3(ACP)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +11 = +3(ranks) +3(trained) +3(cha) +2(racial)
Climb: -3 = +0(ranks) +0(str) -3(ACP)
Craft: +0 = +0(ranks) +0(int)
Diplomacy: +3 = +0(ranks) +3(cha)
Disable Device: -1 = +0(ranks) +2(dex) -3(ACP)
Disguise: +3 = +0(ranks) +3(cha)
Escape Artist: -1 = +0(ranks) +2(dex) -3(ACP)
Fly: -1 = +0(ranks) +2(dex) -3(ACP)
Handle Animal: +4 = +0(ranks) +4(wis)
Heal: +8 = +1(ranks) +3(trained) +4(wis)
Intimidate: +17 = +7(ranks) +3(trained) +3(cha) +2(class) +2(feat)
Knowledge (arcana): +5 = +2(ranks) +3(trained) +0(int)
Knowledge (dungeoneering): +0 = +0(ranks) +0(int)
Knowledge (engineering): +0 = +0(ranks) +0(int)
Knowledge (geography): +0 = +0(ranks) +0(int)
Knowledge (history): +0 = +0(ranks) +1(int)
Knowledge (local): +0 = +0(ranks) +0(int)
Knowledge (nature): +0 = +0(ranks) +0(int)
Knowledge (nobility): +0 = +0(ranks) +0(int)
Knowledge (planes): +0 = +0(ranks) +0(int)
Knowledge (religion): +5 = +2(ranks) +3(trained) +0(int)
Linguistics: +0 = +0(ranks) +0(int)
Perception: +16 = +7(ranks) +3(trained) +4(wis) +2(racial)
Perform : +3 = +0(ranks) +3(cha)
Profession: +4 = +0(ranks) +4(wis)
Ride: -1 = +0(ranks) +2(dex) -3(ACP)
Sense Motive: +13 = +4(ranks) +3(trained) +4(wis) +2(class)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Spellcraft: +5 = +2(ranks) +3(trained) +0(int)
Stealth: -1 = +0(ranks) +2(dex) -3(ACP)
Survival: +14/17 = +7(ranks) +3 (trained) +4(wis) +3(class)
Swim: +7 = +7(ranks) +3(trained) +0(str) -3(ACP)
Use Magic Device: +3 = +0(ranks) +3(cha)

Background:

Personality/Mannerisms:

Macros:

[spoiler=Status]
HP: 48/48
AC: 23 (13 T / 20 FF)
CMD: 17
F/R/W: +6/+5/+10 (+2 vs Illusion, +1 vs Enchantment, +2 vs disease, +2/roll 2x vs mind affecting)
Judgements used: 0/3
Bane rounds used: 0/7
Discern lies rounds used: 0/7
Relentless footing used: 0/7
Inner strength used: 0/1
inflict wand charges used: 3/50
cure wand charges used: 8/50

Spell Slots used:
Level 1 (4+1) - 0/5 | DC 15
Level 2 (3+1) - 0/4 | DC 16
Level 3 (1+1) - 0/2 | DC 17

Ongoing Effects
Deadly Aim: -2/+4
[/spoiler]

[dice=Concentration]1d20+11[/dice]
[dice=Intimidate]1d20+17[/dice]
[dice=Track]1d20+17[/dice]
[dice=Inner Strength]3d6[/dice]

[dice=morningstar]1d20+5[/dice][dice=for]1d8[/dice]
[dice=Cold iron dagger]1d20+5[/dice][dice=for]1d4[/dice]
[dice=+1 hvy repeating xbow]1d20+9[/dice][dice=for]1d10+1[/dice]
[dice=+1 hvy repeating xbow (point blank shot)]1d20+10[/dice][dice=for]1d10+2[/dice]
[dice=+1 hvy repeating xbow (pbs, rapid)]1d20+8[/dice][dice=for]1d10+2[/dice]

Ship's Crew