Braddikar Faje

Greggory Payne III's page

2 posts. Organized Play character for Ser Clay.


Full Name

Greggory Payne III

Race

Human

Classes/Levels

5 Sanctified Slayer|HP 38|AC 23/21/14|F7 R5 W8|CMD 17|Perception 11|Intimidate 20|Sense Motive 13|Detect Alignment At-Will|Discern Lies||Studied Strike +2|Sneak Attack +1d6|Conversion Inquisition

Gender

Male

Size

Medium

Age

30

Special Abilities

See Sheet

Alignment

CG

Deity

Shelyn

Location

Qadira

Languages

Common

Occupation

Pathfinder

Homepage URL

tu

Strength 20
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 16
Charisma 7

About Greggory Payne III

Greggory Payne Chaotic Good Shelyn XP14 Fame 25 Prestige 15

Basic Crunch:

Sanctified Slayer Inquisitor 5 Human
traits: Fate's Favored, Reactionary
BAB:3 Inititiave:+7 Speed: 20 (30 unarmored)
HP: 38 AC:23/21/14 CMB:8 CMD:17

Combat:(Not Buffed/Studied) +10 Reach 1d10+8, Power Attack +9 1d10+11
Move Action: Study; Gain +2/+2 hit/damage and +2 to Social Skills and Class Ability/Spell DCs
Divine Favor adds +2/+2 hit/damage


Stats and Saves:

Str 20
Dex 14
Con 14
Int 7
Wis 16
Cha 7

F7
R5
W8

Skilles:
Skills
Acrobatics 0 + 2 = 2
Climb: 0 + 5 = 5
Diplomacy 5 + 3 + 3 = 11
Intimidate 5 + 3 + 8 + 2 + 2 = 20
Know Religion 1 + 3 - 2 (+* 3 Monster Lore, Same for All Know Skills) = 2/5
Know Nature 1 + 3 - 2 + * = 2/5
Know Arcana 1 + 3 - 2 + * = 2/5
Know Planes 1 + 3 - 2 + * = 2/5
Know Dungeoneering 1+ 3 - 2 + * =2/5
Perception 5 + 3 + 3 = 11
Sense Motive 5 + 3 + 3 + 2 = 13
Survival 5 + 3 + 3 = 11/13 to track.

Gear:
Equipment and Coin
+1 Adamantine Glaive 1d10 x3 Reach
MW Longbow 1d8 x3 100ft
25 Blunt Arrows
+1 Mithral Breastplate
Jingasa of the Fortunate Soldier
Wand of Cure Light Wounds 45 Charges
Wand of Shield of Faith 25 Charges
Wayfinder
Belt of Giant Strength +2
Cloak of Resistance +1
+1 Buckler
2x Scroll of Expeditious Retreat
2x Potion of Spider Climb
3x Scroll of Bless
50 ft Silk Rope
Bedroll
Canteen
4 Days Rations
Cracked Magneta Prism Ioun Stone (+2 Intimidate){Inside Wayfinder, +1 Reflex}
Backpack

Race/Feats:
Race
+1 Skill Per Level
+1 Feat at First Level
30 ft Speed, Medium Size
FCB 5 Skill Points

Feats
1 Combat Reflexes
1 Intimidating Prowess
3 Power Attack
5 Weapon Focus

Class Powers:
Class Powers
Studied Strike: As Level 5 Slayer: Replaces Judgments
--Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of class abilities against that opponent increase by 2. 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). May have 2 studied target's at 5th level.
--Sneak Attack: 1d6
--Bane: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: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: Act as if all allies had my teamwork feats, benefits myself only.
--Teamwork Feat:Precise Strike
--Detect Alignment: At Will, One Alignment at a time.
--Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
--Cunning Inititiave: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
--Monster Lore:he 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: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).
--Inquisition or Domain: Conversion Inquisition
-Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.)
--Spells Known
-0:6 Daze, Detect Magic, Detect Poison, Read Magic, Guidance, Light
-1:4: Divine Favor, Litany of Sloth, Protection From Evil, Litany of Weakness
-2:3 Invisibility, Hunter's Lore, Blistering Invective
--Spells Per Day
-0:Orisons:
-1:5
-2:3