Petrune

Greysov's page

26 posts. Alias of LackofFocus.


Full Name

Greysov

Race

Human

Classes/Levels

Inquisitor (heritic)

Gender

Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8

Size

Med

Strength 16
Dexterity 16
Constitution 11
Intelligence 12
Wisdom 16
Charisma 7

About Greysov

Greysov
Male Human (Varisian) Inquisitor 2
N Medium Humanoid (human)
Hero Points 1
Init +8; Senses Perception +8
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 16 (2d8); judgement of sacred healing 1
Fort +3, Ref +3, Will +6
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (acid)
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Offense
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Speed 20 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Dagger +4 (1d4+3/19-20/x2) and
. . Quarterstaff +2 (1d6+3/1d6+1/x2) and
. . Touch Attack +4 (As Spell/x2)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 2):
1 (3/day) Shield of Faith, Bless, Cure Light Wounds
0 (at will) Disrupt Undead, Acid Splash, Stabilize, Detect Magic, Guidance
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Statistics
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Str 16, Dex 16, Con 11, Int 12, Wis 16, Cha 7
Base Atk +1; CMB +4; CMD 17
Feats Amateur Gunslinger, Gunsmithing, Two-weapon Fighting
Traits Reactionary, Sacred Touch
Skills Acrobatics -2 (-6 jump), Bluff +1, Climb -2, Escape Artist -2, Fly -2, Heal +8, Intimidate +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +6, Perception +8, Ride -2, Sense Motive +8, Spellcraft +6, Stealth +1, Survival +8 (+9 to track), Swim -2
Languages Common, Dwarven, Varisian
SQ deed: quick clear, disruptive shot (dc 14), domains (black powder inquisition), hero points, hide tracks, judgement (1/day), judgement of sacred escape, track
Combat Gear Healer's kit, Healer's kit; Other Gear Lamellar (steel) armor, Dagger, Dagger, Quarterstaff, Touch Attack, Inquisitor's kit, Surgeon's tools, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 324 GP
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Special Abilities
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Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Disruptive Shot (DC 14) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Black Powder Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Acid) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Track +1 Add the listed bonus to survival checks made to track.
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Greysov was unsure how long he had been a prisoner of the Calikang. He lost track after the first few weeks the torture went on. Greysov wasn't even a practictioner of magic he had joined a caravan on the way to Alkenstar City to try to become a Shield Marshal. That did not happen the caravan was ambushed by Calikang and that is when the Torture began.

One day a vision came of a land of wild magic, a place of mutations and violence. In the middle of this strange land was a man dressed in black and white one side of his face was fair and handsome the other was black with viens of a strange energy flowing through him. The man waved the black hand towards the land around him and it cleansed by fire.

This vision gave Greysov a renewed strength to escape through spells and Knowledge of the destructive power of guns. Greyson used this knowledge to escape so he could continue on to Alkenstar and accomplish the Mission the God of Magic showed him. He will help bring stability to magic to this land. Greysov was found at the gates to Alkenstar with half his hair bleached white with a broken gun in one hand and a staff in the other. This began his life in Alkenstar.

Victim of Calikang Torture You are one of the misfortunate spellcasters to be caught by a Calikang and brought to the spellscar desert to "heal" the magic. Performing magic in this extreme condition has permanitly sickened you, but has had its benefits. -1 con. +4 concentration checks. You can sense the chaotic magical nature of the Mana Wastes. You can predict magic storms and feel magic voids within 100'. By predicting the ebb and flow of this chaos you can produce magic and spell like abilities of your level or ability with a successful concentration check. A failed check means your spell fizzles.Scrolls, items and potions still have no effect.In magic voids you are still unable to cast, but as stated above you can detect these voids and try to avoid them. When casting during a magic storm, there is a 25% chance for a random magical mishap to occur.