Queen Elvanna

Gritta Dulla's page

72 posts. Organized Play character for Kludde.


Gender

Female Tiefling Mind Your Own Business 1 - HP 10/10 - AC: 17 /T: 15 /FF: 13 - Perception +6 - F: +3 / R: +4 /W: +5 - CMB +1 - CMD 15- Speed 30ft - Init. +4

Strength 12
Dexterity 18
Constitution 12
Intelligence 11
Wisdom 14
Charisma 10

About Gritta Dulla

PFS 108716-4

Gritta Dulla
Female Tiefling
Inquisitor 1
LN Medium Outsider (Native)
Init: +4, Senses: Darkvision (60 ft.), Perception: +6
Languages: Common, Infernal
=================================================
DEFENSE
=================================================
AC 17, Touch 15, Flat-footed 13, CMD 15
HP 10 (1HD)
Fort: +3, Ref: +4, Will: +5

=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)
Ranged Longbow +4 (1d8+1/x3)
Melee Heavy Mace +1 (1d8+1)
Face: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +1

Known Inquisitor Spells (CL 1 st):
0th - Detect Magic, Disrupt Undead, Guidance (DC 12), Stabilize (DC 12),
1st - Cure Light Wounds (DC 13), Protection From Evil (DC 13),
=================================================
STATISTICS
=================================================
Abilities: Str 12, Dex 18, Con 12, Int 11, Wis 14, Cha 10
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Point-Blank Shot, Shield Proficiency, Simple Weapon Proficiency
Skills: Acrobatics +4, Bluff +4, Climb +1, Diplomacy +4, Escape Artist +4, Fly +4, Heal +2, Intimidate +1, Knowledge (Local) +5, Knowledge (Local/ID monster) +7, Knowledge (Planes) +4, Knowledge (Planes/ID monster) +6, Perception +6, Ride +4, Sense Motive +7, Stealth +4, Survival +2,
Possessions: Longbow()(), Outfit (Monk's)()(), Leather()(), Arrows (20/Cold Iron)(30 hp/inch, hardness 10)(), Potion of Cure Light Wounds(Cures 1d8+1 points of damage)(), Heavy Mace()(),
=================================================
SPECIAL ABILITIES
=================================================
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Human
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Infernal
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / 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.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / 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.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / 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.
Judgment / 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.
Judgment (Sacred) (Su) 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. An inquisitor can use this ability 1 times 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.
Law
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.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
Tiefling
Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability 5 times per day.
World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.