Man in Battle

Hugh of Karfeld's page

143 posts. Alias of John Woodford.


Race

Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2

Classes/Levels

***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

About Hugh of Karfeld

Current XP 0/?
Male Talingarde human gestalt inquisitor of Asmodeus/Empyreal bloodline sorcerer 2
LE Medium humanoid (human)
Init +5 (+2 DEX, +3 cunning initiative) Perception +8

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (2d8+2+2)
Current hp
Fort +4, Ref +2, Will +6 (+1 vs. divine spells)

OFFENSE
Speed 30 ft.
Melee quarterstaff +1 (1d6/x2), dagger +1 (1d4/x2)
Ranged mw longbow +4 (1d8/x3), Fire Bolt +3+1 (1d6+2/x2) (incl. PBS bonus), Heavenly Fire +3+1 (1d4+2/x2) (incl. PBS bonus)
Special Attacks Fire Bolt, 1d6+1, ranged touch attack, 6x/day; Heavenly Fire, 1d4+1 vs. evil foes only, ranged touch attack, 6x/day

STATISTICS
Str 10, Dex 15, Con 13, Int 13, Wis 17, Cha 14
Base Atk +1; CMB +1; CMD 13

Spells Known
Inquisitor First Level: disguise self, divine favor, inflict light wounds
Inquisitor Zero Level: bleed, brand, daze, detect poison, guidance
Sorcerer First Level: mage armor, color spray, grease
Sorcerer Zero Level: detect magic, light, read magic, mage hand, touch of fatigue

Feats
Eschew Materials (Sorcerer bonus)
Fast Learner (Noncombat bonus)
Point-Blank Shot (Human bonus)
Precise Shot (L1)

Skills
Bluff +7 (+1 rank, +2 CHA, +3 class skill, +1 trait)
Intimidate +8 (+2 ranks, +2 CHA, +3 class skill, +1 stern gaze)
Knowledge (Arcana) +6/+9 (+2 ranks, +1 INT, +3 class skill, +3 to identify monsters)
Knowledge (Dungeoneering) +6/+9 (+2 ranks, +1 INT, +3 class skill, +3 to identify monsters)
Knowledge (Planes) +6/+9 (+2 ranks, +1 INT, +3 class skill, +3 to identify monsters)
Knowledge (Religion) +8/+11 (+2 ranks, +1 INT, +3 class skill, +2 for bloodline arcana, +3 to identify monsters)
Perception +8 (+2 ranks, +3 WIS, +3 class skill)
Sense Motive +9 (+2 ranks, +3 WIS, +3 class skill, +1 stern gaze)
Spellcraft +6 (+2 ranks, +1 INT, +3 class skill)
Survival +8/+9 tracking (+2 ranks, +3 WIS, +3 class skill)
Use Magical Device +6 (+1 rank, +2 CHA, +3 class skill)

Racial Modifiers +1 skill point/level

Traits
Heresy You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!

Punishment: Death by burning.

Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Languages Common, Infernal

SQ

Combat Gear mw longbow, 20 cold iron arrows, silver weapon blanch (2), quarterstaff, cold iron dagger, traveler's outfit, 50' silk rope, 0 pp, 0 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Favored Class: Inquisitor +1 HP, +1 SR at L1 & L2

Judgment (Su): 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).

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).

Empyreal Bloodline:
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6x/day)

Domain: Fire
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of profane fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6x/day)

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.

Background:
Heir to arcane powers borne of the Empyreal Lords! A fine figure of a man; blond hair like a halo about his head, bright blue eyes the color of the morning sky, tanned skin, perfect teeth frequently shown in a smile that could charm an angel...all wrapped around a heart as black as the pit. For years he fumed, hidden in the shadow cast by his far more illustrious cousin, malice festering and turning in on itself, until he could take no more. In secret rites he forsook the source of his magical power and bound himself to Asmodeus. Unfortunately, he found too late that his cousin actually deserved some of his reputation. The coterie of fellow devil worshipers Hugh had gathered around himself contained at least one spy for the wretched Sir Balin, and the rest of them either died when the cell was raided or turned to save themselves from the stake. Hugh was not given the chance at either fate, for his cousin insisted on seeing him face justice..just to show how committed he was to the rule of law (Hugh secretly approved, though Sir Balin's public breastbeating about it was unacceptable). In three days' time, he goes to the fires his patron claims. He hasn't bothered to pray for aid or plead for mercy, for he knows such things are for the weak. But he watches, for any chance at all of escape. And revenge--revenge on his sanctimonious cousin, on the spy who turned him in, and on the cowards who fell away from the true faith. And then...then the church of Mitra will fall before the fires of Hell, and all of Talingarde will turn or burn.

These are the thoughts that keep him warm through the cold prison nights.

History:

Status:
HP: 10/10 AC: 12 Conditions: None

Judgments (1/day) Used: 0
Fire Bolt (6/day) Used: 0
Heavenly Fire Bolt (6/day) Used:
L1 Sorcerer spells (5/day) Used: 2
L1 Inquisitor spells (3/day) Used: