Jirelle

Gabriella Filosovici's page

1,412 posts. Alias of Itzi.


Race

Game Concluded

About Gabriella Filosovici

Background:

Personality:
Where her sister is gregarious and outgoing, Gabriella is reserved and suspicious. Whether her ingrained paranoia is a result of her inquisitorial training or just an innate element of her personality is hard to determine. She has a harder time making friends than Alassandra.

That's not to say she can't put up a flirtatious front when required. In that aspect, she is more than capable of matching her twin. With her, though, it's more of a game. A game that, at times, is tainted with jealousy - jealousy of anyone that might take her sister from her.

Appearance:
Gabriella is not a large woman by any definition. She stands just a little taller than her sister at a bit over 5' 5". Although she's a little lighter, the difference is not readily visible. She keeps her long black hair tied back in a loose knot that continually threatens to come loose. Some would say that her green eyes are darker than her twin's, but that may just be because her eyelids are almost perpetually lowered in suspicion. Her smile lacks the warmth of Alassandra's, but shows her fangs more readily.

Basics:

Inquisitor 18
NG Medium humanoid (dhampir - moroi-born) - 61 years old
Init +14; Senses darkvision 60 ft., low-light vision; Perception +33

Defense:

AC 22, touch 17, flat-footed 17 (+5 +2 studded leather, ring or protection +2, +5 Dex)
HP 93 (18d8)
Fort +13 (+11 base, +1 cloak, +1 luck), Ref +14 (+6 base, +6 Dex, +1 cloak, +1 luck), Will +21 (+11 base, +8 Wis, +1 cloak, +1 luck)

DR 5/Evil from mantle of faith

+2 vs. disease and mind-affecting effects, -1 vs positive energy effects

+1 on any save for each companion next to her (max of +4).

For Fortitude or Will saves - see Stalwart below.

The Inevitable's Mark
A glowing sigil on the forehead (as arcane mark) that lasts for 1 month; during this month, the PC can expend the mark to cast shield of law (CL 15th) one time as a spell-like ability.

Offense:

Speed 30 ft.

Melee Unarmed Strike +13/+8/+3 (1d3) non-lethal
Melee Morningstar +13/+8/+3 (1d8) B/P
Melee Dagger +13/+8/+3 (1d4) P/S
Melee Keen Dagger +14/+9/+4 (1d4+1, 17-20/x2) P/S

Ranged +1 Longbow +27/+22/+17 (1d8+4, 19-20/x3) P 100'
+1 to hit, +1 to damage if within 30'
+2d6 damage vs evil creatures

Ranged Keen Dagger +18/+13/+8 (1d4+1, 17-20/x2) P/S 10'

+1 on all damage rolls vs undead.
Judgements are all +1 vs undead.

Statistics:

Str 10, Dex 20, Con 10, Int 12, Wis 26, Cha 10
Base Atk +13/+8/+3; CMB +13; CMD 30/24
Languages Common, Dwarvish, Elvish, Orcish, Necril, Sakvroth, Celestial

Feats:

Level 1

Simple Weapon Proficiencies: all
You make attack rolls with simple weapons without penalty.

Shield Proficiency
When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.

Armor Proficiency: light
When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency: medium
When you wear medium armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

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

Level 3

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

Bonded Mind Teamwork
As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.

Level 5

Favored Judgement: Undead
Select a favored race from the ranger’s favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different favored enemy.

Level 6

Coordinated Shot Teamwork
If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn’t have this feat), this bonus increases to +2.

Level 7

Rapid Shot
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Alertness from Ioun Stone
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 9

Weapon Focus: bows
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Enfilading Fire Teamwork
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

Level 11

Manyshot
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Level 12

Extraordinary Aid Teamwork
When you successfully use the Aid Another action to assist an ally’s skill check, and the ally also has this feat, the bonus is +4 instead of +2.

Level 13

Clustered Shots
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).

Level 15

Distracting Charge Teamwork
When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.

Deadly Aim: -3/+6
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.

Level 17

Improved Critical: longbow
When using the weapon you selected, your threat range is doubled.

Level 18

Shake it Off Teamwork - changeable
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Traits:

Kin Bond: Twin
Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.

Undead Slayer
You gain a +1 trait bonus on weapon damage rolls against undead.

The Snoop
You know a little bit about most everything and everyone in Roslar’s Coffer. It may be your profession, as you could be an archivist, crier, or librarian—or you simply make a hobby of gossip. Either way, you have a gift for recall and reading others. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and these both become class skills for you. Once each day you can reroll a single Bluff or Sense Motive check against a creature you have known for at least 24 hours, using the better result.

Paranoid drawback
Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Dhampir Abilities:

Darkvision
Dhampir see perfectly in the dark up to 60 feet.

Low-Light Vision
In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

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.

Resist Level Drain
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.

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

Weakness to Positive Energy: replaces Light Sensitivity
-1 penalty on saves against effects that deal positive energy damage.

Skilled: replaces Manipulative
+2 racial bonus to Diplomacy and Knowledge (nobility).

Fangs: replaces obscuring mist
On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.

Inquisitor Abilities:

Domain: Conversion Inquisition
You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.

Charm of Wisdom (Ex)
You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Favored Weapon: dagger

Judgement (SU): 4/day
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.

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.

Monster Lore (EX): +8
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): +8
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).

Bonus Teamwork Feats: Changeable 8/day
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Level 2

Cunning Initiative (EX) +8
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
At 2nd level, 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): +8
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Level 3

Bonus Teamwork Feat: Bonded Mind

Level 5

Bane (su): 2d6 - 16 rounds/day
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): 16 rounds/day
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.

Level 6
Bonus Teamwork Feat: Coordinated Shot

Level 8

Second Judgement
At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Swaying Word (Sp): DC 26
Once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Level 11

Stalwart
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Level 12

Bonus Teamwork Feat: Extraordinary Aid

Greater Bane (su): 4d6 - 14 rounds/day

Level 13

Judgement (SU): 5/day

Level 14

Exploit Weakness (Ex)
The inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Level 15

Bonus Teamwork Feat: Distracting Charge

Level 16

Judgement (SU): 6/day

Third Judgement
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of two. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Level 17

Slayer (Ex)
At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.

Level 18

Bonus Teamwork Feat: Shake it Off

Judgements:

Destruction: +7
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: 7
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: +4/+8
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: +7
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: +4/+8
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: +4/+8
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: DR 4/evil
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: 14
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: magic,good,adamantine
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).

Skills:

--------------------
Adventure Skills
--------------------

Total Skill Ranks: 144 ( 108 inquisitor, +18 favored class, +18 Int)

Acrobatics +5 (+5 Dex)
Bluff +12 (1 rank, +3 class skill, +8 Wis)
Climb +0 ()
Diplomacy +31 (18 ranks, +3 class skill, +8 Wis, +2 racial)
Disable Device --
Disguise +0
Escape Artist +6 (+6 Dex)
Fly +6 (+6 Dex)
Heal +8 (+8 Wis)
Intimidate +37 (18 ranks, +3 class skill, +8 Wis, +8 moral - stern gaze)
Knowledge (arcana) +12 (8 ranks, +3 class skill, +1 Int)
Knowledge (dungeoneering) +11 (7 ranks, +3 class skill, +1 Int)
Knowledge (local) +11 (6 ranks, +3 class skill, +1 Int, +1 trait - snoop)
Knowledge (nature) +12 (8 ranks, +3 class skill, +1 Int)
Knowledge (planes) +12 (8 ranks, +3 class skill, +1 Int)
Knowledge (religion) +20 (16 ranks, +3 class skill, +1 Int)
Perception +33 (18 ranks, +3 class skill, +8 Wis, +4 Alertness - ioun stone)
Ride +6 (+6 Dex)
Sense Motive +41 (18 ranks, +3 class skill, +8 Wis, +8 moral - stern gaze, +4 Alertness - ioun stone)
Spellcraft --
Stealth +6 (+6 Dex)
Swim +0 ()
Survival +29 (18 ranks, +3 class skill, +8 Wis) (+5 tracking)
Use Magic Device --

--------------------
Background Skills
--------------------

Total Skill Ranks: 36

Appraise +1 (+1 Int)
Handle Animal --
Knowledge (history) +23 (18 ranks, +3 class skill, +1 Int, +1 trait - snoop)
Knowledge (nobility) +15 (12 ranks, +1 Int, +2 racial)
Linguistics +7 (6 ranks, +1 Int)
Sleight of Hand --

Gear:

Carrying 28.9 lbs/100 (0-33 light load) - dropped backpack

[head]
[headband] headband of inspired wisdom +6 (36,000 gp)
[eyes] deathwatch eyes (2000 gp)
[shoulders] Crimson Mantle, a blood-red minor cloak of displacement that provides a continuous feather fall effect and acts as a cloak of resistance +1
[neck]
[chest] mantle of faith (76,000 gp)
[body]
[armor] +2 studded leather light fortress armor (20 lbs, 9,175 gp)
[belt] belt of incredible dexterity +6 (36,000 gp)
[wrists] greater bracers of archery (1 lb, 25,000 gp)
[hands]
[ring1] ring of protection +2 (8,000 gp)
[ring2]
[feet] winged boots (16,000 gp)
[misc] Ioun Stone - Dark Blue Rhomboid (provides Alertness feat) (10,000 gp)
[misc] quiver of abundant ammunition (4,000 gp)

Artisan's outfit
Dagger (1 lb, 2 gp)
longbow +3 holy (3 lbs, 50375 gp)
keen dagger +1 (1 lb, 8302 gp)

Belt pouch (0.5 lb, 1 gp)
[
4581.11 gp
Flint and steel (1 gp)
]

Backpack (2 lbs, 2 gp)
[
Bedroll (5 lbs, 0.1 gp)
Morningstar (6 lbs, 8 gp)
+1 studded leather armor (20 lbs, 1175 gp)
Ioun Stone - Red Sphere (+2 enhancement Dex) (8000 gp)
potion of invisibility ()
oil of magic weapon ()
wand of inflict light wounds (750 gp) (50 charges)
cloak of resistance +2 (4000 gp)
]

Goals/Story Hooks:

Combat Macros:

[dice=Morningstar Attack]1d20+13[/dice]
[dice=Morningstar Attack]1d20+8[/dice]
[dice=Morningstar Attack]1d20+3[/dice]
[dice=Morningstar Damage]1d8[/dice]

[dice=Keen Dagger]1d20+14[/dice]
[dice=Keen Dagger]1d20+9[/dice]
[dice=Keen Dagger]1d20+4[/dice]
[dice=Keen Dagger - Thrown]1d20+18[/dice]
[dice=Keen Dagger Damage]1d4+1[/dice]

[ooc][i]Clustered Shots - damage is totaled before applying DR.[/i][/ooc]

[dice=Longbow Attack]1d20+27[/dice]
[dice=Longbow Attack]1d20+22[/dice]
[dice=Longbow Attack]1d20+17[/dice]
[dice=Longbow Damage - Manyshot]2d8+8[/dice]
[dice=Longbow Damage]1d8+4[/dice]

[dice=Longbow Attack - PBS]1d20+28[/dice]
[dice=Longbow Attack - PBS]1d20+23[/dice]
[dice=Longbow Attack - PBS]1d20+18[/dice]
[dice=Longbow Damage - Manyshot]2d8+10[/dice]
[dice=Longbow Damage]1d8+5[/dice]

[dice=Longbow Attack - Rapid]1d20+25[/dice]
[dice=Longbow Attack - Rapid]1d20+25[/dice]
[dice=Longbow Attack - Rapid]1d20+20[/dice]
[dice=Longbow Attack - Rapid]1d20+15[/dice]
[dice=Longbow Damage - Manyshot]2d8+8[/dice]
[dice=Longbow Damage]1d8+4[/dice]

[dice=Longbow Attack - PBS - Rapid]1d20+26[/dice]
[dice=Longbow Attack - PBS - Rapid]1d20+26[/dice]
[dice=Longbow Attack - PBS - Rapid]1d20+21[/dice]
[dice=Longbow Attack - PBS - Rapid]1d20+16[/dice]
[dice=Longbow Damage - Manyshot]2d8+10[/dice]
[dice=Longbow Damage]1d8+5[/dice]

[dice=Longbow Attack - PBS - Deadly - Rapid]1d20+22[/dice]
[dice=Longbow Attack - PBS - Deadly - Rapid]1d20+22[/dice]
[dice=Longbow Attack - PBS - Deadly - Rapid]1d20+17[/dice]
[dice=Longbow Attack - PBS - Deadly - Rapid]1d20+12[/dice]
[dice=Longbow Damage - Manyshot]2d8+26[/dice]
[dice=Longbow Damage]1d8+13[/dice]

[dice=Longbow Attack - Rapid - Bane]1d20+27[/dice]
[dice=Longbow Attack - Rapid - Bane]1d20+27[/dice]
[dice=Longbow Attack - Rapid - Bane]1d20+22[/dice]
[dice=Longbow Attack - Rapid - Bane]1d20+17[/dice]
[dice=Longbow Damage - Manyshot - Bane]2d8+8d6+12[/dice]
[dice=Longbow Damage - Bane]1d8+4d6+6[/dice]

[dice=Longbow Attack - PBS - Rapid - Bane]1d20+28[/dice]
[dice=Longbow Attack - PBS - Rapid - Bane]1d20+28[/dice]
[dice=Longbow Attack - PBS - Rapid - Bane]1d20+23[/dice]
[dice=Longbow Attack - PBS - Rapid - Bane]1d20+18[/dice]
[dice=Longbow Damage - Manyshot - Bane]2d8+8d6+14[/dice]
[dice=Longbow Damage - Bane]1d8+4d6+7[/dice]

[dice=Longbow Attack - PBS - Deadly - Rapid - Bane]1d20+24[/dice]
[dice=Longbow Attack - PBS - Deadly - Rapid - Bane]1d20+24[/dice]
[dice=Longbow Attack - PBS - Deadly - Rapid - Bane]1d20+19[/dice]
[dice=Longbow Attack - PBS - Deadly - Rapid - Bane]1d20+14[/dice]
[dice=Longbow Damage - Manyshot - Bane]2d8+8d6+26[/dice]
[dice=Longbow Damage - Bane]1d8+4d6+13[/dice]

Deadly: -4/+8

Judgement: Justice +4/+8
Judgement: Destruction +7 (+8 slayer)

Divine Power: +6 to hit, +6 to damage, one additional attack

All damage is +1 vs undead.
All Judgements are +1 vs undead.

+2 on single attack roll when enemy charges target
+1 to-hit with bow vs opponents allies are engaging (+4 if they're flanking)
+2d6 damage with bow vs evil opponents (+4d6 on Manyshot)