Full Name |
Ishbaad the Winter Wolf |
Race |
| HP: 43/43 | AC: 16 (10 Tch, 16 FF) | CMB: +13, CMD: 24 | F: +8, R: +1, W: +7 | Init: +3 | Perc: +10, SM: +12 |
Classes/Levels |
| Speed 50ft | Hero 0/3, Touch of Resolve 6/6, Stamina 5/5, Judgement 1/2 | Spells: 2nd 1/2, 1st 4/4 | Daily Abilities: [Omen] [Surge] | Active Conditions: Winter Wolf Form. |
Gender |
Male LG Oread Inquisitor in Winter Wolf Form 4 |
Strength |
28 |
Dexterity |
10 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
8 |
About Ishbaad the Winter Wolf
Ishbaad the White Wolf
Male Oread inquisitor of Iomedae 4 – Winter Wolf Form via rimepelt
LG LARGE outsider (native)
Init +3; Senses darkvision 60 ft.; low-light vision; scent; Perception +10
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Defense
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AC 16, touch 10, flat-footed 16 (+1 Deflection, +6 natural, -1 size)
hp 43 (4d8+20)
Fort +8, Ref +1, Will +7
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Offense
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Speed 50 ft.
Melee
With Power Attack
bite +10 (1d8+16 plus 1d6 cold plus trip)
Without Power Attack
bite +11 (1d8+13 plus 1d6 cold plus trip)
With Power Attack and Raging Song +4 HP; -1 AC; Fort Save +1; Will Save +1; CMB +1
bite +11 (1d8+18 plus 1d6 cold plus trip)
Special Attacks judgment 2/day; judgment surge 1/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
2nd (2/day) – align weapon, flames of the faithful (DC 15)
1st (4/day) — ear-piercing scream (DC 14), protection from evil, shield of faith, wrath
0 (at will) — brand (DC 13), create water, detect poison, guidance, sift, stabilize
Domain Valor Inquisition
Domain Abilities - Touch of Resolve (remove fear) (6x/day)
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Statistics
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Str 28
Dex 10
Con 18
Int 10
Wis 16
Cha 8
Base Atk +3; CMB +13 (+14 sunder); CMD 24 (25 vs. bull rush, 25 vs. overrun)
Feats Combat Stamina, Coordinated Maneuvers, Distracting Charge, Judgment Surge, Power Attack
Traits blood of giants, omen
Skills
Acrobatics +0 (+8 to jump)
Heal +7
Intimidate +7
Knowledge (arcana) +6 (monster lore +3)
Knowledge (dungeoneering) +5 (monster lore +3)
Knowledge (nature) +5 (monster lore +3)
Knowledge (planes) +5 (monster lore +3)
Knowledge (religion) +5 (monster lore +3)
Lore (Iomedae) +7 [background skill]
Perception +10
Profession (soldier) +10 [background skill]
Sense Motive +12
Spellcraft +4
Survival +7
Languages Common, Terran
SQ coordinated maneuvers, crystalline form, distracting charge, monster lore +3, power attack, solo tactics, stern gaze +2, touch of resolve, track +2, treacherous earth
Consumables: oil of magic weapon, potion of cure light wounds (2), potion of endure elements (2), potion of feather step, potion of spider climb, potion of undetectable alignment, acid (2), alchemist's fire (2), liquid ice
Armaments:spear of manhunting, +1 agile breastplate, belt of mighty constitution +2, ring of protection +1, masterwork cold iron longspear (sanctus custos), masterwork cold iron longsword, cloak of the yeti
Gear: bag of holding II, bandolier (2), bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), tattered holy text of Iomedae, manacles, mess kit, pot, snow goggles, soap, spell component pouch, torch (10), trail rations (5), waterskin, weapon cord, wooden holy symbol of Iomedae, spring loaded wrist sheath (2), 2632 gp, 9 sp
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Special Abilities
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Breath Weapon (15 ft. cone, 6d6 cold, Reflex DC 19 for half, usable every 1d4 rounds) (Su) Affect a cone or line with some magical effect.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Coordinated Maneuvers [Combat Trick] 1 stamina point to increase bonus from Coordinated Maneuvers by 2.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Distracting Charge When ally with feat succeeds on a charge, you gain +2 to atk vs. target.
Distracting Charge [Combat Trick] 1 stamina point to gain the benefits of Distracting Charge even after an ally misses.
Energy immunity, Cold You are immune against Cold attacks.
Inquisitor Domain (Valor Inquisition) Deitie: Iomedae
Granted Powers: It takes courage to confront the enemies of your faith. (remove fear several times per day)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Omen (1/day) As a swift action, Demoralize an opponent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Touch of Resolve (6/day) (Sp) Use remove fear on a single creature.
Track +2 Add the listed bonus to survival checks made to track.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.