Count Lucinean Galdana

Jack Handsome's page

690 posts. Alias of Helikon.


Full Name

Jack Handsome

Race

Human

Classes/Levels

Inquisitor 9

Spoiler:
HP66/66 Ini+8 Sp30" Ac 18 T13 FF15 F8 R6 W8 Per+14 SM+17, Prof Sailor

Gender

Male

Size

m

Age

21

Special Abilities

Domain, judgment 3/day, monster lore, orisons, stern gaze

Alignment

CN (gentleman Bastards)

Deity

Besmara

Languages

Common

Occupation

Pilot

Homepage URL

Jack

Strength 14
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Jack Handsome

Introduction:

Hello and grab a chair. This is a table of most extraordinary men.
You ask why those man are extraordinary. Well because they drink with me. Aren´t they a lucky bunch. Who am I? I am Jack. Jack Handsome. Don´t get me wrong. I think my father had a last name. But I prefer the one, the one the chief constables wive gave me. A real woman. Totally wasted on him. But why do you think I sit here? Because I need adventure. No I CRAVE for it. Ordinary lives are for ordinary people. Like those sheep around you. MEEE. But not for me. I am Jack Handsome. Pay me handsome, and I am your man. For every deed you need done. I have done quite a few things so far. And let me tell you something.... I LOVED THEM....

Data:

Name: Jack Handsome
Race: Human
Job: Pilot
Age: 21
Alignment: CN
Personality: Boasting, charming
Likes: good foot, good wine, easy women W
Dislikes: Rotten meat, hard work,
Favorite foods: roasted pig, marinated in fresh herbs and brandy
Hobbies: Cooking, drinking, women, fishing, chelish poetry
Physical Description: Long brown hair, brown eyes, slim beard, lean build, tanned skin. Usually dressed in flamboyant clothes with a wide brimmed hat.
Deity: Besmara
Languages: Common

Combat:

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Defense
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Armor Class: 21 FF 15 T 16 (10 + 5 Dex + 5 Armor+1 Shield)
hp 66 (9d8+18)
Fortitude: +9 (6 +2 Con+1R)
Reflex: +9 (3 +5 Dex+1R)
Will: +10 (6 +3 Wis+1R)
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Offense
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Situational Bonuses:
Judgement (+2to hit/+4 Damage/+2AC/+2Saves)
(Point Blank Shot)
+1 to hit if ally is threatening, +2if flanking
+2 if flanking = Total +4
Base Attack Bonus: +6
Melee Attack Bonus: +8 (6 BAB+ 2 Str)
Range Attack Bonus: +10 (6 BAB+ 4 Dex)
Combat Maneuver Bonus: +8 (6 BAB+ 2 Str) CM DC: 22 (10+ 6 Base + 2 Str + 4 Dex)
Melee
• Tidewater Cutlass +9/+4 (1d6+3 18-20/x2/S)
• Dagger MW: +9/+4 //+9 M//R (1d4+7; 19-20/x2; S/P; 10 ft)
• Dagger: +7/+8 M/R (1d4+7; 19-20/x2; S/P; 10 ft)
Ranged:
• Composite Longbow+1(+2STr) +11 or +9/+9/+4 (1d8+7 19-20/x3/P 130ft)

--------------------
Statistics
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Str 14, Dex 22, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +8; CMD 23
Hit Points: 66
Initiative: +9
Armor Check Penalty: 0
Speed: 30 feet (30 in armor)
Saves:
Fort: +9 Ref: +9 Will: +10

Racial Traits:

Ability Score Racial Traits: DEX
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Bonus Feat:
Humans select one extra feat at 1st level.
Skills:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Inquisitor:

Favored Class (Inquisitor)
Domain, judgment 2/day, monster lore, orisons, stern gaze
Granted Powers:
Touch of Chaos (Sp):
You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Chaos Blade (Su):
At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th
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: +4
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: +4
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: +2
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: +4
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:+2
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:+2
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:+8
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: chaotic
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 (, 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).
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.

Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
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.
Bane
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)
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.

Feats, Traits &Skills:

Feats:
(1)Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
(H)Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
(3)Rapid Shot
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
#(I)Coordinated Shot
Benefit: If your ally with this feat is threatening anopponent 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.)
(5)Deadly Aim:
Benefit: 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.
(7)Weapon Focus(Longbow):
You gain a +1 bonus on all attack rolls you make using the selected weapon.
(9)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.
#Enfilading Fire
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
Many shot
#Target of opportunity
Traits:
Besmara´s Blessing:
Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
River Rat:
Benefits: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Skills: Skillpoints gained/level 3x(8) =24 6x(7)=42 6+1(human)+3 x 1 FCB = 66
• Acrobatics: 5 (0 ranks; ; +5 Dex; -0 armor)
• Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: +4 (1 ranks; +3 trained; +0 Cha)
• *[Climb: +6 (1 ranks; +3 trained; +2 Str; -0 armor)
*Diplomacy: +7 (4 ranks; +3 trained; +0 Cha)
• *Disguise: +0 (0 ranks; +0 trained; +0 Cha)
• Escape Artist: 5 (0 ranks; +0 trained; +2 Dex; -0 armor)
• Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +7 (1 ranks; +3 trained; +3 Wis)
*Intimidate: +16 (9 ranks; +3 trained; +0 Cha +4SG)
*Know (arcana): 4 (1 ranks; +3 trained; +0 Int)
*Know (Dung): 4 (1 ranks; +3 trained; +0 Int)
• Know (engineering): NA (0 ranks; +0 trained; +0 Int)
*Know (Geog.): 3 (3 ranks; +3 trained; +0 Int)
• Know (local): [/i]2 (2 ranks; + trained; +0 Int)
*Know (nature): 4 (1 ranks; +3 trained; +0 Int)
*Know (planes): 4 (1 ranks; +3 trained; +0 Int)
*Know (religion): 4 (1 ranks; +3 trained; +0 Int)
*Linguistics: +0 (0 ranks; +0 trained; +0 Int)
• Perform (): -1 (0 ranks; +0 trained; +1 Cha)
• [i]*Perception:
+15 (9 ranks; +3 trained; +2 Wis+1trait)
*Prof (Cook) +8 (2 ranks; +3 trained; +4 Wis)
*Prof (Sailor) +20 (9 ranks; +3 trained; +4 Wis+1trait+2Comp+2Circumstance)
• Ride: 2 (0 ranks; +0 trained; +2 Dex; 0 armor)
*Sense Motive: +19 (9 ranks; +3 trained; +3 Wis+4SG)
*Stealth: +9 (1 ranks; +3 trained; +3 Dex; 0 armor)
*Spellcraft: +4 ( ranks; +3 trained; +0 Int)
*Survival: +12 (6 ranks; +3 trained; +3 Wis)
+*Swim: 11 (3 ranks; +3 trained; +2 Str; 0 armor +1trait+2item)


Spells:

Concentration:1d20 +1 level +2 stat
Orisons: (Acid Splash,Create Water,, Detect Magic,Guidance, Light, Read Magic)
Spells per Day: 1+1
Level 1: Bless, Comprehend Languages,Cure light Wounds, Divine Favor, Shield of Faith, Heigthen Awarness
Level 2: Blistering Invective; Weapon of Awe, Invisibility, See Invisible, Restoration, lesser; Ghostbane Dirge
Level 3: Heroism, Resist Energy Communal, Magic Weapon Greater; Prayer

Equipment:

Weapons:
*Tidewater Cutless
1 MW Daggers
Dagger x8 10 gp 5 lbs
Composite Longbow+1(+2STr)
Arrows, +1 Humanoid (Elf) Bane x3
Arrows, +1 Humanoid (Human) Bane x1
Arrows, +1 Humanoid (Merfolk) Bane x3
Armor
Mithral Chainshirt +1
Buckler 5gp
Equipment
*Besmaras Tricorne
*Bracers of Archery, lesser
*Svingli's Eye (Magical Astrolabe)
*Shackles of Compliance
Miscenellous:
Oil of Bless Weapon
Potion of CLW x2
Potion of CMW x3
Potion of Water Breathing x3
Wand of Cure Moderate Wounds (11 charges)
Mundane
Pirate´s Outfit
Holy Symbol,golden
Beltpouch,
spell component pouch.
a vial of holy water,
a good lock
1 pounds of soap,
1 waterskins
3 bottles of good Chelish brandy
three bottles of magnificent rum
a large cookbook +2 prof cook
sharkskin gloves and boots(MW tools prof Sailor)
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs

Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP:
SP: 9
GP: 300
PP:

Character Description:

Story/Background:

Hit Points Summary and Favored Class Bonus:
level 1: +1 Skillpoint
level 2: +1 Skillpoint
level 3: +1 Skillpoint
Level 4: 1. Level spell
Level 5: 1. Level spell
Level 6: 1. Level spell


Character Progression:

Character Level 1: 1d8+Con, 8+2 = 10, 10 HP total
Character Level 2: 1d8+Con, 5+2 = 7, 17 HP total
Character Level 3: 1d8+Con, 5+2 = 7, 24 HP total
Character Level 4: 1d8+Con, 5+2 = 7, 31 HP total
Character Level 5: 1d8+Con, 5+2 = 7, 38 HP total
Character Level 6: 1d8+Con, 5+2 = 7, 45 HP total
Character Level 7: 1d8+Con, 5+2 = 7, 52 HP total
Character Level 8: 1d8+Con, 5+2 = 7, 59 HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total

THE PLEDGE:

I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun

Magic Items:

Tidewater Cutless:
The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.
Shackless of Compliance:
These battered iron manacles are typically found with a small spiked iron key in one of the locks. The shackles magically adjust themselves to fit around the wrists of any creature from Small to Large size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles' key can cast command (DC 25 Will) on the wearer of the shackles three times per day. Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles' lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check. The manacles lock can be opened with a DC 30 Disable Device check.
Besmara´s Tricorne:
This black leather tricorne hat is weather-beaten and salt-stained. It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks. If Besmara is the wearer's patron, once per day the wearer can speak a command word to transform the hat into a small ship's boat such as a cutter, jolly boat, or longboat. The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to its hat form, dumping out any occupants.
Svingli´s Eye
Unlike the heavy cast-brass mariner's astrolabes normally used at sea, this astrolabe is of the more common type found on land, made of flat discs of brass. The famed navigator-astrologer Svingli of Kukutang City, a drowned settlement in the Sodden Lands, was said to have sacrificed her eye to the instrument to grant her knowledge of things beyond mortal sight, thus giving the astrolabe its name. In addition to an astrolabe's normal +2 circumstance bonus, Svingli's Eye grants a further +2 competence bonus on Knowledge (geography), Profession (sailor), and Survival checks when used to navigate on land or sea. Once per day, the user can make a DC 20 Perception check while using Svingli's Eye as a move action to catch a glimpse of how things really are for 1 round, as if with a true seeing spell. While using the astrolabe's true seeing ability, the user can also see through concealment caused by smoke or fog and gains a +10 competence bonus on Perception checks to spot hidden or disguised creatures or objects.