Johannes "Panzer" Schneider is the third son of a Joseph Schneider, a tailor living and working in Almas. All the family members are follower of Abadar. As the family shop isn’t large and only moderately prosperous it was clear from the start that only the first child would inherit it (splitting it between multiple heirs would almost certainly make it go bankrupt), so each son and daughter had to find his way in life.
Johannes choice was to join the military, hoping to be promoted an officer and enter the Eagle Knights.
While he was able to become a sergeant fast enough, his career stopped there as he hasn’t the money or influence to get into the fast track for promotion. At the age of 24 he is aware that he will remain an underling forever if he isn’t able to show his competence doing some important feat, so he has started asking and vying to get risky missions that can enhance his notoriety. So far he has been successful in his missions, but sometime his strong moral positions against evil actions has made them more difficult. In one instance he stopped off his superiors that was torturing a prisoner to extract information and later denounced him for unbecoming conduct.
That has irritated some of his superiors, while others have taken a liking to him. Both groups are happy to see him sent to Vraath Keep. For those that dislike him, the more far away he is, the better. If he will do them the courtesy of dying there, even better. For those that support him, it is a great chance for him to show his mettle. The result of the mission can be a shallow tomb in the forest or becoming an Eagle Knight.
Johannes nickname “Panzer” (armor) come from his habit of using the heaviest armor he can get. His combat style is centered around being the vanguard and stopping the enemies while his companions are able to maneuver. After joining the army he was able to pay for further training and learning the way of the inquisitor of Abadar, a set of ability that enabled him to better work with his teammates and enhanced what he was already capable to do.
Statblock:
Johannes "Panzer" Schneider
Male human (Taldan) fighter (armor master) 5/inquisitor of Abadar 5/gestalt 5 ( Pathfinder RPG Advanced
Player's Guide 38, Pathfinder RPG Ultimate Combat 44)
LG Medium humanoid (human)
Init +5; Senses Perception +11
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Defense
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AC 26, touch 14, flat-footed 24 (+10 armor, +1 deflection, +2 Dex, +3 shield)
hp 52 (5d10+18)
Fort +8, Ref +4, Will +8; +2 trait bonus vs. charm and compulson
DR 3/—
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 longsword +11 (1d8+7/19-20) or
dagger +9 (1d4+4/19-20)
Ranged darkwood composite longbow +8 (1d8+3/×3)
Special Attacks bane (5 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +8)
2nd (3/day)— aid, cure moderate wounds , resist energy
1st (5/day)— bed of iron , compel hostility UC, divine favor , expeditious retreat , gorum's armor ISWG, shield
of faith
0 (at will)— create water , detect magic , detect poison , disrupt undead , light, stabilize
Domain Travel
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Statistics
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Str 18, Dex 14, Con 16, Int 13, Wis 16, Cha 10
Base Atk +5; CMB +9; CMD 22
Feats Combat Reflexes, Lastwall Phalanx, Power Attack, Shield Focus, Step Up, Weapon Focus
(longsword), Weapon Specialization (longsword)
Traits birthmark, weapon of peace
Skills Acrobatics +1, Appraise +2, Craft (weapons) +5 (+7 on checks made to repair damaged items),
Diplomacy +4, Heal +9, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge
(local) +5, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +6, Perception +11,
Profession (soldier) +8, Ride +2, Sense Motive +9, Spellcraft +5, Stealth +2, Survival +7, Swim +4, Use
Magic Device +1
Languages Common, Elven
SQ agile feet (6/day), armor training 1, armored defense, deflective shield, living steel, monster lore +3,
solo tactics, stern gaze +2, track +2
Combat Gear healer's kit; Other Gear +1 full plate , +1 living steel buckler , +1 longsword , arrows (30),
composite longbow (+3 Str), dagger, cloak of resistance +1 , ring of protection +1 , adventurer's sash,
backpack, basic maps (major landmarks only), belt pouch, flint and steel, golden holy symbol of Adabar,
knife, utility (0.5 lb), mending kit, spell component pouch, torch (2), waterskin, heavy horse, bedroll, bit
and bridle, blanket, hemp rope (50 ft.), holy text, riding saddle, saddlebags, trail rations, waterskin, mule,
artisan's outfit, explorer's outfit, feed (per day), feed (per day), flint and steel, mess kit, pack saddle, pot,
scholar's outfit, soap, tent, small, torch, trail rations, 351 gp
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Tracked Resources
Agile Feet (6/day) (Su) - 0/6
Arrows - 0/30
Bane (+2 / 2d6, 5 rounds/day) (Su) - 0/5
Dagger - 0/1
Discern Lies (5 rounds/day) (Sp) - 0/5
Healer's kit - 0/10
Judgment (2/day) (Su) - 0/2
Mending kit (Craft [weapons], 10 uses) - 0/10
Teamwork Feat (change 3/day) - 0/3
Torch - 0/2
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Special Abilities
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Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Armored Defense (1/2/3) (Ex) At 5th level, an armor master gains DR 1/ - when wearing light armor, DR
2/ - when wearing medium armor, and DR 3/ - when wearing heavy armor. At 19th level, this damage
reduction increases to DR 4/ - when wearing light armor, DR 8/ - when wearing me
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Birthmark +2 save vs. charm & compulsion
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Deflective Shield +1 (Ex) +1 bonus to touch AC, up to AC bonus provided by shield worn.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy
of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of
evil foes.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water
from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they
eventually succumb to time or the elements. When properly harveste
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +2 Add the listed bonus to survival checks made to track.
Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2.
combat:
BAB +5
+1 longsword
Main hand: +11, 1d8+7
Both hands: +10, 1d8+9 (buckler penalty included)
With Power attack
Main hand: +9, 1d8+11
Both hands: +8, 1d8+15 (buckler penalty included)
Darkwood composite longbow
Ranged, both hands: +8, 1d8+3 Crit: ×3 Rng: 110' 2-hand, P
AC 26 Touch 14 flat footed 24
(full plate +1, Living steel buckler +1, Ring of deflection +1, dexterity +2)
DR 3/- (in full plate)
Saves
Fort +8, Dex +4, will +8
CMD 22 CMB +9
HP 52
Skills:
Skill points are the values within the parenthesis
All values are already modified by the armor where appropriate
Combat Reflexes (3 AoO/round)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of
opportunity per round equal to your Dexterity bonus. With this feat,
you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of
opportunity per round and can't make attacks of opportunity while
flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use
her opportunist ability more than once per round.
Lastwall Phalanx Teamwork
When battling the terrifying hordes of Belkzen, you find strength in
your shield brothers and sisters.
Prerequisites: Base attack bonus +3, good alignment.
Benefit: You gain a sacred bonus to your AC against the attacks
of evil creatures and a sacred bonus to saves against the spells
and abilities of evil creatures equal to the number of adjacent allies
who also have this feat.
Appears In : Champions of Purity
Power Attack -2/+4
You can make exceptionally deadly melee attacks by sacrificing
accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack
rolls and combat maneuver checks to gain a +2 bonus on all melee
damage rolls. This bonus to damage is increased by half (+50%) if
you are making an attack with a two-handed weapon, a one
handed weapon using two hands, or a primary natural weapon that
adds 1-1/2 times your Strength modifier on damage rolls. This
bonus to damage is halved (–50%) if you are making an attack with
an off-hand weapon or secondary natural weapon. When your base
attack bonus reaches +4, and every 4 points 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.
Shield Focus
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are
using by 1.
Step Up
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step
away from you, you may also make a 5-foot step as an immediate
action so long as you end up adjacent to the foe that triggered this
ability. If you take this step, you cannot take a 5-foot step during
your next turn. If you take an action to move during your next turn,
subtract 5 feet from your total movement.
TRAITS Birthmark
You were born with a strange birthmark that looks very similar to
the holy symbol of the god you chose to worship later in life. This
birthmark can serve you as a divine focus for casting spells, and,
as a physical manifestation of your faith, increases your devotion to
your god–you gain a +2 trait bonus on all saving throws against
charm and compulsion effects as a result.
Weapon of Peace
Even though you are a trained combatant, proficient with any
number of weapons, you don’t relish killing your enemies. It’s not
that you’re afraid of seeing blood, but rather that disabling a foe is
superior to killing someone capable of admitting defeat. When using
a melee weapon that deals lethal damage to instead deal nonlethal
damage, you take only a –2 penalty instead of –4.
RACIAL TRAIT Dual Talent
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
CLASS ABILITIES: Fighter (armor master)
Armored Defense (1/2/3) (Ex)
At 5th level, an armor master gains DR 1/ - when wearing light
armor, DR 2/ - when wearing medium armor, and DR 3/ - when
wearing heavy armor. At 19th level, this damage reduction
increases to DR 4/ - when wearing light armor, DR 8/ - when
wearing medium armor, and DR 12/ - when wearing heavy armor.
This damage reduction stacks with that provided by adamantine
armor, but not with other forms of damage reduction. This damage
reduction does not apply if the armor master is stunned,
unconscious, or helpless. This ability replaces weapon training 1
and 3, and armor mastery.
Damage Reduction (3/-)
You have Damage Reduction against all attacks.
Addition from Armored Defense : This damage reduction stacks
with that provided by adamantine armor, but not with other forms of
damage reduction. This damage reduction does not apply if the
armor master is stunned, unconscious, or helpless.
Deflective Shield +1 (Ex)
At 2nd level, an armor master specializes in using his shield to
deflect attacks. He gains a +1 bonus to his touch AC, and this
bonus increases for every four levels beyond 2nd (to a maximum of
+6 at 20th level); however, this bonus cannot exceed the sum of
the armor and enhancement bonus to AC provided by the shield
that the armor master is currently carrying. This ability replaces
bravery.
CLASS ABILITIES: Inquisitor of Abadar
Agile Feet (6/day) (Su)
As a free action, you can gain increased mobility for 1 round. For
the next round, you ignore all difficult terrain and do not take any
penalties for moving through it. You can use this ability a number
of times per day equal to 3 + your Wisdom modifier.
Bane (+2 / 2d6, 5 rounds/day) (Su)
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.
Detect Alignment (At will) (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.
Discern Lies (5 rounds/day) (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.
Judgment (2/day) (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.
Judgment of Sacred Destruction (Su)
The inquisitor is filled with divine wrath, gaining a +1 sacred/profane
bonus on all weapon damage rolls. This bonus increases by +1 for
every three inquisitor levels she possesses.
Judgment of Sacred Healing 2 (Su)
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.
Judgment of Sacred Justice +2 (Su)
This judgment spurs the inquisitor to seek justice, granting a +1
sacred/profane 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.
Judgment of Sacred Piercing +2 (Su)
This judgment gives the inquisitor great focus and makes her spells
more potent. This benefit grants a +1 sacred/profane 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.
Judgment of Sacred Protection +2 (Su)
The inquisitor is surrounded by a protective aura, granting a +1
sacred/profane 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.
Judgment of Sacred Purity +2 (Su)
The inquisitor is protected from the vile taint of her foes, gaining a
+1 sacred/profane 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.
Judgment of Sacred Resiliency 2: Magic
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.
Judgment of Sacred Resistance 4
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.
Judgment of Sacred Smiting (Magic) (Su)
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 +3 (Ex)
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).
Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they
possess the same teamwork feats as the inquisitor for the purpose
of determining if 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 (change 3/day)
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 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.
Track +2
EQUIPMENT Living Steel buckler
Some trees suck up potent minerals through their roots the same
way others draw water from the ground. Though these trees blunt
saws and axes used to hew them and shrug off fire, they
eventually succumb to time or the elements. When properly
harvested, these fallen trees produce nuggets of a metal called
living steel. This glossy green metal slowly repairs itself. An item
made from living steel repairs damage to itself at a rate of 2 hit
points per day, or 1 hit point per day if it has the broken condition.
Items not primarily of metal are not meaningfully affected by being
partially made of living steel.
Armor and shields made from living steel can damage metal
weapons that strike them. Whenever the wielder of a metal weapon
rolls a natural 1 on an attack roll against a creature wearing living
steel armor or wielding a living steel shield, the item must make a
DC 20 Fortitude save or gain the broken condition. If the weapon
already has the broken condition, it is instead destroyed. Living steel
cannot damage adamantine weapons in this way.
Living steel has 35 hit points per inch of thickness and hardness 15.
Spells:
Inquisitor spells known (CL 5th; concentration +8)
Melee Touch +9 Ranged Touch +7
2nd (3/day)—aid, cure moderate wounds , resist energy
1st (5/day)—bed of iron , compel hostility UC, divine favor ,
expeditious retreat, gorum's armor ISWG, shield of faith
0th (at will)—create water, detect magic , detect poison ,
disrupt undead , light, stabilize
Domain Travel