Kullen

Jormond Nee's page

54 posts. Organized Play character for eleazzaar.


Full Name

Jormond Nee

Race

Half-Orc Inquisitor 4 —

Classes/Levels

HP 30/30 — AC 20, T 13, FF 18 — Fort +8, Ref +5, WIl +9 — Init +5, Perc +10 —

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 7

About Jormond Nee

Initiative +5
Perception +10

LIMITED USE, SPELL SLOTS & CONSUMABLES:

L1 Spells 3/4
L2 Spells 1/2

Judgements 1/2 per day
Teamwork Feat Switch 3/3 per day
Agile Feet 6/6 per day

Wand CLW 39/50

1x Alchemist Fire
1x Thunderstone
2x Smokestick
1x Antitoxin

PERSONAL:

Name Jormond Nee
Alignment Neutral Good
Gender Male
Race Half-Orc
Age 37
Deity Desna
Height 5’11’’
Weight 241 lbs.
Home Region Andoran

DEFENSE:

AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, -3 Armor Check)
HP 30
Fort +8, Ref +5, Will +9

CMD 19

OFFENSE:

Speed 30 ft.

Melee
Attack Bonus +6

+1 Falchion 2H +7 (2d4+5) Crit 18-20 2x Slashing
MW Longspear (Cold Iron) 2H +7 (1d8+4) Crit 20 3x Piercing
MW Heavy Mace (Silvered) 2H +7 (1d8+4) Crit 20 2x Bludgeoning
Spiked Gauntlet +6 (1d4+3)

Ranged
Attack Bonus +5

Longbow 100ft +5 — 200ft +3 — 300ft +1 (1d8) Crit 20 3x

CMB +6

STATISTICS:

Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 7

Base Attack +3
CMB +6
CMD 19

Languages
Common, Orc, Draconic

Encumbrance
Light 76
Medium 153
Heavy 230

SKILLS:

• Acrobatics -1
• Appraise +1
• Bluff +2
Climb +4 Untrained
• Diplomacy +2
• Disguise -2
• Escape Artist -1
• Heal +7
• Intimidate +9
• Knowledge Arcana +6
• Knowledge Dungeoneering +5
• Knowledge Local +5
• Knowledge Nature +5
• Knowledge Planes +5
• Knowledge Religion +5
Knowledge Any additional +3 to ID monsters
• Perception +10
Perform -2 -untrained
• Profession Butcher +8
• Ride -1
• Sense Motive +10
• Spellcraft +5
• Stealth +3
• Survival +7
• Survival (Tracking) +9
• Swim +4

Armor Check Penalty -3 (included above)

GEAR:

Carried
+1 Breastplate
+1 Ring of Protection
+1 Falchion
MW Cold Iron Longspear
MW Silvered Heavy Mace
Spiked Gauntlet
Longbow (20 arrows)

Signal Whistle
1x Bandoleers
Smoked Goggles

In Backpack
50 ft Silk Rope
Grappling Hook
Crowbar
4x Sacks
Waterskin (full)
Chalk
Flint and Steel
3x Bags of Flour
Winter Blanket
Cold Weather Outfit
Climber’s Kit
Stretcher

Gold 1129.49

FEATS & TRAITS:

Combat Reflexes
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.

Power Attack
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.

TEAMWORK FEATS

Precise Strike
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

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. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.

Fate’s Favored
Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

CLASS ABILITIES:

Agile Feet (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.

Judgement (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.

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.

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.

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.

Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses.

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.

Detect Alignment
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.

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
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.

SPELLS:

Spells per Day 1st Level: 4
Spells per Day 2nd Level: 2

ORISONS
Create Water
Detect Magic
Disrupt Undead
Guidance
Read Magic
Stabilize

FIRST LEVEL
Bless
Compel Hostility
Divine Favor
Protection from Evil
Remove Fear

SECOND LEVEL
Blistering Invective
Silence
Spiritual Weapon

RACIAL ABILITIES:

Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.

Darkvision
Half-orcs can see in the dark up to 60 feet.

Intimidating
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Sacred Tattoo
Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word 'orc' in its name as a martial weapon.

CHRONICLES:

1 Overflow Archives
2 Scions of the Sky Key p1
3 Scions of the Sky Key p2
4 Scions of the Sky Key p3
5 Mists of Mwangi
6 School Spirits
7 Slave Pits of Absalom
8 Shades of Ice p1
9 The Darkest Vengeance
10 http://paizo.com/campaigns/GMBaveyoAmongTheLivingPbP/gameplay&page=1

DESCRIPTION:

A serious half-orc stands patient and watchful. A large butterfly-shaped birthmark covers part of his forehead and one eye.