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About Jormond NeeInitiative +5
LIMITED USE, SPELL SLOTS & CONSUMABLES:
L1 Spells 3/4 L2 Spells 1/2 Judgements 1/2 per day
Wand CLW 39/50 1x Alchemist Fire
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
+1 Falchion 2H +7 (2d4+5) Crit 18-20 2x Slashing
Ranged
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
Languages
Encumbrance
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
In Backpack
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
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
TRAITS Birthmark
Fate’s Favored
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)
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
Solo Tactics (Ex)
Teamwork Feat
SPELLS:
Spells per Day 1st Level: 4 Spells per Day 2nd Level: 2 ORISONS
FIRST LEVEL
SECOND LEVEL
RACIAL ABILITIES:
Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Darkvision
Intimidating
Sacred Tattoo
Weapon Familiarity
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. |