Scheming Fencer

Madeleine "Maddie" Greyheart's page

26 posts. Alias of Jaime Sommers.


Full Name

Madeleine "Maddie" Greyheart

Race

Human

Classes/Levels

Inquisitor 20 AC 37 T21 FF 32 saves F25 R17 W30 hp 206/206 melee 25+5 ranged 21 Init 22 Perc 34

Gender

Female

Size

M

Age

32

Alignment

N

Deity

Sivanah

Location

Arena of the Gods

Languages

Common, Aklo, Abyssal, Infernal, Celestial

Strength 28
Dexterity 20
Constitution 20
Intelligence 16
Wisdom 30
Charisma 16

About Madeleine "Maddie" Greyheart

APPEARANCE

Background: "I've pierced the veil of false realities, and the truth has made me mad. But what of it? One should not fear madness; one should embrace it, for in madness lie the truest truths.
Things that go bump in the night, they will kill you if you fight the madness. Cherish it instead, because there's strength in it, and a twisted, melancholic beauty."
Sivanah is Maddie's sponsor, since her protégée is the embodiment of enlightened madness and has served her well in her past life.

Char Sheet:

Madeleine "Maddie" Greyheart

Inquisitor 20 - Madness Domain - Deity: Sivanah
N medium humanoid (human)
Init +22 Perception +34
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Defense
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AC (10+6+5+5+5+5+1)=37, touch (10+5+5+1)=21, flat footed (10+6+5+5+5+1)=32
HP 206 [8+5+(5+5)*19 +3 fav. class - lvl 1-3]
Fort +25, Reflex +17, Will +30
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Offense
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Speed 30 ft
Ranged 21 (15+5+1) (insert equipment here)
Melee 25+5 (15+9+1) (greatsword +5)

Judgement: 7/day
Bane (greater): 20 rounds/day - +2 atk and damage, +4d6 damage
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Statistics
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Str (14+2 human +2 levels up +6 belt +4 tome)=28 (+9), Dex 14+6 belt)=20 (+5), Con (14+6 belt)=20 (+5), Int (10+6 headband)=16 (+3), Wis (16+3 level up +6 headband +5 tome)=30 (+10), Cha (10+6 headband)=16(+3)

Languages Common, Aklo, Infernal, Abyssal, Celestial
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Feats
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1- Iron Will
1- Improved Initiative
3- Power Attack (-4/+12)
5- Great Fortitude
7- Craft Wondrous Items
9- Furious Focus
11- Quicken Spell like ability (Vision of Madness)
13- Improved Critical
15- Intimidating Prowess
17- Quicken Spell
19- Skill Focus Intimidate

Bonus performance combat feats:
Stage Combatant: Benefit: When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.

Hero's Display: Benefit: When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain a +2 bonus on the performance combat check and make an Intimidate check to demoralize all foes within 30 feet who can see your display

Teamwork feats (6)
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- Outflank (flanking bonus increases to +4)
- Shake it off - Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
- Precise Strike: +1d6 damage when flanking
- Seize the moment - Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.
- Coordinated Maneuvers - Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
- Tandem Trip - Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.
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Traits
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Traits: Reactionary - You gain a +2 trait bonus on Initiative checks.
Magical Lineage (True strike)
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Gear
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Tome of understanding +5 131.250
Manual of gainful exercise +4 Strength 105.000
Belt of physical perfection +6 77.000
Headband of mental superiority +6 77.000
Ring of protection +5 50.000
Ring of evasion 25.000
Amulet of natural armor +5 25.000
Cloak of resistance +5 12.500
Weapon: Greatsword +5 Holy / Impact / Ghost Touch 200.000 with Locked Gauntlet (8 gp) Damage: 3d6 (impact) +2d6 against evil (holy) +5
ARmor Mithral Breastplate +5 Ghost Touch / Balanced / Deathless 100.000
Implanted Ioun stones Dusty rose +1 ac 2.500 - Lavender and green absorbs spell 8th or lower level 20.000 - Pale green +1 compet. bonus on attack rolls, saves, skill checks and ability checks 15.000
2 Wand of Shield 5* lev. 3750 (50/50 - 49/50)
Wand of CMW 4500
Handy Haversack 1000
Vest of flying 5 times / day 5 min.=13.500
Boots of haste + acrobatics skill bonus +5=9.750

7.242 gp small equipment, other (water, food, trinkets, material components up to 3.000 gp - eye ointment and such - small change etc.)

Tot. 880.000 gp

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Skills
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Skill points: 6+1 (human) +3 (int) *20=200 tot.

(class skill+charact.+skill ranks+miscell (incl. +1 ioun stone)

Acrobatics (dex) 0+5+20+6=31
Bluff (Cha) 3+3+1+1=8
Climb (Str) 3+9+1+1=14
Craft (Int)
Diplomacy (Cha) 3+3+1+1=8
Disguise (Cha) 3+3+1+1=8
Heal (Wis) 3+10+10+1=24
Intimidate (Cha+Str) 3+12+20+17=52 (Stern Gaze+skill focus)
Knowledge (arcana) (Int) 3+3+11+1=18 +10 Monster lore
Knowledge (dungeoneering) (Int) 3+3+11+1=18 +10 Monster lore
Knowledge (nature) (Int) 3+3+11+1=18 +10 Monster lore
Knowledge (planes) (Int) 3+3+11+1=18 +10 Monster lore
Knowledge (religion) (Int) 3+3+11+1=18 +10 Monster lore
Linguistics (Int) 0+3+1+1=5
Perception (Wis) 3+10+20+1=34
Perform (Act) (Cha) 0+3+20+1=24
Profession (Wis)
Ride (Dex) 3+5+1+1=10
Sense Motive (Wis) 3+10+2+11=26 (Stern Gaze)
Spellcraft (Int) 3+3+20+1=27
Stealth (Dex) 3+5+10+1=19
Survival (Wis) 3+10+1+1= 15 +10 Track
Swim (Str) 3+9+1+1=14
Use Magic Device (Cha) 0+3+15+1=19
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Spells
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Level_____Known(+fav.class)_____Available slots per day
0____________6_______________________n.a.
1____________6+3_____________________5+3
2____________6+3_____________________5+3
3____________6+3_____________________5+2
4____________6+3_____________________5+2
5____________5+5_____________________5+2
6____________5_______________________5+2

Spells known
Orisons: Detect Magic / Detect Poison / Light / Sift / Stabilize / Read Magic
Level 1: True Strike / Cure Light Wounds / Litany of Weakness / Remove Fear / Divine Favor / Expeditious Retreat / Detect Undead / Hex Ward / Unerring Weapon
Level 2: Blistering Invective / Invisibility / Knock / Litany of defense / Restoration, Lesser / See Invisibility / Silence / Surmount Affliction / Shield of Fortification
Level 3: Arcane Sight / Burst of speed / Cure Serious Wounds / Daylight / Delay poison communal / Dimensional Anchor / Dispel Magic / Heroism / Protection from Energy
Level 4: Battlemind link / Death ward / Divine Power / Freedom of Movement / Invisibility, Greater / Neutralize Poison / Protection from Energy, communal / Restoration / Spell Immunity /
Level 5: Break Enchantment / Disrupting Weapon / Divine Pursuit / Flame strike / Ghostbane Dirge, mass / Righteous Might / Shield / Spell Resistance / Telepathic Bond / True Seeing /
Level 6: Dispel magic, greater / Heal / Harm / Litany of madness / Overwhelming Presence

Special abilities:

Race: Human
Template: Counterpoised
Darkvision 60 ft
DR 10 adamantine
Resist cold, acid, electricity +15
SR: 26? Awaiting GM confirmation
Special attacks:
smite bias 1/day as a swift action (adds Cha bonus - +3 - to attack rolls and damage bonus equal to HD - +20 - against a foe that is chaotic evil, chaotic good, lawful evil, or lawful good; smite persists until the target is dead or the counterpoised creature rests).

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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 (+7): 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 (+7): 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 (+5): 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 (+7): 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 (+5): 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 (+5): 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 (+5): 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 (+14): 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 (magic): 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 +10(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 +10(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 +10(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 (greater)(Su) (20 rounds/day): 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) (20 rounds/day): 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.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su)(DC 30): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

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Domain: Madness

Vision of Madness +10/-10/-10(Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (13).

Aura of Madness 20 rounds/day(Su) (DC 30): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

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