Summoner

Malugor's page

110 posts. Alias of Jack Daniels.


Race

HP 153/153| AC 28 | T 17 | FF 21 | CMD 29 | Fort +18 | Ref +17 | Will +18 | Init +11 | Perc +29| Hero Point: 1/1

Classes/Levels

Active Spells:
Greater Magic Weapon +3; Heroes' Feast

Gender

Male Inquisitor 15

About Malugor

Malugor
Half-orc inquisitor of Desna 15 (Preacher archetype)
CG Medium humanoid (human, orc)
Init +11; Senses darkvision 60 ft.; Perception +29
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Defense
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AC 33, touch 17, flat-footed 26 (+9 armor, +7 Dex, +5 natural, +2 shield)
hp 153
Fort +18, Ref +17, Will +18
Defensive Abilities stalwart
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Offense
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Speed 40 ft.
Ranged +3 adaptive holy impervious composite longbow +22/+22/+17/+12 (1d8+17/×3 plus 2d6 vs. evil/19-20)
Special Attacks exploit weakness, greater bane (15 rounds/day), judgment 5/day (2 simultaneous)
Judgment of Destruction: +6 damage
Judgment of Healing: Fast healing 6
Judgment of Justice: +4 hit
Judgment of Piercing: +6 SR
Judgment of Protection: +4 AC
Judgment of Purity: +4 saves
Judgment of Resiliency: +4 DR
Judgment of Resistance: 12 Energy
Domain Spell-Like Abilities (CL 14th; concentration +19)
. . At will—dimensional hop (140 feet/day)
Inquisitor Spell-Like Abilities (CL 15th; concentration +19)
. . At will—detect alignment, discern lies (15 rounds/day)
Inquisitor Spells Known (CL 15th; concentration +19)
. . 5th (3/day)—litany of vengeance, righteous might, telepathic bond true seeing
. . 4th (5/day)—death ward, divine power, freedom of movement, named bullet
. . 3rd (6/day)—cure serious wounds, heroism, keen edge, greater magic weapon, greater shield of fortification
. . 2nd (6/day)—acute senses (DC 16), cure moderate wounds, invisibility, resist energy, lesser restoration, see invisibility
. . 1st (6/day)—cure light wounds, deadeye's lore, divine favor, expeditious retreat, remove fear, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, sift, stabilize, virtue
. . Domain Travel
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Statistics
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Str 14, Dex 24, Con 19, Int 9, Wis 18, Cha 7
Base Atk +11; CMB +18; CMD 30
Feats Clustered Shots, Deadly Aim, Improved Critical, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +5 (+9 to jump), Appraise -1, Bluff -2, Climb +0, Diplomacy -2, Disguise -2, Escape Artist +5, Fly +5, Heal +8, Intimidate +11, Knowledge (religion) +5, Perception +29, Ride +5, Sense Motive +27, Spellcraft +13, Stealth +9, Survival +22, Swim +0, Use Magic Device +17; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ agile feet (7/day), determination, monster lore +4, orc blood, stern gaze +7, track +7
Combat Gear extend metamagic rod (lesser), wand of barkskin (CL 12th, 10 charges), wand of bull's strength (CL 10th, 8 charges), wand of gravity bow (CL 10th, 18 charges); Other Gear celestial armor, +3 adaptive holy impervious composite longbow, arrows (60), mwk falchion, belt of physical might +4 (Dex, Con), cloak of resistance +3, efficient quiver, eyes of the eagle, handy haversack, headband of inspired wisdom +4, ring of force shield, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, 93 gp
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (6/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Dimensional Hop (30 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (15 rounds/day) (Sp) Discern Lies at will
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
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.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate.
Track +7 Add the listed bonus to survival checks made to track.