Bard

Mervyn the Scrivener's page

34 posts. Alias of Paizo Fan.


Race

HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

About Mervyn the Scrivener

Mervyn the Scrivener
Male Gnome Inquisitor 1
LN Small Humanoid (gnome)
Init +0; Senses low-light vision; Perception +8
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Defense
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AC 14, touch 11, flat-footed 14 (+3 armor, +1 size)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +0, Will +4; +2 vs. illusions
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
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Offense
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Speed 20 ft.
Melee Light Shield Bash -2 (1d2+1/x2) and
. . Heavy mace +2 (1d6+1/x2) and
. . Switchscythe +2 (1d6+1/x4)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Lore Keeper (At will)
Inquisitor Spells Known (CL 1):
1 (2/day) Bless, Comprehend Languages
0 (at will) Read Magic, Detect Magic, Guidance, Light
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Statistics
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Str 13, Dex 10, Con 10, Int 14, Wis 15, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Scribe Scroll
Traits Anatomist, Scholar of the Ancients
Skills Acrobatics -1 (-5 jump), Bluff +5, Climb +0, Craft (books) +6, Diplomacy +5, Escape Artist -1, Fly +1, Intimidate +1, Knowledge (engineering) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (history) +7 (+9 to identify the abilities and weaknesses of creatures), Knowledge (local) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+8 to identify the abilities and weaknesses of creatures), Perception +8, Ride -1, Sense Motive +7, Stealth +3, Swim +0; Racial Modifiers +2 Perception, monster lore
Languages Common, Draconic, Gnome, Goblin, Sylvan, Thassilonian
SQ domains (knowledge), illusion resistance, judgement (1/day)
Magic Gear scroll of Bless (caster level 1)
Other Gear Studded leather armor, Light wooden shield, Heavy mace, Switchscythe, 2 GP, 5 SP
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Special Abilities
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Anatomist +1 to confirm critical hits.
Illusion Resistance +2 racial bonus to saves against illusions.
Inquisitor Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 18.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.

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Quill
Donkey
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee Hooves x2 (Donkey) +2 x2 (1d3+1/x2)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Perception +5, Swim +1 (+5 to resist nonlethal damage from exhaustion)
Languages
Other Gear Inquisitor's kit, Pack saddle, Scrivener's kit, You have no money!
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Special Abilities
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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