![]() About MoFiddy's GladiatorTuller:
Male Half-Orc Inquisitor (Desna) 15 CG Medium Humanoid 6'2", 250 lbs. Init. +6; Perception +21 _____________________________________________________ Defense _____________________________________________________ AC 32 (10 +14 Armor +3 Dex +1 RoP +2 Amulet NA +1 Dodge), touch 16, flat footed 28 HP: 153 (15d8 +60 Con +15 Favored Class) Current HP: 153 Fort: +18 (+9 Base +4 Con +5 Cloak) Ref: +13 (+5 Base +3 Dex +5 Cloak) Will: +18 (+6 Base +3 Wis +5 Cloak +1 Trait) _____________________________________________________ Offense _____________________________________________________ Speed 30' Current Speed: 30' walking, 60' flying Melee Dagger +6 1d4 + 1 (19-20/x2) Ranged Ray +9 Spells Known: 0-level: Detect Magic, Read Magic, Detect Poison, Guidance, Light, Stabilize 1-level (6/day): Divine Favor, Shield of Faith, Expeditious Retreat, Remove Fear, Bless, Wrath Cast 0 2-level (6/day): Invisibility, Flames of the Faithful, Resist Energy, Remove Paralysis, Ghostbane Dirge, Lesser Restoration Cast 0 3-level (6/day): Heroism, Coordinated Effort, Searing Light, Dispel Magic, Cure Serious Wounds Cast 0 4-level (4/day): Divine Power, Stoneskin, Greater Invisibility, Restoration Cast 0 5-level (4/day): True Seeing, Righteous Might, Spell Resistance, Flame Strike _____________________________________________________ Inquisitor Class Skills _____________________________________________________ Domain Power - Liberation (Su): You have the ability to ignore impediments to your mobility. For 15 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. Domain Power - Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive. Judgment (Su): Swift Action; 5/day, pass 2 judgments that lasts until combat ends (must participate in combat to gain bonuses); may change 1 judgment/round as Swift Action - [i[Destruction[/i]: +6 Sacred bonus on all weapon damage - Healing: Fast healing 6 - Justice: +6 Sacred bonus on all attacks; bonus is doubled on attacks made to confirm critical hits - Piercing: +6 Sacred bonus on concentration checks and caster level checks to overcome spell resistance - Protection: +4 Sacred bonus to AC; bonus is doubled against attacks made to confirm critical hits - Purity: +4 Sacred bonus on all saves; bonus is doubled vs. curses, diseases, and poisons - Resiliency: DR 4/evil - Resistance: Energy resistance 12 vs. acid, cold, electricity, fire, or sonic (chosen when judgment is declared) - Smiting: Weapon counts as magic, good, chaotic, and adamantine for purposes of overcoming DR Monster Lore (Ex): +3 on Knowledge checks to identify abilities and weaknesses of monsters Stern Gaze (Ex): +7 Morale bonus on Intimidate and Sense Motive checks Cunning Initiative (Ex): Add Wisdom modifier on initiative checks (in addition to Dexterity) Detect Alignment (Sp): Std Action; Cast Detect Chaos, Detect Evil, Detect Law, Detect Good Track (Ex): +7 on Survival checks to follow/identify tracks Solo Tactics (Ex): 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. His 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. Bane (Su): An inquisitor can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he 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): An inquisitor can discern lies, as per the spell, for a number of rounds per day equal to his inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action. Second Judgment (Ex): Whenever an inquisitor uses his judgment ability, he selects two different judgments, instead of one. This only consumes one use of his judgment ability. As a swift action, he can change one of these judgments to another type. Greater Bane (Su): Whenever an inquisitor uses his 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. ______________________________________________________ Statistics ______________________________________________________ STR 24 (16 +2 racial +2 level +4 belt, DEX 16 (15 +1 level), CON 18 (14 +4 belt), INT 10, WIS 16 (14 +2 belt), CHA 8 BAB: +11; CMB +18, CMD 34 Languages: Common, Orc Wealth: 444.0 gp Feats Traits
Skills
Gear
Falchion +3 [adamantine, Corrosive, Keen] (53,375 gp)
Headband of Inspired Wisdom +2 (4000 gp)
Potion of Barkskin +5 (1200 gp)
Dagger (2 gp)
Pre-Buffs Current Buffs Bryan Smyth:
Male Human Protean Sorcerer 8 N Medium Humanoid 5'9", 170 lbs. Init. +3; Perception +13 (+2 Owl's Wisdom +2 Good Hope) _____________________________________________________ Defense _____________________________________________________ AC 14 (10 +3 Dex +1 RoP), touch 15, flat footed 11 HP: 72 (8d6 +32 Con +6 Favored Class) Current HP: 9 Fort: +14 (+2 Base +2 Con +3 Cloak +2 Feat +1 Trait +2 Bear's Endurance +2 Good Hope) Ref: +10 (+2 Base +3 Dex +3 Cloak +2 Good Hope) Will: +16 (+6 Base +1 Wis +3 Cloak +2 Feat +2 Owl's Wisdom +2 Good Hope) _____________________________________________________ Offense _____________________________________________________ Speed 30' Current Speed: 30' walking, 60' flying Melee Dagger +6 1d4 + 1 (19-20/x2) Ranged Ray +9 Spells Known: 0-level: Spark, Detect Magic, Read Magic, Mending, Message, Dancing Lights, Prestidigitation, Ghost Sound (DC 16 W) 1-level (8/day): Entropic Shield [Bloodline bonus], Grease (DC 18 R), Mage Armor, Shield, Magic Missile, Vanish Cast 0 2-level (8/day): Blur [Bloodline bonus], Glitterdust (DC 19 W), Mirror Image, Hideous Laughter (DC 18 W), Resist Energy [Human FC bonus], Cast 3 3-level (6/day): Gaseous Form [Bloodline bonus], Slow (DC 19 W), Fly, Stinking Cloud (DC 20 F) [Human FC bonus] Cast 2 4-level (4/day): Enervation Cast 0 _____________________________________________________ Sorcerer Class Skills _____________________________________________________ Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4. Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier. Protean Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws against polymorph, petrification, and transmutation spells or effects. At 9th level, you gain resist acid 10 and your save bonus increases to +4. ______________________________________________________ Statistics ______________________________________________________ STR 8, DEX 16 (14 +2 belt), CON 18 (14 +4 Bear's Endurance), INT 10, WIS 12 (12 +4 Owl's Wisdom), CHA 22 (16 +2 racial +2 level +2 headband) BAB: +4; CMB +2, CMD 17 Languages: Common Wealth: 444.0 gp Feats
Traits
Skills (+2 Heroism, not included)
Gear
Rod of Metamagic [Persistent] (9000 gp) Used 0 times Scroll of Bull's Endurance (200 gp) Used
Handy Haversack (2000 gp) Brooch of Shielding (1500 gp) Dagger (2 gp)
Background
He was a young man when he arrived in the small village of Nothway in Northern Ustalav. The villagers were wary of stranger from the north. Foul creatures from the Worldwound had terrorized their village in the past. They took Bryan in when they saw that he was not an inherently evil creature. He was weak and his clothes were singed and tattered. He remembered little of his past, but had a feeling that his family made it out of the Worldwound like him. He left Nothway after a few weeks and started roaming the country in search of his family. He eventually made his way to the city of Ridonport at a few years of searching and adventuring along the way... He has pale white skin, brown hair, and brown eyes. He is wearing black pants and a dark blue shirt. A cloak drapes around his shoulder with a brooch clasped at the neck. The brooch is gold in the shape of the sun. Pre-Buffs
Bryan is dressed as above. He is carrying a rod. It is about 3 feet long. It is made of ashen-colored wood and topped with a silver coil. Current Buffs
Kane Stonepaw:
Male Human Druid 8 LN Medium Humanoid 5'8", 165 lbs. Init. +2; Perception +14 _____________________________________________________ Defense _____________________________________________________ AC 25 (+5 Armor +2 Dex +5 Shield of Faith +3 Barkskin), touch 17, flat footed 23 HP: 75 (8d8 +16 Con +8 Favored Class +8 Toughness) Current HP: 75 Fort: +10 (+6 Base +2 Con +1 Cloak +1 Trait) Ref: +5 (+2 Base +2 Dex +1 Cloak) Will: +10 (+6 Base +3 Wis +1 Cloak) _____________________________________________________ Offense _____________________________________________________ Speed 30' Melee MW Scimitar +13/+8 1d6 + 6 (18-20/x2) Ranged Sling +8/+3 1d4 + 6 (20/x2) Spells Prepared: 0-level: Detect Magic, Read Magic, Stabilize, Spark 1-level (6/day): Magic Stone [Domain bonus], Entangle (DC 14 R), Faerie Fire, Longstrider, Obscuring Mist, Touch of the Sea Cast: 2-level (5/day): Create Pit (DC 16 R) [Domain bonus], Barkskin, Lesser Restoration, Natural Rhythm, Soften Earth and Stone Cast: 3-level (5/day): Spiked Pit (DC 17 R) [Domain bonus], Cure Moderate Wounds x2, Greater Magic Fang, Protection from Energy Cast: 4-level (3/day): Spike Stone (DC 17 R) [Domain bonus], Freedom of Movement, Strong Jaw _____________________________________________________ Druid Class Skills _____________________________________________________ Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Nature Bond (Ex): Caves Domain Caves Domain Power: Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Caves Domain Power: Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. Wild Shape (Su): At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I. ______________________________________________________ Statistics ______________________________________________________ STR 22 (16 +2 racial +2 level +2 belt), DEX 14, CON 14, INT 10, WIS 14 (14 +2 headband), CHA 7 BAB: +6; CMB +12, CMD 26 Languages: Common, Druid Wealth: 360.97 gp Feats
Traits
Skills
Gear
Potion of Fly (750 gp)
Dagger (2 gp)
Antiplage (50 gp)
Current Buffs
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