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Nigel Briarthane's page

78 posts. Alias of GM Aarvid.


Full Name

Nigel Briarthane

Race

Male Halfling [6] Inquisitor 5/Ranger 1 | 46/46| AC 20(24) T 14 FF 17 | CMD 20 | Fort +9 Ref +9 Will +8 | Init +8 | Perc +13 | SM +4 | Ride +11

Classes/Levels

{ }

Size

Small

Deity

Erastil

Strength 16
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 9

About Nigel Briarthane

Nigel Briarthane
Male Halfling Inquisitor of Erastil 5/Ranger 1
LG Small humanoid (halfling)
Init +8; Senses Perception +13
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Defense
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AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
hp 46 (1d10+5d8+11)
Fort +9, Ref +9, Will +8; +2 vs. fear
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Offense
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Speed 15 ft.
Melee cold iron lance +8 (1d6+4/×3+2d6 on charge) and
. . dagger +8 (1d3+3/19-20+2d6 on charge)
Ranged +1 composite longbow +10 (1d6+4/×3+2d6 on charge) and
. . halfling sling staff +9 (1d6+3/×3+2d6 on charge)
Special Attacks bane, favored enemy (magical beasts +2)
Spell-Like Abilities (CL 6th; concentration +5)
. . At will—detect alignment
. . 5 rounds/day—discern lies
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 8 rounds/day—speak with animals
Inquisitor Spells Known (CL 5th; concentration +7):
2nd (3/day)—acute senses (DC 14), invisibility, weapon of awe (DC 14)
1st (5/day)—cure light wounds, magic weapon, protection from evil, true strike
0 (at will)—acid splash, create water, detect magic, guidance, light, read magic
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Statistics
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Str 16, Dex 18, Con 12, Int 10, Wis 14, Cha 9
Base Atk +4; CMB +6; CMD 20
Feats Boon Companion, Mounted Combat, Ride-by Attack, Shake It Off
Traits reactionary, savannah child
Skills Acrobatics +8 (+0 jump), Bluff +3, Climb +6, Fly +4, Handle Animal +8, Heal +6, Intimidate +1, Linguistics +1, Perception +13, Ride +11, Sense Motive +4, Spellcraft +9, Survival +7 (+8 to track, +9 to track); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Goblin, Halfling
SQ domains (animal), judgement 2/day), monster lore +2, solo tactics, teamwork feat, track, wild empathy +0
Other Gear rhino hide, +1 composite longbow, cold iron lance, dagger, halfling sling staff, belt of giant strength +2, boots of the cat, cloak of resistance +1, efficient quiver, 150 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Bane (+2 / 2d6) (5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of the cat When falling, always land on feet and take the minimum damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Fearless +2 racial bonus vs Fear saves.
Inquisitor Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Rhino hide Extra 2d6 damaga on charge attack rolls.
Ride-by Attack You can move - attack - move when charging mounted.
Shake It Off Gain +1 to all saving throws per adjacent ally
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Speak with Animals (8 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Nigel was a guardian of his small people, who fled from slavery and oppression from the south. Nigel often wandered the woods on patrol around his village. He was away on such a patrol when the small village was attacked and destroyed and now he, alone and driven by guilt, searches for those that slaughtered his friends and family. He seeks to honor the his fallen clan by rebuilding a new village in their name.

Roc:

Prudential
Roc
N Medium animal
Init +5; Senses low-light vision; Perception +6
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Defense
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AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 27 ()
Fort +4, Ref +10, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +9 (1d6+2) and
. . 2 talons +9 (1d4+2)
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Statistics
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Str 15, Dex 21, Con 9, Int 2, Wis 13, Cha 11
Base Atk +4; CMB +6; CMD 21
Feats Toughness, Weapon Finesse, Weapon Focus (claw)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +9 (+5 jump), Fly +11, Perception +6
SQ attack any target, combat riding, devotion
Combat Gear air crystal, antitoxin, oil, weapon blanch (silver); Other Gear animal harness, bit and bridle, candle, wooden holy symbol (Erastil), iron spike, marbles, riding saddle, exotic, weapon cord, wrist sheath
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Weapon cord Attached weapon can be recovered as a swift action.