Cannon Golem

Niversal's page

405 posts. Organized Play character for Edelsmirge.


Full Name

Niversal

Race

Human

Classes/Levels

Inquistor 2, hp max 19 AC 22 F+5 R +4 W +7, init +8, perc +9 Construct: 38 hp DR 10/Magic

Gender

Male

Size

Medium

Age

50

Special Abilities

See Below (+2 Dex, +2 Wis in construct, DR 10/Magic ac 22, hp 38

Alignment

N

Strength 11
Dexterity 18
Constitution 14
Intelligence 17
Wisdom 18
Charisma 10

About Niversal

Niversal
Original roles; 15,12,12,11,10,10
+1 str
+1 Dex
+1 CN
+3 INT
+1 WIS

Height: 5'11 , Weight: 250 , Eyes: hazel, Hair: grey

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Offense
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Speed 30
BAB +1
Melee: +1
Melee:
Ranged: +6
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Feats
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1 gunsmithing (free)
2 exotic won pro firearms (free)
1st lv rapid reload rifle
Human rapid reload revolver
3rd point blank
5th precise shot

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Traits
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1 reactionairy
2 devoted healer
Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others. Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.
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Skills
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Survival: (+3) 2 4 6 15
Know Engineering (+1) 7
Know Geography (+2) 8
Know nature (+1) 6+4 11
Craft (engine) (+1) 7
Craft (Alchemy) 6
Sense motive 8
Heal 2 4 3 9
Perception 2 4 3 9
Know arcana 6+4
Know dungeoneer 6+4
Know planes 6+4
Know religion 6+4
Know local 10
Swim 1 0 3 4
Climb 1 0 3 4

Background Skills:
Profession Farmer (+3) 2 4 6 12

Class abilities:
Inqusition: Black Powder
Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a –4 penalty on concentration checks for 1 round.

Special: construct
Speed 30 - DR 10/Magic- AC 22
Mental enhancer and speed augment. +2 Wis, +2 dex

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.

Orisons
Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (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 2nd level, 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 (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Known spells 0:5, 1:3
0: acid splash, detect magic, read magic, create water, light
1: bless water, divine favor, cure light wounds
Per day: 1:2+2
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Gear
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hunting rifle +1 (DC 14 will or 1 pt Cha damage),(1d10) x4 80 ft, 0 misfire capacity 5; hunting vest 30 rifle ammo, flannel shirt, blue jeans, his side arm, a good pair of Redwing Boots, some cigarettes, a good butane lighter, a compass, his hunting knife, a two quart canteen with water, a hip flask full of really good aged Jack Daniels Black, and a good hunting axe and knife which hung from his belt loop.
Masterwork artisan kit, great axe, whetstone

Niversal you get: an Endless bandolier
and a pair of gloves.

Endless bandolier
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.

Background GM Bonus:
Jim was born and grew up on a farm
3 ranks in profession farmer
hunting and fishing with his grandpa Kelly
1 rank in survival

Small engines
1 rank in k engineering
1 rank in craft engine

When Jim got to the city he took an IQ test in 7th grade and skipped a grade for high IQ.

+1 Int

skipped another grade and attended college in his senior year of high school.

+1 Int

After a full career as a scout, a trainer, an Amory tech, a sniper,and four years worth of combat Jim came home to spend his life in quiet.

+1 Dex, Con, Str, Int, Wis

2 more ranks of survival
What other skills would you have learned?
K geography 2 ranks
K Nature 1 rank
K engineering 1 rank

+1 con quest reward

Appearance:
Niversal has brown hair that is turning gray and a large amount of gray in the beard gone a bit to seed but still strong of arm, quick with his hands, and sharp of mind.