Friendly Fighter

Obadiah Hludham's page

115 posts. Alias of Black Dow.


About Obadiah Hludham

Male Human Inquisitor of Erastil (Preacher archtype) 2

LG/LN Medium Humanoid
Favoured Class: Inquisitor

Speed: 20 ft. (armoured)/ 30ft. (unarmoured)
Init: +5*
Senses: Perception +8

*Cunning Initiative: add +3 Wis bonus to initiative.

DEFENSE
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AC 16 (10 Base, +2 Dex, +4 Armoured Coat)
Touch AC 12 (10 Base, +2 Dex)
Flat Footed AC 14 (10 Base, +4 Armoured Coat)
HP 19 (2d8; +4 Con; +2 favoured class)
Saving Throws: Fort +5 Ref +2 Will +6
CMD: 15 (10+1+2+2)

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OFFENSE
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BAB: +1
Melee: Cold Iron Sickle +3 [1d6+2/x2] or Dagger +3 [1d4+2/19-20]
Ranged: Longbow +3 [1d8/x3] – 100ft. Range or Dagger +3 [1d4+2/19-20] 10ft. Range
CMB: +3 (+1 BAB, +2 Str)

+1 trait bonus to damage vs undead.
+1 feat bonus to attack & damage for ranged attacks under 30 ft.

Arrows
Masterwork: +1 bonus to attack
Silvered: -1 damage
Whistling: Makes keening sound which is audible within 500 feet of the flight path.
Lodestone: Activation is a move action. +4 bonus on metal armoured or composite opponents. Deals half damage.
Raining: Contains a reservoir of holy water, designed to burst on target and splash nearby creatures as if thrown a vial of holy water. -2 attack rolls due to its weight.

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STATISTICS
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STR: 14 DEX: 14 CON: 12 INT: 12 WIS: 16 CHA: 11

Ability Breakdown:

STR 14 [5 points]
DEX 14 [5 points]
CON 12 [2 points]
INT 12 [2 points]
WIS 16 [5 points/+2 Race bonus]
CHA 11 [1 point]

Racial Qualities

Heart of the Fields: Humans born in rural areas are used to hard labour. They gain a bonus equal to half their character level to any one Craft or Profession skill (Profession: Farmer chosen), and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces the skilled racial trait.
+2 to one ability score: Wis.
Bonus Feat: Precise Shot

Class Abilities

Conversion Inquisition: Grants the following ability;
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Judgement: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

Judgements:

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore: 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 2–4 under “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: 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 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.

Spells Known

0: 5 - (Guidance, Light, Read Magic, Resistance, Virtue)
1: 3 - (Deadeye's Lore, Divine Favour, True Strike)

Spells Allowance for Day

1st Level (2+1) = 3

Feats

Point Blank Shot:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Traits

Erastil's Speaker [Faith Trait]: You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Slayer's Oath [Religion Trait]: You earn a +1 trait bonus on weapon damage rolls when battling the undead.

Skills: 6 per level [+1 Intelligence bonus]

Bluff: +3 [0 ranks, +3 Wis]
Diplomacy: +8 [1 rank, +3 Wis, +3 Class, +1 trait bonus]
Heal: +7 [1 rank, +3 Wis, +3 Class]
Intimidate: +4 [0 ranks, +3 Wis, +1 Stern Gaze]
Knowledge (Arcana): +5 [1 rank, +1 Int, +3 Class]
Knowledge (Nature): +5 [1 rank, +1 Int, +3 Class]
Knowledge (Religion): +6 [2 ranks, +1 Int, +3 Class]
Perception: +8 [2 ranks, +3 Wis, +3 Class]
Profession (Farmer): +4 [0 ranks, +3 Wis, +1 Race]
Sense Motive: +9 [2 ranks, +3 Wis, +3 Class, +1 Stern Gaze]
Stealth: +5 [2 ranks, +2 Dex, +3 Class, -2 AC penalty]
Survival: +7 [1 rank, +3 Wis, +3 Class]

Languages: Common, Hallit

Combat Gear: Armoured Coat (don/remove as a Move Action), Longbow, 13 Normal Arrows, 4 MW Arrows, 10 Silvered Arrows, 10 Whistling Arrows, 2 Lodestone arrows, 1 Raining Arrow, Cold Iron Sickle, Dagger

Other Gear: Backpack (holds): Waterproof Sack (holding a battered copy of The Parables of Erastil), Bedroll, Trail Rations (2 days), Torches (3), Waterskin; Travellers Outfit, Belt Pouch #1 (holds coin), Belt pouch #2 (Flint & Steel); Map/Scroll Case; Wooden Holy Symbol of Erastil (neck token) – Encumbrance: 49.0 lbs (Light Load – 58.0 max)

TRACKED RESOURCES
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Normal Arrows 2/13 [2 destroyed]
MW Arrows 0/4
Silvered Arrows 0/10
Whistling Arrows 1/10
Lodestone Arrows 0/2
Raining Arrow 0/1
Torches 0/3
1st level spells 0/3

Coin & Treasure
Gold 1
Silver 1
Copper 7

Appearance

Age: 22 Height: 5’11 Weight: 187 lbs.

By all appearances Obidiah Hludham is an unassumingly normal man. Unremarkable in height, he carries the strong, hard build of a farmer and his hazel eyes are keen, framed by ruffled brown hair.

About his person Obidiah wears a weather beaten leather coat reinforced with strips of steel. At his hip and back sit two quivers of arrows, fletched with different colours. A sickle and dagger hang at his belt, and in his hands a simple longbow is cradled. Dressed in worn traveller’s garb, Obidiah is what he appears to be: a down-to-earth man of candid word and faith.

Deity

Erastil; “Keeper of the Fields, Master of the Hunt, Protector of the Hearth”.

Background

Obidiah Hludham was born 22 seasons past on a farm, on the outskirts of the Numerian village of Iadenveigh. Life there was hard, but simple; family, toil and trade... Such were the tenants of Old Deadeye that the Hludham’s had lived and died by for generations.

The family were well thought of, strong and righteous, who gave thanks to their community and god in equal measure. Obidiah’s father was, like Old Deadeye, a stern patriarch but whose hearth wisdom was always given freely. He grew up happy and recognised the value of a strong back, strong mind and strong faith.

Each month the family would welcome to their hearth itinerant priests and rangers of Erastil. Obidiah would spend countless hours willingly listening to their wisdom, watching their skills and learning their ways. His family recognised that Old Deadeye’s arrow flew strong and true within their son, and that their god’s litany came easy to his lips. Soon at festivals and holidays while priests gave their blessings, it was young Obidiah who would have the elders nodding as he spoke passionately with wisdom beyond his years.

As months became years, Obidiah’s father gave him increasing leave to travel with the priests and occasional ranger, adding his homilies to their dealings with the community of Iadenveigh and beyond. Always mindful of the threat of the Technics, but always trusting of Erastil’s intentions for him, Obidiah split time between the family farm and his new calling; his father’s copy of The Parables of Erastil never far from his hand or heart.

These occasion trips took him away for a week or two, but Obidiah always returned to hearth and home safe. Until one day hearth and home were stolen from him...

Three months ago the Lhudham farm was one of the first to be attacked by the foul clockwork dead from the Choking Tower. Despite a strong defence, his family and home fell to the abominations and when Obidiah returned from his latest trip this first true test of his faith nearly broke him.

For over a week he was tended to by the Iadenveigh healer’s who feared that, while his heart was strong, his mind was broken. Yet in the end it was not magic, nor poultice that healed the young man. Faith and words... the tenets of Old Deadeye brought him back: Family, farming, hunting and trade.

A simple man, with simple faith and a simple calling; Obidiah would avenge his family. He would cultivate the devotion to Erastil and hatred of machines and grow strong on that harvest. He would hunt the source of this clockwork aberrant and ensure the ledger is balanced for his family’s dead souls. Family, farming, hunting and trade.