Aasimar

Patchouli Rosenthal's page

151 posts. Organized Play character for Colin_Mercer.


Full Name

Patchouli Rosenthal

Race

| HP 58/58 | AC 23 T 12 FF 20 | CMB +8, CMD 19 | F +12, R +5, W +7 | Init +1 | Perc +9

Classes/Levels

| Speed 20ft | Sacred Word 5/5 | Active conditions: None

Gender

”Patchouli” Female CG Aphorite Fighter 1/Inquisitor 5

Alignment

CG

Deity

Milani

Strength 18
Dexterity 12
Constitution 16
Intelligence 19
Wisdom 10
Charisma 7

About Patchouli Rosenthal

Combat Stat:

Initiative +1 (+1 Dex)
Armor Class 23 (10 + 1 DEX, +11 Full Plate, +1 trait)
Fort +12 (+6 base, +3 CON, 2 resistance, 1 competence)
Ref +5 (+1 base, +1 DEX, 2 resistance, 1 competence)
Will +7 (+4 base, +0 WIS, 2 resistance, 1 competence)
Resist electricity 5
{+2 vs Poison and Mind-affecting}

HP 58 (10+5*5+6*3 CON+5 FCB)
BAB +4
CMB +8 (4 STR, 4 BAB)
CMD 19 (4 STR, 4 BAB, 1 DEX)
Speed 20 ft

Attack
Holy Book +9 (1d6+6, 20/2x, cold iron)
With Shikigami Style +13 (3d6+10, 20/2x, cold iron)

Aphorite Racial Feature:

Darkvision
Planar Envoy: each rank in Linguistic give 2 languages
Spell-Like Ability: Protection from Chaos 1/day
Aphorite Resistances: electricity resistance 5, a +2 bonus on saves versus poison and mind-affecting effects
Crystalline Dust:An aphorite can manifest a haze of crystalline dust that forms into indistinct runes and glyphs surrounding its body. This effect grants the aphorite a 20% miss chance against melee and ranged attacks. Activating this dust is a move action, but it can be maintained each round as a free action. The effect cannot be disrupted, but it ends immediately if the aphorite is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An aphorite can use this ability a number of rounds per day equal to its Hit Dice, but the rounds do not need to be consecutive.

Traits:

Clever Wordplay(social): one Charisma-based skill (Diplomacy) use Intelligence modifier
Defender of the Society(combat): AC +1 trait when wearing medium or heavy armor

Weapon Proficiency: Simple Weapon, Martial Weapon
Armor Proficiency: Light Armor, Medium Armor, Heavy Armor, Shield

Relic Master Fighter 1:
Combat Feat: Catch Off-guard

Living Grimoire Inquisitor 5:
Holy Book (Su): At 1st level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon. When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon. He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.

Spells: A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.

The living grimoire receives the same number of spell slots per day as a warpriest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.

At 1st level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.

Sacred Word (Su): At 1st level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weaponACG class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).

At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.

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).

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.

Solo Tactics (Ex): At 3rd level, 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. Her 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.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her WisdomIntelligence modifier.

Blessed Script (Su): At 5th level, a living grimoire can permanently tattoo one spell of 2nd level or lower from his holy book onto his body. The tattooed spell cannot have an expensive material component or focus. The living grimoire can prepare any tattooed spell without needing his holy book, and can cast his tattooed spells as a spell-like ability once per day.
At 8th level, the living grimoire can tattoo one additional spell of 3rd level or lower upon himself. At 12th level, he can tattoo one additional spell of 4th level or lower upon himself, and at 16th level he can tattoo a final additional spell of any level upon himself.
When the living grimoire uses these spell-like abilities, the tattooed holy script associated with the spell-like ability glows as per light for a number of rounds equal to the spell’s level.

Domain: Liberation
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, 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.

Feats:

Catch Off-guard
Shikigami Style
Shikigami Mimicry
Lastwall Phalanx
Shikigami Manipulation

Skills:

Acrobatic -4 (1 DEX, -5 ACP)
Appraise +4 (4 INT)
Bluff -2 (-2 CHA)
Climb +3 (1 rank, 3 class skill, +4 STR, -5 ACP)
Craft(Alchemy) +13 (6 rank, 3 class skill, 4 INT)
Diplomacy +13 (6 rank, 3 class skill, 4 INT)
Disable Device untrained
Disguise -2 (-2 CHA)
Escape Artist -4 (1 DEX, -5 ACP)
Fly -2 (1 DEX, -5 ACP, 2 competence)
Handle Animal untrained
Heal +4 (1 rank, 3 class skill)
Intimidate +0 (-2 CHA, 2 morale)
Knowledge(Arcana) +9 (2 ranks, 3 class skill, 4 INT)
Knowledge(Dungeoneering) +9 (1 ranks, 3 class skill, 4 INT)
Knowledge(Engineering) +8 (1 rank, 3 class skill, 4 INT)
Knowledge(Geography) +5 (1 rank, 4 INT)
Knowledge(History)+5 (1 rank, 4 INT)
Knowledge(Local) +5 (1 rank, 4 INT)
Knowledge(Nature) +9 (2 ranks, 3 class skill,4 INT)
Knowledge(Nobility)+5 (1 rank, 4 INT)
Knowledge(Planes) +9 (2 ranks, 3 class skill, 4 INT)
Knowledge(Religion) +9 (2 ranks, 3 class skill, 4 INT)
Linguistic +10 (6 ranks, 4 INT)
Perception +9 (6 ranks, 3 class skill)
Ride -5 (+1 DEX, -6 ACP)
Sense Motive +7 (1 rank, 3 class skill, 3 morale)
Sleight of Hand untrained
Spellcraft +13 (6 rank, 3 class skill, 4 INT)
Stealth -4 (+1 DEX, -5 ACP)
Survival +4 (1 rank, 3 class skill)
Swim +3 (1 rank, 3 class skill, +4 STR, -5 ACP)
Use Magic Device +10 (6 ranks, 3 class skill, -2 CHA, 2 competence, 1 untype)

Day Job with Craft(Alchemy) +15

Languages:

Common, Dwaven, Infernal, Abyssal, Celestial, Draconic, Sylvan, Terran, Auran, Ignan, Aquan, Dwarven, Elven, Undercommon, Aklo, Goblin, Thassilonian, Polyglot

Equipments:

Weapon & Armor
2+ Full Plate
Holy Book(lesser book of extended summon CL17)
Acid x3
Wand
Wand of Cure Light Wound 32/50
Wand of Heighten Awareness 29/50
Wand of Shield 35/50
Wand of Fallback Strategy 30/50
Wand of Lucky Number 37/60
Wand of Longstrider 47/50
Scroll
Lesser Restoration x5
See Invisibility x5
Darkvision x3
Heroism x2
Magic Circle against Evil x2
Magic Item
Griffon Mane Cloak of Resistance +2
CON belt +2
Sleeves of Many Garments
Cracked Magenta Prism Ioun Stone (UMD / Craft(Alchemy))
Cracked Pink and Green Sphere Ioun Stone (UMD)
Cracked Pale Green Prism Ioun Stone (save)
Mundane
Mwk Backpack
Speed Sheath
Spring loaded wrist sheath
Alchemist’s Lab

Holy Book’s spell:

Orison: Acid Splash, Bleed, Create Water, Daze, Detect Magic, Detect Poison, Disrupt Undead, Guidance, Light, Read Magic, Resistance, Stabilize, Virtue, Brand, Sift
1st lvl: Divine Favor, Shield of Faith, Bless, Heighten Awareness, Protection from Evil, Remove Fear, Expeditious Retreat, True Strike, Litany of Weakness, Keep Watch, Gorum’s Armor, Comprehend Languages, Alarm
2nd lvl: Invisibility, Resist Energy, Bloodhound, Honeyed Tongue, Stricken Heart, Tongue, See Invisibility
3rd lvl: Dispel Magic, Daylight
4th lvl: Stoneskin, Fear
5th lvl: Break Enchantment, Dismissal

Spell per day:
Orison: 4
1st lvl: 4+1
2nd lvl: 2+1

XP: 17