About Patchouli RosenthalCombat 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)
Attack
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
Relic Master Fighter 1:
Living Grimoire Inquisitor 5:
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.
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.
Domain: Liberation
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:
XP: 17 |