Pierce - Flames' Arrow's page

31 posts. Alias of Dennis Harry.


HP = 127/127 - AP = 11/11 - AC 22 (T 15)(FF 17) - Fast Heal 3 - Darkvision 60' - F +17/R +16/ W +14 | Init. +12

About Pierce - Flames' Arrow

Pierce - Agent of the Flame
Male Personality Warforged Inquisitor 12 (Favored Class) / Ranger 1
Lawful Neutral

(32 Point Buy)
Strength 12 (Cost 2) – 12
Dexterity 17 (Cost 13) – (+1 - 12th) (18) - 20 (Belt)
Constitution 14 (Cost 5) WF +2 – (16) - 18 (Belt)
Intelligence 14 (Cost 5) – WF +2 - 16
Wisdom 14 (Cost 5) WF -2 – 12 (+2 - 4th & 8th) (14) 16 (Headband)
Charisma 12 (Cost 2) WF -2 – 10

Action Points (Max): 11
Action Points (Current): 11
Action Point Dice Rolled: 2d6

Total Hit Points: 127
Current Hit Points: 127

Speed: 30 feet

Armor Class: 22 (+5 Mithril Plating + Dex +4 + Ring of Protection +3)
Touch AC: 17
Flat-footed: 18
Fast Heal 3/Round
Damage Reduction:

With Buffs:
Initiative modifier: +12 (+4 Imp Ini, +5 Dex, +3 Wis)

Fortitude save: +17 (Shake it off - +1 Save per Adjacent Ally)
Reflex save: +16 (Shake it off - +1 Save per Adjacent Ally)
Will save: +14 (Shake it off - +1 Save per Adjacent Ally)

Stalwart - An inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely.
Evasion (Ring) - If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

BAB: +10/5
CMB: +11
CMD: 24

Long Sword +1 Corrosive [dice]1d20+12[/dice] – [dice]1d8+1d6+2[/dice]
[dice]1d20+7[/dice] – [dice]1d8+1d6+2[/dice]

Longbow +1 Endless Ammunition (+1 Monocle) [dice]1d20+17[/dice] – [dice]1d8+1[/dice] – OR Gravity Bow [dice]2d6+1[/dice]
[dice]1d20+12[/dice] - [dice]1d8+1[/dice] – OR Gravity Bow [dice]2d6+1[/dice]
w/in 30' +1 Attack & +1 Damage

+ Manyshot [dice]1d20+17[/dice] – [dice]1d8+1[/dice] – OR Gravity Bow [dice]2d6+1[/dice]

+ Rapid Shot [dice]1d20+15[/dice] – [dice]1d8+1[/dice] – OR Gravity Bow [dice]2d6+1[/dice] - NOTE ALL Attacks take -2. [That is 5 Arrows per Round.]

Slam +11/+6 attack [1d4 (+1), bludgeoning]

Darkvision 60’

Feats: 7 feats
Proficiency - Martial Weapons - Light & Medium Armor - Shields
(1) Mithril Body (Light Armor/+5 AC/-2 Skill Checks/Arcane Spell Fail 15%),
(3) Lightning Reflexes,
(5) Point Blank Shot,
(7) Improved Initiative,
(9) Precise Shot
(11) Rapid Shot
(13) Manyshot
(15) Deadly Aim

Teamwork Feats: 4 feats

(3) Shake it Off (Gain +1 bonus to all saves per adjacent ally),

(6) Precise Strike (Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.)

(9) Duck and Cover (Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.)

(12) Paired Opportunists (Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.)

Skills: Ranger 6+INT = 9 – Inquisitor 6+INT = 9 x 12 = 108 + Favored Class +8 – Total 126 – Class Skill (Ranks)

Acrobatics (1) +3 (+4 Dex -2 Mithril Plates)
Appraise +3
Bluff +17 (11)
Climb +5 (3) (+1 Strength -2 Mithril Plates)
Craft (Repair Warforged) +19 (13)
Diplomacy +4 (1)
Disguise 0
Fly 2
Handle Animal +6 (3)
Intimidate +21 (12)
Knowledge Arcana +13 (7)
Knowledge Dungeoneering +7 (1)
Knowledge Engineering +8 (2)
Knowledge Geography +8 (2)
Knowledge History +8 (2)
Knowledge Local +7 (1)
Knowledge Nature +7 (1)
Knowledge Nobility 0
Knowledge Planes +7 (1)
Knowledge Psionics +13 (7)
Knowledge Religion +13 (7)
Linguistics 0
Perception +18 (12)
Profession 0
Ride 0
Sense Motive +25 (13)
Spellcraft +9 (3)
Stealth +25 (13) (-2 Mithril Plates)
Survival +15 (10) (+2 more to follow or ID tracks)
Swim -1 (-2 Mithril Plates)

Warforged Traits

• Living Construct Traits
• Immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain
• Spells and abilities from healing subschool or similar abilities (including healing ability damage) have only half effect
• Does not need to sleep, eat or breathe
• Light Fortification (25% chance to negate critical hits or sneak attacks)
• Slam attack

Ranger Abilities

1st Favored Enemies - Humans
Wild Empathy - Diplomacy add +1 to check.

Inquisitor Abilities

Special Abilities:
Domain - Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your Inquisitor level + your Wisdom modifier.

Judgment (Swift Action) 4x Day – 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.

Second Judgment - At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

DDH Favored Judgments – Not Exhaustive List

Healing - Fast Heal 4/Rd.
Escape - Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, the Inquisitor can use a move action attempt to create a diversion to hide (see the Stealth skill).
Resiliency - This judgment makes the inquisitor resistant to harm, granting DR 1/Chaotic. 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. DR 3/Magic
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. Energy Resistance 8
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.

Stern Gaze - Morale bonus on all Intimidate and Sense Motive checks equal to 1/2 level (minimum +1).

Lore of Escape (Heretic) - Add Wisdom bonus to Bluff and Stealth.

Hide Tracks - Creatures attempting to track Pierce get a -5 penalty to their checks.

Cunning Initiative - Add Wis Bonus to Init.

Detect Alignment - At Will.

Track - As Per Ranger ability.

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.

Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Greater Bane: At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Stalwart: At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Concentration Check: +15

Spells Per Day:
1 - 6
2 – 6
3 - 5
4 – 3

Spells Known:
0th : 6 – Brand, Create Water, Read Magic, Sift, Stabilize, Disrupt Undead,

1st: 6 – Burst Bonds, Expeditious Retreat, Wrath, Lend Judgment, Haze of Dreams, Heightened Awareness
2nd: 5 – Align Weapon, Invisibility, Knock, Tongues, Restoration (Lesser)
3rd: 4 – Cast Out, Searing Light, Resist Energy (Communal), Cure Serious Wounds
4th: 4 – Cure Critical Wounds, Freedom of Movement, Hold Monster, Spell Immunity


Pierce stands 5'6" tall, a height his creators judged to be useful for a scout/ranger not too tall and not too short. His modified Mithril armor, while tough, weighs much less than the plating of many of his peers, as a result he only weighs 160 lbs.
His eyes glow green, to meld better within the intended forest setting he was to report to though he never did.

In the Mournlands, Pierce wears no clothing moving about as his maker intended him to be. At his hip is a longsword and strapped upon his back his Quiver with arrows for show and his magical longbow, one of his prized possessions in concealed under his cloak. His face is covered by a warforged implant which allows him to see perfectly in the dark.

Region of Origin: Breland
Religion: Silver Flame

Languages: Common, Draconic, Dwarven, Elven,

Equipment: [Wealth 140,000 13th Level ]
Ring of Evasion – 25,000
Automated Repairs - 30,000
Cloak of Resistance +3 9,000
Headband of Inspired Wisdom +2 8,000
Boots of Tracklessness 3,500
Belt of Physical Might +2 Dexterity & Constitution - 10,000
Monocle of the Ebon Hunter 18,000
Ring of Protection +3 9,000
Wand Gravity Bow 375
Longsword (see above) 8,000
Longbow (see above) 18,000
Potions - Repair Moderate Wounds (5) - [dice]2d8+10[/dice]
Feather Fall (2)

Money: 2,367 GP & 2 cp

XP: 247,237

FAST track.


Happy with the basic idea of him being a wilderness-oriented model that was never used and turfed out on the streets. He was found lurking in the Cogs by the worshippers of the Lord of Blades. For a rootless 'young' warforged, possibly impressionable, this seemed to offer a route to both usefulness and fulfillment. His plates are switched from wood to Mithril and his adventures begin.

He has some adventures working for the LoB posing as an Inquisitive to aid Breathers but ultimately to discover secrets that would aid his new Leader.

His skills allow him to rise up the ranks rapidly. As an inquisitor his expertise is in ferreting out those who are wavering, subterfuge and investigation.

Because his skills are so useful, he is taken into the orbit of Darkheart, maily ferreting out those 'Forged who are not so loyal as they appear to act. He is part of the team which captures Lightbringer bringing him further glory and renown.

Pierce ends up in the Mournlands, close to the centre of the LoB's organization, when Lightbringer is brought in. Lightbringer explains the Silver Flame to him and it strikes a chord. Perhaps he has been questioning the route he has taken, unsure if the evil of the Lord of Blades (and Darkheart) and their views on warforged supremacy and genocide are the right path. In any case, he throws in his lot with Bludgeon's crew and finds himself besieged, and then (just now!) rescued by the PCs.

Troubled by his past and buoyed by a new religious conviction, he wants to make amends, which motivates him wanting to join the PCs.

Lightbringer has provided an example of what a virtuous warforged can be, and Pierce can possibly take his place in the party now that other duties have taken Lightbringer away.