About Pierce - Flames' Arrow
Pierce - Agent of the Flame
(32 Point Buy)
Action Points (Max): 11
Total Hit Points: 127
Speed: 30 feet
Armor Class: 22 (+5 Mithril Plating + Dex +4 + Ring of Protection +3)
Fortitude save: +17 (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.
Long Sword +1 Corrosive [dice]1d20+12[/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]
+ 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]
Feats: 7 feats
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)
• Living Construct Traits
1st Favored Enemies - Humans
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.
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.
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:
1st: 6 – Burst Bonds, Expeditious Retreat, Wrath, Lend Judgment, Haze of Dreams, Heightened Awareness
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.
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
Languages: Common, Draconic, Dwarven, Elven,
Equipment: [Wealth 140,000 13th Level ]
Money: 2,367 GP & 2 cp
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.