Shieldbreaker

Rakal Second-Born's page

75 posts. Alias of David James Olsen.


Race

Male Dwarf Inquisitor (Witch Hunter) of Anubis 2

Classes/Levels

HP 18/18 AC 18 FF 17 T 11 CMD 14 (18 vs BR and Trip) Init +5 Per +8

Strength 14
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 15
Charisma 8

About Rakal Second-Born

Resources
Current HPs - 18/18
Current AC - 17
Level 1 Spells cast 0/4
Judgment Used 0/1
Disrupt Undead: 0/5
Current Effects

Rakal Second-Born
Male Dwarf Inquisitor (Witch Hunter) of Anubis 2 (Final Rest Inquisition)

Stats:

Initiative +3; Senses Perception +7
HP 11 (8+2Con+1FC) Current HP 22
AC 18 (+5 Armor, +2 Shield, +1 Dex) FF17 T11 (With Shield)
Speed 20
Str 14 Dex 12 Con 14 Int 13 Wis 15 Cha 8
Fort 5 Ref 1 Will 5; +5 to Spell and Spell-like effects, +3 to Poison saves
BAB 1 CMB +3 CMD 14 (18 vs Bull Rush or Trip)

Melee Heavy Pick +3 (1d6+2/x4)
Flail +3 (1d8+2/x2)
Range Shortbow +2 (1d6)

Languages Common, Dwarf, Orisini, Ancient Orisini


Skills:
6 Skill Points/Level +1 Int (13 Total)

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineeering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Knowledge (engineering) 8 (2+3CS+1Int+2Trait)
Knowledge (religion) 6 (2+3CS+1Int)
Knowledge (planes) 6 (2+3CS+1Int)
Linguistics 2 (1+1Int)
Perception 7 (2+3CS+2Wis); +2 Stone Traps, +4 Hidden Door
Sense Motive 8 (2+3CS+2Wis+1Inq)
Spellcraft 8 (2+3CS+1Int+2Wis)
Survival 7 (2+3CS+2Wis)


Feats and Traits:

Racial Trait - Glory of Old +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Campaign Trait - Inquisitive Archaeologist You gain a +2 trait bonus on Knowledge (engineering) checks, and that skill is always a class skill for you. In addition, you gain a +2 trait bonus on Perception checks to find concealed or secret doors in ancient structures
Inquisitor 1 - Steel Soul +4 racial bonus on saving throws against spells and spell-like abilities.
Level 3


Spells:

Inquisitor Spells (Caster Level 1, Known 4/2, Cast Defensively +3, Ranged Touch +1)

1 (3/day)(DC 13) cure light wounds, divine favor, expeditious retreat
0 (Will)(DC 12) acid splash, create water, detect magic, guidance, stabilize


Class/Racial Abilities:

Weapon and Armor Proficiency: Rakal is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and bastard sword. He is also proficient with light armor, medium armor, and shields (except tower shields).

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Medium: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type Dwarves are humanoids with the dwarf subtype.

Normal Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Steel Sould and Glory of Old up it to +5

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spell Sage (Ex): adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.

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).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Knowledgeable Defense: At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level).

Disrupt Animation (Sp) You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Future Abilities
Unravel Animation (Su): At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.

Spell Scent: At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell’s effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location.


Judgments:

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).

Equipment:

Money pp gp sp cp
Heavy Pick (8gp)
Cold Iron Flail (16 gp)
Scalemail (50gp)
leather armor (to sleep in) 10gp
Heavy Steel Shield (20gp)
Shortbow - 20 Arrows (31)
Holy symbol of Anubis (1gp)
Dagger (4gp)
Bedroll (1gp)
Waterskin/Rations (2gp)
Flint and Steel (1gp)
Flask of Oil (4)
Torches (10) 1gp)
Hemp Rope 50' (1gp)
Backpack (2gp)
Caltrops (1 gp)
Earplugs (3cp)
Smoked goggles (10gp)
Crowbar (2gp)
2 Iron Spikes (2gp)
hammer (1gp)
Sack (2) 2gp


Magic Items:

Appearance:

Height
Weight
Age
Eye Color
Hair Color
Personality


Background:


Dice:

[dice=Rakal Initiative]1d20+5[/dice]

Combat
[dice=Heavy Pick]1d20+3[/dice]
[dice=Damage]1d6+2[/dice]

[dice=Heavy Pick (2-Handed)]1d20+6[/dice]
[dice=Damage]1d6+3[/dice]

[dice=Shortbow]1d20+2[/dice]
[dice=Damage]1d6[/dice]

Saves
[dice=Fortitude Save]1d20+5[/dice]
[dice=Fortitude Save vs Spell]1d20+5+5[/dice]
[dice=Fortitude Save vs Poison]1d20+5+3[/dice]

[dice=Reflex Save]1d20+1[/dice]
[dice=Reflex Save vs Spell]1d20+1+5[/dice]

[dice=Will Save]1d20+5[/dice]
[dice=Will Save vs Spells]1d20+5+5[/dice]

Skills
[dice=Knowledge (engineering)]1d20+8[/dice]
[dice=Knowledge (religion)]1d20+6[/dice]
[dice=Knowledge (planes)]1d20+6[/dice]
[dice=Linguistics]1d20+2[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Perception vs Stone Secret Doors]1d20+7+4[/dice]
[dice=Perception vs Stone Traps]1d20+7+2[/dice]
[dice=Sense Motive]1d20+8[/dice]
[dice=Spellcraft]1d20+8[/dice]
[dice=Survival]1d20+7[/dice]


Stat Generation 15 Pb:

Str 14 (5 Points)
Dex 12 (+2 Points)
Con 14 +2 race (+2 Points)
Int 13 (+3 Points)
Wis 15 +2 race (+3 Points)
Cha 8 -2 race (+0 Points)

Level Choices:

2nd Roll ? on d8.