Friendly Fighter

Robert "Bo" Hardin's page

1,606 posts. Alias of WerePox47.


Race

HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20

Classes/Levels

Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Gender

Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)

Size

SS 110

About Robert "Bo" Hardin

Crunch:

Robert Lee Hardin
Human Gunslinger 1(mysterious stranger)/Paladin 6(warrior of holy light)/Inquisitor 10
LG Humanoid(human)
Init +13; Perception +24
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Defense
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AC 44, touch 22, flat-footed 38 (+13 Armor, +3 Dex, +7 Shield, +3 Deflect, +5 NA, +2 Luck, +1 Insight)
hp 192 (7d10+10d8+79+17)
Fort +27, Ref +22, Will +24
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Offense
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Speed 20 ft.
Melee/Ranged +3 Seeking Silenced Revolver +23/+18/+13 (1d8+9/19-20x4) or
Rapid Shot +21/+21/+16/+11 (1d8+9/20x4) or
Shield Bash +14 (1d6)
Mwk Repeating Rifle +19/+14/+9 (1d10/20x4)
Special Attacks smite evil(4/day)(+4/+10), grit (6/day)(+4 damage), deadly aim(-4/+8), judgement(4/day)(2), point-blank shot(+1/+1), power of faith(+1/+1), bane(15R/day)(+2/+2d6)
Spell-Like Abilities
At will—detect alignment, detect evil
Inquisitor Spells Known (CL 10th; concentration +15):
0(at will)—Detect Magic, Detect Poison, Guidance, Light, Read Magic, Stabilize
1st(6/day)—Divine Favor, Expeditious Retreat, Heightened Awareness, Litany of Sloth, Shield of Fortification
2nd(5/day)-Bloodhound, Invisibility, Resist Energy, See Invisibility, Silence
3rd(4/day)-Channel Vigor, Dispel Magic, Heroism, Litany of
Righteousness
4th(2/day)-Divine Power, Stoneskin
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Statistics
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Str 10, Dex 22, Con 18, Int 12, Wis 16, Cha 18
Base Atk +14; CMB +14; CMD 36
Feats Clustered Shots, Deadly Aim(-4/+8), Extra Grit, Fearless Aura, Improved Critical, Improved Precise Shot, Judgment Surge, Lookout, Point Blank Master, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shake it Off, Target of Opportunity, Toughness, Volley Fire
Traits Fates Favored, Reactionary
Skills Acrobatics +9, Climb +3, Diplomacy +16, Heal +9, Intimidate +15, Knowledge(arcana) +22(+25), Knowledge(dungeoneering) +10(+13), Knowledge(engineering) +7(+10), Knowledge(local) +17(+20), Knowledge(nature) +10(+13), Knowledge(nobility) +7(+10), Knowledge(planes) +17(+20), Knowledge(religion) +11(+14), Perception +24, Sense Motive +18, Spellcraft +22, Stealth +11, Survival +14(+19 track), Swim +3
Languages Common, Giant
SQ See Below
Gear +4 Mithril Fullplate, +5 Heavy Steel Shield, +2 Ring of Protection, +2 Headband of Perfection(arcana), +4 Belt of Dex/Con, +5 Amulet of Natural Armor, +3 Cloak of Resistance, +3 Seeking Revolver w/silencer, Boots of the Winterlands, +1 Commanding Revolver, Mwk Repeating Rifle, Handy Haversack, Beneficial Bandolier, Dusty Rose Ioun Stone, Bane Baldric, Jingasa of the Fortune Soldier, Lesser Extend Rod(2), Fog Cutting Lenses, Silver Smite Bracelet, Runestone of Power 1st(3), Stone of Good Luck, +3 Heavy Shield, +2 Ring of Prot, Sihedron Ring, Gold Holy Symbol, 400gp diamond dust.
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Special Abilities
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Aura of Courage: Immune to Fear and all allies within a 20' radius are immune as well..
Aura of Enlightenment (Su): Create a 30-foot-radius aura of normal light. Allies in this aura gain a +2 insight bonus on skill checks. This counts as a 2nd-level light effect for the purpose of countering or dispelling darkness effects. You can use this aura for a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive.
Aura of Good: You have a good aura.
Bane: +2 hit/dam/+2d6 damage vs target creature.
Channel Energy: Burn 2 LoH for a 30' 3d6 Heal.
Cunning Initiative: Add Wisdom to initiative.
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.
Discern Lies: As spell, 10 rounds a day, Immediate action.
Divine Bond(1/day): For 6 mins add +1 bonus to weapon.
Divine Grace: Add Cha to saves.
Divine Health: Immune to Disease
Focused Aim: (1 Grit) Add Cha to damage till the end of the round.
Gun Training: Add Dex to damage with selected weapon(revolver).
Illuminating Touch (Sp): Touch a creature as a standard action and give it a bonus equal to 1/2 your inquisitor level on a single Will saving throw, Knowledge check, Perception check, or Sense Motive check. This ability lasts for 1 hour or until the creature chooses to apply the bonus to a roll.
Lay of Hand(8/day): Swift heal for 3d6 + mercies.
Mercies: Fatigued, Diseased.
Monster Lore: Add Wisdom(+3) to Know Checks to id monsters.
Power of Faith: Burn 1 LoH for a 1 min +1 buff to hit/dam/ac/saves vs fear to all allies w/in 30'.
Smite Evil(4/day): Add Cha to hit and Level to damage, bypasses all DR.
Second Judgment (Ex): 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.
Solo Tactics: 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.
Stern Gaze: Add 1/2 level to sense motive and intimidate.
Track: Add 1/2 level to track.

Spells:

CL 10th; concentration +15
1st 4/6
2nd 4/5
3rd 2/4
4th 0/2

Usables:

Rod of Lesser Extend 0/3
Rod of Lesser Extend 3/3
Runestone of Power 1st 3/3
Jingasa 1/1

Potion of Fly(3)
Potion of Cure Serious
Potion of Cure Mod(2)
Potion of Cure Light(6)
Potion Touch of the Sea
Potion of SoF +2
Elixur of Hiding(2)

Delay Disease
Communal Pro Evil
Comprehend Languages(5)
Keep Watch(5)
See Invis(2)
Heroism(2)
Invis Purge
Lesser Resto(2)
Tongues
Silence
Surmount Affliction

Acid(2)
Alchy Fire
Antiplague
Antitoxin
Smog Pellet(2)
Smoke Stick(2)
Tanglefoot Bag(2)
Twitch Tonic
Wismuth Salix

Grenades(7) 5d6 20' radius(DC 15)

Bullets:

Steel 400
Adamantine 12
Silver 20
Cold Iron 79
Ghost Salt 20

Illumination Inquisition:

Granted Powers: Many times an inquisitor's greatest weapon is pure and unflinching illumination; errors are often illuminated by light and wisdom.

Illuminating Touch (Sp): You cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to 1/2 your inquisitor level on a single Will saving throw, Knowledge check, Perception check, or Sense Motive check. This ability lasts for 1 hour or until the creature chooses to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Enlightenment (Su): At 4th level, you can create a 30-foot-radius aura of normal light. Allies in this aura gain a +2 insight bonus on skill checks. This counts as a 2nd-level light effect for the purpose of countering or dispelling darkness effects. You can use this aura for a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive.

Judgements:

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).

Teamwork Feats and Options:

Feats:

Lookout-Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Shake it Off-When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Target of Opportunity-When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.

Volley Fire-You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don’t provide cover against your attacks.

Other Options:

Lastwall Phalanx-You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.

Outflank-Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Stealth Synergy-While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Revelation Quill:

While a revelation quill can certainly function as a standard writing implement, its true strength lies in its ability to answer questions. Once per day, if the user concentrates on a specific future goal, event, or activity occurring within the coming week, the revelation quill takes over and writes out a short phrase in response, often in the form of a cryptic rhyme or omen, much in the same way the divination spell functions. Once per week, the user may use the quill in the same way to cast contact other plane instead, asking up to 10 questions of the mysterious intellect that guides the revelation quill.

Carpet O Flyin!:

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