Runt (she has no other name) was given up as a baby to the temple of Lamashtu. Why? She suspects it is because she has dwarfism and her parents did not want to deal with it. Lamashtu, though an evil god, deals kindly with malformed beings. Well, if not kindly, at least fairly. Even though you would think that growing up a child in a Lamashtu temple in the Mindspin Mountains, surrounded by half-orcs, goblins, and actual monsters, she would have learned to fit in. But children are vicious and she was given the moniker Runt and teased mercilessly. Because of her size she was tasked with keeping the goblins in line and cleaning up after them. As a result she has a deep prejudice against goblins and carries a huge chip on her shoulders and finds slights where there is none. Her being treated like property does not help. Seeing an opportunity to escape her unfortunate circumstances she stole some rudimentary equipment and a handful of coins and fled the temple for civilized lands only to find herself ill-equipped for her new life.
She is about 3' tall, muscular, with lank black hair roughly sheared in the shape of a helmet. She would have a pleasant looking face if not for the fact that she is so unkempt. She is jaded and cynical, and very distrustful of leaders. This is not without reason since those that lead are typically idiots or bullies. The idiots think that they will be able to gain power and control by leading. This is never the case. No matter how high you advance there is always someone stronger over you. And in her world, leaders favor the stick over the carrot. The bigger the leader the bigger the stick. Sure the occasional carrot is also bigger, but they are few and far between. Then there are the bullies. They lead for the pure joy of afflicting others with their leadership.
Though she caries the holy symbol of Lamashtu and is an inquisitor of Lamashtu, it is in name only. She is one of those holy people that worships/champions a principle, not a god. Her principle is to rescue and defend the misfits, disfigured, outcasts, like those with dwarfism and leprosy. Though she has kept it to herself, being in the temple of Lamashtu and all, she considers the priesthood to be by and large insane. Anyone who would want to release Lamashtu into the world is, by definition, bat-s@&~ crazy. She rationalizes it as being a worshiper of ONE aspect of the divine being, that aspect being the pro-monster/deviant part so she's not exactly lying when she says she is an Inquisitor of Lamashtu.
Main Stats:
Runt Female C/N Human Inquisitor(Monster Tactician)/8
Deity 'Lamashtu'/concept: protection of the under-trodden monstrous/deformed
Init +6 {+1[dex] +5[wis][cunning initiative]} Senses Normal
Size Small
Speed 30 ft. mounted medium encumbrance, 20 ft. (armor)
Base Attack +6
Languages Common, Abyssal, Goblin (int), Varisian (linguistics), Terran (linguistics)
Defense:
HP 87 {+56[9d8] (+9[lvl] * +3[con]) +4[favored class], note that we do max HP-2 after first level}
AC normal 28, touch 14, flat-footed 27 {10 +1[dex] +1[size] +8[breastplate +2] +4[shield][magic vestment +2] +2[amulet of natural armor] +2[ring of protection]} Current Additional AC Bonuses: Potential Additional AC Bonuses: +1[haste] +2[aid]
CMD 23 {10 6[BAB] +5[str] +1[dex] -1[size] +2[ring of protection]} Current Additional CMD Bonuses: Potential Additional CMD Bonuses: +1[haste]
Saving Throws:
Fort +9+? {+3[con] +6[inquisitor] +?[SiOff]} Ref +4+? {+1[dex] +3[inquisitor] +?[SiOff]} Will +11+? {+5[wis] +6[inquisitor] +?[SiOff]} Current Additional ST Bonuses: +2[heroism]
Potential Additional ST Bonuses: +2[heroism] +1[haste] +2[prayer]
Special:
[SiOff] Shake it Off + solo tactics means she has a +1 to all ST for each ally she is next to.
Note: want elemental languages so she can summon an elemental and talk to it. Remember that for level 9!
Skill Ranks 72 = {(6 +1[int] +1[human]) * +9[lvl]}
[mlore] Monster Lore adds wisdom bonus to creature identification.
Wanted: Linguistics for Giant language.
Gear:
Weapon cord
Falchion
Falchion, cold iron
Mace, Adamantine +1
Spear, MW.
Whetstone
Expert/Masterwork Repeating Heavy Crossbow
25 repeating bolts
Breastplate, +2
Hide shirt, +1 (sleeps in it)
Ring of Protection, +2
wanted: ring of eloquence: 4 elemental languages so she can communicate with summons.
Snarlshield, +1
Belt Pouch
Spell Component Pouch
Belt of Giant Strength +2
Amulet of Natural Armor, +2
Enchanted medallion fashioned to resemble the seven pointed Sihedron star (+1 resistance bonus to saves if Amulet of Natural Armor not being used, gentle repose, false life CL 5 1/day)
Inquisitor's Kit
Masterwork Backpack
Spring-loaded Wrist Sheath
Wand of Infernal Healing (37 charges)
wanted: wand of speak with animals so she can communicate with animal summons
Scrolls: Divine Favor, Protection from Evil, Expeditions Retreat, Wrath, 2 Magic Weapon, See Invisibility, Comprehend Languages, Bless,
Funeral Weapon, 4 Handy Grapnel, Heightened Awareness, Remove Fear, 2 Identify, Lesser Restoration
Wanted: Resist Energy, protection from law.
Oil of Bless Weapon
Sandpoint medallion good for 1 meal per month at each Sandpoint establishment.
Healer's Kit (8/10)
Surgeon's Tools
1 Potion of CLW
Touch of the Sea, Potion Sponge
4 Alkali flasks
1 Antiplague (gifted)
1 Alchemist's fire
2 Tunnel Creeper
2 Air Crystals
1 Vermin Repellent
Lots of cheap candy
silver comb
Potential favored class bonus: Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Starting Traits
Fate's Favored {faith trait}: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Monster Hunter {campaign trait}: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw — regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
- Inquisitor's Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1). 8/day {3 +5[wis]}
Summon Monster (Sp): Summon Monster V {(lvl+1)/2} as spell-like ability standard action 8/day {3 +5[wis]/day}, 1 min/lvl, no more than one active at a time
- Replaces judgment
- Uses the Primordial template instead of the fiendish template by GM permission. SR 7 [CR +6], faerie fire 1/day, +10' speed, +1 size to primary attack. That equals one step on chart if 1d6 or less, 2 steps if 1d8 or more.
- At 2nd level and each level thereafter, the monster tactician can add one monster from the expanded summon monster list to her list of available summoned creatures. She can add a new option to any summon monster spell she can cast at the time she chooses the monster; once made, these choices cannot be changed. Choices:
5th: Great level
- Styracosaurus: Wow, very good charge damage. Could be crazy when summoning multiple. Interesting combat reflexes option.
6th: Animate Dream seems crazy
- Animate Dream: 6d8 damage and a curse as a touch attack at +16, plus some good spells?
- Protean, Naunet: The confuse ability means opponents are likely to fail a save at some point and target the naunet once they are confused
7th: Good options here
- Contract Devil (Phistophilus): Tons of utility spells, tons of skills, good damage, very creepy. I'd take this as a planar binding too.
- Demon, Kalavakus : Auto-stagger opponents with high damage, etc.
- Angel, Movanic Deva: Whoa, 7/day Cure Serious Wounds, crazy good defenses, lots of support spells
Summon Tactics (Su): At 5th level, every time a monster tactician casts a summoning spell, she can choose any one teamwork feat she knows. All creatures summoned by the spell are treated as if they had the chosen feat for all purposes, without needing to meet any prerequisites. At 8th level and again at 16th level, the number of teamwork feats that she can choose when casting a summoning spell increases by 1. She cannot choose the same feat twice. At 20th level, all creatures summoned by the spell are treated as if they knew all of the monster tactician’s teamwork feats. This ability replaces discern lies, second judgment, third judgment, slayer, and true judgment.
equal to its CR +6, +1 if >= 5 HD
Speed: gains a +10-ft. bonus to all speeds;
Attacks: the damage dice for one primary natural weapon increases as if the creature were one size larger (if the creature has more than one primary attack, the increased damage is applied to the first attack type it has from this list: bite, claw, slam, gore, talon, sting); That equals one step on chart if 1d6 or less, 2 steps if 1d8 or more.
Spell-Like Abilities:
DC 10 + the primordial creature’s Charisma bonus + spell level.
primordial augmented velociraptor, lvl 3:
Primordial
Init +7
[dice = to hit bite] 1d20 + 6 [/dice]
[dice=damage, primordial] 1d6 + 3[/dice]
[dice = to hit talon] 1d20 + 6 [/dice]
[dice=damage] 1d6 + 3[/dice]
[dice = to hit talon] 1d20 + 6 [/dice]
[dice=damage] 1d6 + 3[/dice]
Str 21[17], Dex 17, Con 25[21], Int 2, Wis 14, Cha 14
HP: 28[22]
AC/T/FF: 15/14/12
SR: 8
CMD: 17[15]
F/R/W: +8[6]/6/3
Move, primordial: 90'
Senses: low-light vision, scent
Perception: +10
Feats: Leaping charge, weapon finesse
primordial augmented giant porcupine, lvl 3:
Primordialgiant porcupine
Init +1
[dice = to hit tail slap] 1d20 + 7 [/dice]
[dice=damage, primordial] 3d6 + 5[/dice]
Str 21[17], Dex 12, Con 20[16], Int 2, Wis 13, Cha 5
HP: 28[22]
AC/T/FF: 13/11/12
SR: 8
CMD: 17[16] +4 vs. trip
F/R/W: +8[6]/6/2
Move, primordial: 50'
Senses: low-light vision, scent
Perception: +6
Feats: Agile Maneuvers, Lightning Reflexes
Quills: Any creature attacking a giant porcupine with light or one-handed melee weapons, natural weapons, or an unarmed strike takes 1d3 points of piercing damage. A creature that grapples a giant porcupine takes 2d4 points of piercing damage each round it does so.
augmented magmin, lvl 4:
Magmin
CN Small outsider (elemental, extraplanar, fire)
Init +0
[dice = touch to hit fire]1d20 +3[/dice]; 1 fire plus burn (1d6, DC 14)
or
[dice = to hit slam, power attack]1d20 +9 -2[/dice]
[dice=damage, power attack]1d6 +5+4[/dice]; plus burn (1d6, DC 14)
Str 15[19], Dex 11, Con 15[19], Int 8, Wis 10, Cha 10
HP: 30[38]
Fort +6[8], Ref +4, Will +3
AC 17, touch 11, flat-footed 17 (+6 natural, +1 siz); CMD 15
DR 5/magic; Immune elemental traits, fire
Weaknesses vulnerable to cold
Heated Flesh (Ex) Any metal weapon striking a magmin must succeed at a DC 14 Fortitude save or melt and gain the broken condition. Another strike by the same weapon causes the metal weapon to be destroyed if it fails a second save. Wood weapons are destroyed after only one failed save. Unarmed and natural attacks made against the magmin deal 1 point of fire damage to the attacker. The save DC is Constitution-based.
Searing Aura (Ex) A magmin radiates extremely high temperatures, and any creature that starts its turn within 20 feet of a magmin must succeed at a DC 14 Fortitude save or take 1d6 points of fire damage. The save DC is Constitution-based.
Senses darkvision 60 ft.; Perception +7
Speed 30 ft.
Senses: darkvision 60 ft
Perception: +7
augmented crysmal, lvl 4:
Crysmal
CN Small outsider (earth, elemental)
Init +2
[dice=to hit sting, augmented]1d20 +7 +2[/dice]
[dice=damage, augmented]2d6 +3 +2[/dice]
or 1/day shard spike, range increment 60'
[dice=to hit shard spike]1d20 +7[/dice]
[dice=damage, bludgeoninge]3d6[/dice]
[dice=damage, piercing, adjacent]1d4[/dice]
*Reduces main attack by 1d6
Str 15[19], Dex 14, Con 13[17], Int 6, Wis 13, Cha 14
HP: 26[30]
Fort +7[9], Ref +8, Will +2
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size); CMD 17 (29 vs. trip)
DR 5/bludgeoning; Immune cold, fire; Resist electricity 10
Senses darkvision 60 ft., crystal sense; Perception +11
Crystal Sense (Sp) Crysmals can sense the presence of any crystals or gems within 30 feet as if using the scent ability.
Speed 30 ft., burrow 20 ft.
Skills Acrobatics +9, Climb +9, Perception +11, Stealth +13 (+15 in rocky areas); Racial Modifiers +2 Stealth in rocky areas
primordial augmented giant scorpion, lvl 4:
PrimordialGiant Scorpion
Note: Not from special summoning list
Init +0
Space 10 ft., Reach 10 ft.
[dice = to hit claw] 1d20 + 8[/dice]
[dice=damage, primordial] 1d8 + 6[/dice]; +grab
[dice = to hit claw] 1d20 + 8 [/dice]
[dice=damage, primordial] 1d8 + 6[/dice]; +grab
[dice=grab]1d20+14[/dice], if a claw hits
If a grab succeeded...
[dice=constrict, primordial]1d8+6[/dice]
[dice = to hit sting] 1d20 + 8 [/dice]
[dice=damage, primordial] 1d6 + 4[/dice]; +poison
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Str 19[23], Dex 10, Con 16[20, Int —, Wis 10, Cha 2
hp 47 (5d8+15+10)
AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
Immune mind-affecting effects
DR 5/cold iron[Primordial]
CMD 18 (30 vs. trip)
Fort +7[9], Ref +1, Will +1