Vampire Warrior

Runt PbP's page

261 posts. Alias of miteke.


Full Name

Runt

Race

| Diplomacy +4, Intimidate +5, Knowledge Religion +5, Perception +8, Sense Motive +9, Stealth +3, Survival +8

Classes/Levels

| Active Conditions: None

Gender

Female C/N Human Inquisitor(Monster Tactician)/1 | HP: 11/11 | AC Norm/Tch/FF 17/12/15 | CMB/CMD: +2/13 | F/R/W: +4/+1/+6 | Init: +1 | Speed 20 ft

Size

small

Deity

Lamashtu

Homepage URL

Rise of the Runelords

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 18
Charisma 10

About Runt PbP

Resource Tracking:

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Loot Held:
Summon Monster uses (7/day): 1
Inquisitor's Direction (Su) uses (7/day): 2
Level 1 Spell uses (2/day):

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Involved in Rise of the Runelords

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)/1
Deity Lamashtu

Faction Not Applicable

Str 16, +3 (10[race] +6[rolled])
Dex 12, +1 (10[race] +2[rolled])
Con 14, +2 (10[race] +4[rolled])
Int 12, +1 (10[race] +2[rolled])
Wis 18, +4 (12[race] +4[rolled] +2[free adjustment])
Cha 10, +0 (10[race] +0[rolled])

HP 10 (+8[1d8] +2[con] +1[favored class])
Init +1 (+1[dex])
Senses Normal
Perception +7
Size Small
Speed 20 ft. (armor)
Base Attack +0
Languages Common, Abyssal, Goblin

Defense:

CMD 13 (10 +0[BAB] +3[str] +1[dex] -1[size])

AC normal 17, touch 12, flat-footed 15 (10 +1[dex] +1[size] +5[scale mail])
Fort +4 (+2[con] +2[inquisitor])
Ref +1 (+1[dex] +0[inquisitor])
Will +6 (+4[wis] +2[inquisitor])

Special:

  • Offense:

    CMB 2(3) (+0[BAB] +3[str] -1[size] (+1)[monster hunter])

    Normal Attacks

  • +4(5)/1d6+3 Falchion [crit 19-20/x2; S) (+0[BAB] +3[str] +1[size] (+1)[monster hunter]/ 1d6 +3[str])
  • [dice = to hit]1d20 + 4[/dice]
  • [dice=damage]1d6 + 3[/dice]

    Ranged

  • +1(2)/1d10 Repeating Heavy Crossbow [rng: 120 ft;crit 19-20/x2; P] (+0[BAB] +1[dex] (+1)[monster hunter] / 1d8) Note: This is not in her possession yet.

    Specials

  • +1 aberrations and magical beasts[monster hunter]

  • Spells:

    Specials
  • Concentration +5 (+1[inquisitor], +4[wis])

    Spells Available per day:

  • Level 0: x
  • Level 1: 2 (1 +1[stat])

    Orisons DC 15

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Light: object touched, 10 min./level, 20' radius, +1 step up for an additonal 20'
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 DC 16

  • Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
  • Divine Favor: +1 luck bonus on attack and weapon damage rolls for every three caster levels you have
  • Heightened Awareness: personal, 10 minutes/level - wanted

  • Skills:

    Skill Ranks 8 = ((6+ 1[int] +1[human]) * 1[inquisitor level])

    Acrobatics -5 (+0[ranks] +1[dex] -6[ACP])
    Appraise +1 (+0[ranks] +1[int])
    Bluff +0 (+0[ranks] +0[cha] +3[class])
    Climb -3 (+0[ranks] +3[str] +3[class] -6[ACP])
    Craft +1 (+0[ranks] +1[int] +3[class])
    Diplomacy +4 (+1[ranks] +0[cha] +3[class])
    Disable Device N/A (+0[ranks] +1[dex] -0[ACP])
    Disguise +0 (+0[ranks] +0[cha] +3[class])
    Escape Artist -5 (+0[ranks] +1[dex] -6[ACP])
    Fly -5 (+0[ranks] +1[dex] -6[ACP])
    Handle Animal N/A (+0[ranks] +0[cha])
    Heal +4 (+0[ranks] +4[wis] +3[class])
    Intimidate +5 (+1[ranks] +0[cha] +3[class] +1[stern gaze])
    Knowledge
    - arcana N/A (+0[ranks] +1[int] +3[class] (+4)[mlore])
    - dungeoneering N/A (+0[ranks] +1[int] +3[class] (+4)[mlore])
    - engineering N/A (+0[ranks] +1[int] (+4)[mlore])
    - geography N/A (+0[ranks] +1[int] (+4)[mlore])
    - history N/A (+0[ranks] +1[int] (+4)[mlore])
    - local N/A (+0[ranks] +1[int] (+4)[mlore])
    - nature N/A (+0[ranks] +1[int] +3[class] (+4)[mlore])
    - nobility N/A (+0[ranks] +1[int] (+4)[mlore])
    - planes N/A (+0[ranks] +1[int] +3[class] (+4)[mlore])
    - religion +5(9) (+1[ranks] +1[int] +3[class] (+4)[mlore])
    Linguistics N/A (+0[ranks] +1[int], bonus language(s): goblin)
    Perception +8 (+1[ranks] +4[wis] +3[class])
    Perform +0 (+0[ranks] +0[cha])
    Profession
    - Soldier +8 (+1[ranks] +4[wis] +3[class])
    Ride -5 (+0[ranks] +1[dex] +3[class] -0[ACP])
    Sense Motive +8 (+1[ranks] +4[wis] +3[class] +1[stern gaze])
    Sleight of Hand N/A (+0[ranks] +1[dex] -0[ACP])
    Spellcraft N/A (+0[ranks] +1[int] +3[class])
    Stealth +3 (+1[ranks] +1[dex] +4[size] +3[class] -6[ACP])
    Survival +8 (+1[ranks] +4[wis] +3[class])
    Swim -3 (+0[ranks] +3[str] +3[class] -6[ACP])
    Use Magic Device N/A (+0[ranks] +0[cha])

    Notes:


  • Gear:

    Falchion
    Scale mail
    Inquisitor's Kit (15 gp, minus manacles)
    1 Alchemist's fire
    53 gp

    Racial Traits, Traits:

    Human Specials
  • +1 skill per level
  • +1 feat
  • 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.

  • Class Abilities:

    Inquisitor Abilities
  • Tactics Inquisition
  • - 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). 7/day (3 +4[wis])
  • Monster Lore
  • Stern Gaze

    Monster Tactician

  • Summon Monster (Sp): Summon Monster ((lvl+1)/2) as spell-like ability standard action 7/day 3 +4[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.
  • 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.

  • Feats:

    Feats
  • 1) Spell focus - Conjuration
  • 1H) Augmented Summoning

  • primordial augmented dog:

    Init +1
    [dice = to hit]1d20 + 4[/dice]
    [dice=damage, primordial]1d6 + 3[/dice]
    HP: 8
    AC: 13
    SR: 7
    Move: 40'
    low-light vision, scent; Perception +8

    primordial augmented eagle:

    Init +2
    [dice = to hit talon] 1d20 + 3 [/dice]
    [dice=damage, primordial] 1d6 + 2[/dice]
    [dice = to hit talon] 1d20 + 3 [/dice]
    [dice=damage, primordial] 1d6 + 2[/dice]
    [dice = to hit bite] 1d20 + 3 [/dice]
    [dice=damage, primordial] 1d4 + 2[/dice]
    HP: 7
    AC: 14
    SR: 7
    Move: 80' flight, average man.
    low-light vision
    Senses low-light vision; Perception +10