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The Aspis Consortium and Vanji Prospectors’ Guild may have allied to extract valuable minerals from the tropical Kaava Lands, yet their endeavor also threatens to release a fiend sealed beneath the nearby ruins. The Pathfinder Society and its new friends have strangled the operation economically, causing most of the workers to abandon the dig. However, a dedicated corps is trying to dig out one last lucrative (and perilous) haul before evacuating the site. The PCs range deep into the jungles alongside their grippli allies to stop the Aspis—and perhaps confront the same fiend imprisoned millennia ago. Contents in “The Ghol-Gan Heresy” also contribute directly to the ongoing storyline of the Exchange faction.
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior. Will they uncover the mastermind behind the plot and put an end to this madness, or will they instead fall victim to the primal magic and savage tribes of Mana Wastes mutants that beleaguer the city?
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior. Will they uncover the mastermind behind the plot and put an end to this madness, or will they instead fall victim to the primal magic and savage tribes of Mana Wastes mutants that beleaguer the city?
Adventure Synopsis:
__________ More than a hundred years ago, Delbera Axebringer—a mighty warrior and dwarven leader—slew the necromancer Audalot Karexin. Now, descendants of the Axebringer clan are vanishing, dragged screaming into the darkness by the animated bodies of their fallen kin. The Axebringers and their hometown of Davarn need heroes to break this family curse. What mysteries lie sealed within Delbera Axebringer's ancient abandoned fortress? And what challenges lurk along the Blighted Path winding through the Darklands beneath Golarion's surface? "Down the Blighted Path" is a deluxe adventure for 5th-level characters, and includes 64 action-packed pages of exciting battles, supernatural mysteries, and monstrous foes, plus a gorgeous double-sided poster map featuring an overview of the dwarven trading post of Davarn and a miniatures-scale battlemap! The author of this adventure, Monica Marlowe, was the winner of the 2015 RPG Superstar contest, in which hundreds of unpublished authors competed for the chance to write a Pathfinder Module. In addition to her adventure, this book contains a host of new monsters and magic items designed by the contest's runners-up. Players can expect to reach 7th level upon completion of this adventure—if they can survive its deadly haunts, Darklands horrors, and furious villains both living and undead!
The society sanctioning document for this module states:
__________ All players must use an existing Pathfinder Society character (without modification) within the legal character levels range for the specific sanctioned portion of the adventure being played. Alternatively, you may play the entirety of Down the Blighted Path, afterward receiving credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the module are not bound to the rules of the Pathfinder Society Roleplaying Guild campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters playing in this alternative format may not play in the same adventure.
Does the group have a preference? PFS style or campaign mode? Sanctioned Content:
If you play the whole thing and put all of the credit on a single character, there is also a bonus chronicle sheet for levels 7-9.
We have space for 1 or 2 more players in our ongoing play-by-post game. We're going to do with following scenarios next: PFS #8-09: Forged in Flame, Part 1: The Cindersworn Pact
This group has a great sense of humor, is respectful, enjoys RP, and cooperates really well. If this sort of group dynamic appeals to you, please give us a holler.
Levels 7-11 Scenario Synopsis:
As the Jistka Imperium decayed from within, its artificers and elementalists struggled to repel invaders from Osirion to the east. To channel their elemental power, the spellcasters constructed the mighty Citadel of the Weary Sky, but so much energy attracted a mighty fiend that crushed the tower. The Pathfinder Society knows that many of the mages escaped, but only recently and with the help of a new ally did it learn where they fled. Now the PCs set off for a forgotten Jistkan sanctuary where otherworldly forces now reign.
Mission Briefing:
“Welcome Pathfinders, please sit and be comfortable.” Venture- Captain Obo motions to various benches. A gentle breeze of sea air carries with it fragrances from the lush gardens surrounding Swordmeet Lodge. In the distance, the low rumble of the ocean surf echoes throughout the port city of Manaket on Rahadoum’s northern coast.
“Millennia ago, when Ahriman, the Lord of the Divs, attacked the famed Jaizun Citadel, a few of the resident arti cers and elementalists of the Jistka Imperium made their escape. Their whereabouts, and the secrets they took with them, were lost to the desert sands and the ages. Soon after, the Citadel of the Weary Sky, as the Jaizun Citadel became known, was demolished by a fierce elemental storm.” Obo glances over to the thin man standing to his side, “The Sapphire Sage, Amenopheus, is lending a hand in the nascent partnership between the Pathfinder Society and the Concordance of Elements. This new alliance is already beginning to bear fruit. The Concordance was particularly interested in the information we had about the Citadel of the Weary Sky. Recently, they detected an unusual elemental energy to the south, in the Napsune Mountains, and asked us to investigate this disturbance.” Amenopheus clasps his robes tightly about himself, “We have long suspected that the Jistkan refugees from the citadel may have made their way into the mountains and constructed a hidden stronghold there. There appears to be some connection between this refuge and the elemental storms that battered the Citadel of the Weary Sky. This connection made our new friends in the Concordance of Elements nervous; they do not wish a resurgence of violent elemental storms any more than we do. Now that we’ve identified this lingering elemental imbalance, it must be corrected.” Obo steels his gaze, “If we’ve truly discovered the ancient elementalists’ retreat, then it may well pose a very real danger. Our alliance with the Concordance is tentative at best and I wish to show our goodwill, but I cannot in good conscience order you to investigate. Instead, I offer you the right of first refusal—more an invitation—to explore.” Obo withdraws a map from a scroll tube. “The Concordance gave us this map to the location of the disturbance. An ancient Jistkan mechanism blocks the entrance. The Concordance was unable to gain passage, but described it as some kind of sealed portal. From my collection of Jistkan puzzle-boxes, I’d wager it will take keen minds, such as you possess, to unlock this portal and gain entry.” Venture-Captain Obo holds out the map. “If you are all in agreement, then good luck, Pathfinders. May the gods look down upon you and grant you good fortune.”
You may ask either the Venture-Captain or Amenopheus questions. You may also attempt a Knowledge (history) or Knowledge (planes) (pick one) check to see of you know relevant stuff.
The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches—rivals both past and present.
Please join me in congratulating Eric R.; he just reached his third GM star running scenario #7-17: "Thralls of the Shattered God" last night! He is a regular player, a frequent GM, a software developer, a pun enthusiast, and an all-around pillar of our gaming community. Congrats, Eric, and thank you for all that you do! :-)
Please join me in congratulating Kevin Baumann, our newest 1-Star GM in the Metro Boston Lodge! He has GMed 10 games in less than three months. Thank you Kevin for all that you do for the gaming community here and for organizing PFS at Hobby Bunker.
Pathfinders, We will start running the longer-format module The Dragon's Demand shortly for PFS credit. We currently have three players. We are looking for one more. Maybe two. We ask that you commit to posting at least two to three times a day on weekdays and at least once a day on weekends. The current party is: Agnes (Arcanist), Ethendril (Paladin), and Hotspur (Bard/Gunslinger). We will run the module in "campaign mode." (More information about that is below.) Post here if you'd like to join us. Thank you for your interest. GM Engleaktig Dragon's Demand synopsis:
____________________________________________________________
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned?
Campaign Mode: ____________________________________________________________
(1) You get chronicle sheets for the PFS-sanctioned parts of the module. If you do all three, AND you apply all three to the same character, then you get a bonus 4th chronicle sheet. In theory, this awards you a potential of four levels for completing the whole thing! The four chronicle sheets are applicable to ANY of your PFS characters at the following tiers: chronicle one--tier 1-3; chronicle two--tier 3-5; chronicle three--tier 5-7; chronicle four--tier 2 or tier 4 or tier 6. Yes, chronicle four is wacky and can ONLY be applied to a character at level 2, 4, or 6. I suggested applying the chronicles to a level 3 character. That way you can simply apply all four chronicles, in sequence, to that one character. No shenanigans. (2) You will play the character that you dotted for this module. BUT! You start at level one. Within the "confines" of this module, we will take you to level 7! (But you still only get the four chronicle sheets.) (3) Character creation guidelines: Just like PFS. Stick to that, and we're good.
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire. Please post your PFS info in this thread: Player Name:
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned? I request that players be able to post at least 2 to 3 times a day on weekdays and at least once a day on weekends, please. Thanks! :-)
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim's ancient draconic nemesis returned? I request that players be able to post at least 2 to 3 times a day on weekdays and at least once a day on weekends, please. Thanks! :-)
Pathfinders, We are in need of two players for this module. We are playing for PFS credit. We need one melee front-liner and one arcane and/or trap finding type. Level range 3-5. Please feel free to post here if you are interested in joining the group. It would be great if you could commit to posting at least once or twice a day during the week and once a day on the weekends. Thanks for your interest, GM Engleaktig More about the module: Paizo's product page for The Midnight Mirror.
____________________________________________________________ Synopsis: A horror and investigation adventure for 4th-level characters The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region? Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light. The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign.
The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?
Thistlebane, mcruggiero, dolgarth. We have room for two more.
Pathfinders, I'm looking for a few players to run through the entire Carrion Crown (RotR) Adventure Path (AP) for Pathfinder Core credit. If possible, I'd like to have a "traditional" party that generally follows the [combat, divine, arcane, skills] motif. If you stick with it, you will get PFS chronicle sheets for playing. Since this is being done as CORE, only the core rulebook, web traits, and the Carrion Crown Player's Guide are allowed for PC creation. A bit about Carrion Crown: Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries. Who wants to play? GM E
Pathfinders, I'm looking for a few players to run through the entire Carrion Crown (RotR) Adventure Path (AP) for Pathfinder Core credit. If possible, I'd like to have a "traditional" party that generally follows the [combat, divine, arcane, skills] motif. If you stick with it, you will get PFS chronicle sheets for playing. Since this is being done as CORE, only the core rulebook, web traits, and the Carrion Crown Player's Guide are allowed for PC creation. A bit about Carrion Crown: Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant’s return? Pathfinder’s darkest and most frightening campaign ever sets the heroes against the agents of Golarion’s most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries. Who wants to play? GM E
About Attai KahQuick View Stats for Combat:
Initiative: +7 (+2 Dex, +3 Wis, +2 trait bonus)
SPELLS
(Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots)
Attai's Background:
Attai has always been a mystery to his human parents, ex-adventurers though they be. Obviously of Sylph ancestry, his upbringing was dotted with equal parts strange occurence and wilful disobedience. A pensive child, given to thoughtful meanderings and inspired realisations, Attai has grown into a sombre and introspective individual. While his internal reality is full, and intense, his outward demeanor is still polite and toward, and he realises that others do not always require the relation of his mental meanderings.
It didn't help matters when his late great-uncle Galburia left him a remarkably ancient ancestral Keleshite Deck, said to have been created by a powerful outsider some ages past. Attai's mother was for burning the troublesome oracular deck, but his father calmed her down and let the boy be. Attai has spent many nights making readings and channeling the vicissitudinal spirits and agents of random chance and causality, gleaning small messages and keening the odd bit of intuitive aid. There is a thread he feels on the tip of his tongue, on the edge of his awareness - he just needs more time with the deck and in less prosaic situations. Some grand adventure might be just the ticket... STATS:
Ability Scores Score (bonus) (point buy) (racial creation bonus) (level up) Str : 14 (+2) (5) Dex: 14 (+2) (2) (+2 Sylph) Con: 11 (+0) (3) (-2 Sylph) Int: 10 (+0) (-2) (+2 Sylph) Wis: 16 (+3) (10) Cha: 12 (+1) (2) DEFENSE:
AC: 16, touch 12, flat-footed 14 (+3 armor, + 2 Dex, +1 shield, +0 size) HP: 17 (Full first level = 8, avg x2 = 8, +0 Con, +3 Favored Class, +4 Toughness)
OFFENSE:
Initiative: +7 (+2 Dex, +3 Wis, +2 trait) Speed 35 ft. Melee: Morningstar +4 1d8+3, x2 [BAB +2, Str +2] [+3 Strength, two handed] Spear +4 1d8+3, x2 [BAB +2, Str +2] [+3 Strength, two handed] Longspear +4 1d8+3, x3 [BAB +2, Str +2] [+3 Strength, two handed] Ranged
Base Atk: +2 CMB: +4 (+2 BAB, +2 str) CMD: 16 (10, +2 BAB, +2 str, +2 dex)
Favored Class Bonus Inquisitor: Hit points Feats:
[1 1st level, 1 3rd level, 1 Teamwork Feat]
Toughness Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Precise Strike
Point Blank Shot
SKILLS:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), , Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). Skills: (18 ranks= 6 x Inquisitor 3, +0 Int)
TRAITS :
Reactionary Benefit: You gain a +2 trait bonus on initiative checks. Harrow Chosen Benefit:You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. Sylph Racial Traits:
Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Medium Native Outsider Normal Speed: 30 ft movement Darkvision: 60 ft Spell-like ability Feather fall 1/day (caster level equal to total character level) Breeze-kissed Swirling winds circle the sylph, conferring a +2 racial bonus to AC against nonmagical ranged attacks. Can be calmed or renewed as a swift action. Once per day you can channel this wind into a single gust, making a bullrush or trip combat maneuver attempt against one creature within 30 feet. Whether successful or not this negates the AC bonus for another 24 hours. Like the Wind: +5 foot bonus to speed Languages: Common CLASS ABILITIES:
Weapon and Armor Proficiencies: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). Domain: Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spellcasting:
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier. An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.) Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Improvised Array
At 1st level, as long as the suit seeker has at least one card in her improvised array that matches her current judgment, she increases her effective inquisitor level by a number of levels equal to the number of matching cards for the purpose of determining that judgment's effects. Suits and related Judgments
Spoiler:
Suit--Judgment--Ability Books--Piercing--Intelligence Crowns--Smiting--Charisma Hammers--Destruction--Strength Keys--Protection--Dexterity Shields--Resiliency--Constitution Stars--Healing--Wisdom Judgment 1/day
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze : Add ½ level to Intimidate and Sense Motive Cunning Initiative (Ex)
Eye of the Harrow (Su)
If a card matches the alignment of an enemy within 60 feet on both alignment axes, the card glows brightly and the inquisitor gains a +1 sacred bonus on attack rolls and damage rolls against enemies of the matching alignment. This ability replaces detect alignment. Track
Solo Tactics (Ex)
Teamwork Feat
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. 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. 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. 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). GEAR:
Weapons: Melee: Morningstar 1d8 x2 (B,P), 8 gp, 6 lbs Longspear 1d8 x3 (P), 5 gp 9 lbs Spear 1d8 x2 ℗, 2 gp 6 lbs. Dagger 1d4 19-20, 2cp 1 lb. Ranged:
Armor:
Skill Equipment: Miscellaneous:
Total equipment cost: (97.2gp)
Capacity: 175 lbs; less than 58 lbs = light load. Carrying 57 lbs. Load: Medium
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