About ThorolfThorolf Thurgonson
Ability Scores:
Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 12 (+1) Wis 13 (+1) Cha 14 (+2) --------------------- Combat Abilities --------------------- Character Defenses:
AC: 16 (+4 Chain Shirt, +2 Dex)
Fort Save: +5 (2 Base, +3 Con)
Attacks:
[b]Base Melee Attack: +3 (+0 BaB +3 str) Base Ranged Attack: +2 (+0 BaB +2 dex) Greatsword: +3 19-20/x2 (2d6+3) (+3 BaB)
----------------- Skills & Feats ----------------- Skills:
Acrobatics +2 Appraise +1 Bluff +6 (1, +2 Cha, +3 Class Skill) Climb +3 Craft N Diplomacy +6 (1, +2 Cha, +3 Class Skill) Disable Device N Disguise +2 Escape Artist +2 Fly Handle Animal N Heal +1 Intimidate +10 (1+5 Cha/Str +3 Class Skill, +1 Class Ability) Knowledge (Religion) +5 (1 +1 Int, +3 Class Skill) Linguistics Perception +5 (1 +1 Wis +3 Class Ability) Perform +1 Profession N Ride +2 Sense Motive +5 (1 +1 Wis, +3 Class Ability) Sleight of Hand +2 Stealth +7 (1 +2 Dex, +3 Class Ability, +1 trait) Survival +5 (1 +1 Wis, +3 Class Ability) Swim +3 Feats:
1st lvl: Intimidating Gaze You can demoralize an opponent as a swift action if this is the first time you have attempted to demoralize a given opponent in this combat (Open Design’s Cavalier’s Creed) 1st lvl Human Bonus: Toughness +3 HPs, +1 / lvl Bonus campaign Feat: Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Traits:
Religious Trait: Veteran of Battle: You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round. Combat Trait: Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves. Highlander (hills or mountains):
--------------- Class Features --------------- Inquisitor Class Abilities: Domain – Destruction (Sub-Catastrophe):
Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks. Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Deadly Weather (Su): At 8th level, you can unleash a furious call to the heavens, summoning forth an everchanging storm of destruction for a number of rounds per day equal to your cleric level. This storm has a radius of 5 feet per cleric level. Each round, the storm has one of the following effects: driving rain (–4 on all Perception checks and ranged attack rolls), howling winds (–8 on Fly skill checks and ranged attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects depending on the weather might also apply (at the GM’s discretion). You choose which effect takes place each round, but no effect may be repeated on the following round. These rounds do not need to be consecutive. Judgements:
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. 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. 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). 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:
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). ---------------
0 lvl:
(Unlimited; Save DC: 11)
Brand - Casting Time 1 standard action Components V, S, DF EFFECT
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed. Daze
EFFECT
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Detect Magic
EFFECT
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Read Magic
EFFECT
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
1st lvl:
(2 / day; DC 12)
Ear Piercing Scream Casting Time 1 standard action Components V, S EFFECT
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. Interrogation
EFFECT
You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.
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Funds: 4 gold, 5 silver Worn:
Greatsword (8 lbs) Shortbow (2 lbs) Arrows (40) ( Dagger (1 lbs) Cold Weather Outfit (7 lbs) Furs (5 lbs) Chain Shirt (25 lbs) Backpack Backpack:
Flint & steel Manacles (2 lbs) 50 ft Rope, silk (5 lbs) Silver Holy Symbol (1 lb) Winter Blanket (3 lbs) Rations x5 (5 lbs) Total weight carried: 68 lbs - 76 lb light load limit |