Casamir Azmeren

Thurrios the Forgiving's page

506 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Thurrios

Race

Ifrit

Classes/Levels

Immolator / 4 (AC: 16 [T: 11 FF: 15] | HP: 35/35(0NL) | F+6, R+4, W+6 | Init: +9 |Perc: +11)

Gender

Male

Size

Medium (5'9", 135lb)

Special Abilities

Judgement 2/2; 1st 4/4 2nd 2/2

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Elven, Ignan

Occupation

Redeemer

Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Thurrios the Forgiving

Party Loot:

  • Ring of Featherfall
  • Phylactery of Faithfulness
  • an uncut garnet
  • loose coins valued at about 47 gp in total
  • small heavy mace +1
  • MW dagger
  • Courts of Stone and Flame, a mwk book found in the library that improves Knowledge (planes) checks pertinent to geniekind by +4; further study might yield more information
  • 12 suits of red MW Scale Mail (Pactmaster Chitin Armor)

    Items in bold detect as magic

  • Full Stats 4:

    Thurrios the Forgiving
    Male ifrit inquisitor (immolator) of Sarenrae 4 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 128, Pathfinder RPG Bestiary 2 160)
    NG Medium outsider (native)
    Init +9; Senses darkvision 60 ft.; Perception +11
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
    hp 35 (4d8+12)
    Fort +6, Ref +4, Will +6
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +6 (1d4/19-20) or
    light mace +6 (1d6) or
    tempest +7 (1d6+4/18-20)
    Special Attacks judgment 2/day
    Inquisitor Spell-Like Abilities (CL 4th; concentration +6)
    At will—detect alignment
    Inquisitor (Immolator) Spells Known (CL 4th; concentration +6)
    2nd (2/day)—cure moderate wounds, see invisibility
    1st (4/day)—cure light wounds, expeditious retreat, litany of sloth[UC] (DC 13), true strike
    0 (at will)—acid splash, brand[APG] (DC 12), detect magic, disrupt undead, guidance, read magic
    Domain Redemption inquisition
    --------------------
    Statistics
    --------------------
    Str 10, Dex 17, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +3; CMB +3; CMD 16
    Feats Dervish Dance[ISWG], Escape Route[UC], Weapon Finesse
    Traits blade of mercy, missionary
    Skills Acrobatics -3 (-7 to jump), Bluff +4, Climb -2, Craft (armor) +5, Craft (weapons) +5, Diplomacy +6, Disguise +4, Intimidate +9, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Perform (dance) +6, Sense Motive +10, Spellcraft +5, Stealth +4, Survival +6; Racial Modifiers +2 Craft (armor), +2 Craft (weapons)
    Languages Common, Elven, Ignan
    SQ fire in the blood, forge-hardened, judgment of immolation, monster lore +2, patient sensibility, redeemer’s mercy, solo tactics, stern gaze +2, track +2, wildfire heart
    Other Gear scale mail, heavy wooden shield, tempest, dagger, light mace, inquisitor's kit[UE], 246 gp
    --------------------
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Dervish Dance Use Dex modifier instead of Str modifier with scimitar
    Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
    Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
    Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
    Forge-Hardened +2 to saves to resist fatigue and exhaustion.
    Inquisitor (Immolator) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

    Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
    Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
    Judgment of Immolation -5 (Su) Reduce target's fire resistance by listed amount.
    Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
    Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
    Redeemer’s Mercy (Su) Any weapon you wield gains the merciful magic weapon power for as long as you wield it.
    Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
    Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
    Track +2 Add the listed bonus to survival checks made to track.
    Wildfire Heart +4 racial bonus on initiative

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

    Full Stats 3:

    Thurrios the Forgiving
    Male ifrit inquisitor (immolator) of Sarenrae 3 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 126, 128)
    NG Medium outsider (native)
    Init +9; Senses darkvision 60 ft.; Perception +10
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
    hp 27 (3d8+9)
    Fort +5, Ref +4, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +5 (1d4/19-20) or
    light mace +5 (1d6) or
    tempest +6 (1d6+4/18-20)
    Special Attacks judgment 1/day
    Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
    At will—detect alignment
    Inquisitor (Immolator) Spells Known (CL 3rd; concentration +5)
    1st (4/day)—cure light wounds, expeditious retreat, litany of sloth[UC], true strike
    0 (at will)—acid splash, brand[APG] (DC 12), detect magic, disrupt undead, guidance, read magic
    Domain Redemption inquisition
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +2; CMB +2; CMD 15
    Feats Dervish Dance[ISWG], Escape Route[UC], Weapon Finesse
    Traits blade of mercy, missionary
    Skills Acrobatics -3 (-7 to jump), Bluff +4, Climb -2, Craft (armor) +5, Craft (weapons) +5, Diplomacy +6, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +10, Perform (dance) +6, Sense Motive +9, Spellcraft +5, Stealth +3, Survival +6; Racial Modifiers +2 Craft (armor), +2 Craft (weapons)
    Languages Common, Elven, Ignan
    SQ fire in the blood, forge-hardened, judgment of immolation, monster lore +2, patient sensibility, solo tactics, stern gaze +1, track +1, wildfire heart
    Other Gear scale mail, heavy wooden shield, tempest, dagger, light mace, inquisitor's kit, 246 gp
    --------------------
    Special Abilities
    --------------------
    Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Dervish Dance Use Dex modifier instead of Str modifier with scimitar
    Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
    Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
    Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
    Forge-Hardened +2 to saves to resist fatigue and exhaustion.
    Inquisitor (Immolator) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

    Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
    Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
    Judgment of Immolation -5 (Su) Reduce target's fire resistance by listed amount.
    Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
    Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
    Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
    Track +1 Add the listed bonus to survival checks made to track.
    Wildfire Heart +4 racial bonus on initiative

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    Full Stats 2:

    Thurrios the Forgiving
    Male ifrit inquisitor (immolator) of Sarenrae 2 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 126, 128)
    NG Medium outsider (native)
    Init +9; Senses darkvision 60 ft.; Perception +8
    --------------------
    Defense
    --------------------
    AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
    hp 19 (2d8+6)
    Fort +5, Ref +3, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +4 (1d4/19-20) or
    light mace +4 (1d6) or
    tempest +2 (1d6+1/18-20)
    Special Attacks judgment 1/day
    Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
    At will—detect alignment
    Inquisitor (Immolator) Spells Known (CL 2nd; concentration +4)
    1st (3/day)—cure light wounds, litany of sloth[UC], true strike
    0 (at will)—acid splash, detect magic, disrupt undead, guidance, read magic
    Domain Redemption inquisition
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +1; CMB +1; CMD 14
    Feats Weapon Finesse
    Traits blade of mercy, missionary
    Skills Acrobatics -3 (-7 to jump), Craft (armor) +5, Craft (weapons) +1, Diplomacy +6, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +8, Perform (dance) +6, Sense Motive +9, Spellcraft +5, Stealth +1, Survival +6; Racial Modifiers +2 Craft (armor), +2 Craft (weapons)
    Languages Common, Elven, Ignan
    SQ fire in the blood, forge-hardened, judgment of immolation, monster lore +2, patient sensibility, stern gaze +1, track +1, wildfire heart
    Other Gear scale mail, heavy wooden shield, tempest, dagger, light mace, inquisitor's kit, 246 gp
    --------------------
    Special Abilities
    --------------------
    Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
    Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
    Forge-Hardened +2 to saves to resist fatigue and exhaustion.
    Inquisitor (Immolator) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

    Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
    Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
    Judgment of Immolation -5 (Su) Reduce target's fire resistance by listed amount.
    Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
    Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
    Track +1 Add the listed bonus to survival checks made to track.
    Wildfire Heart +4 racial bonus on initiative

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    Full Stats 1:

    Thurrios the Forgiving
    Male ifrit inquisitor (immolator) of Sarenrae 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 126, 128)
    NG Medium outsider (native)
    Init +7; Senses darkvision 60 ft.; Perception +8
    --------------------
    Defense
    --------------------
    AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
    hp 11 (1d8+3)
    Fort +4, Ref +3, Will +4
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee dagger +1 (1d4/19-20) or
    light mace +1 (1d6)
    Special Attacks judgment 1/day
    Inquisitor (Immolator) Spells Known (CL 1st; concentration +3)
    1st (2/day)—cure light wounds, true strike
    0 (at will)—acid splash, detect magic, disrupt undead, read magic
    Domain Redemption inquisition
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +0; CMB +0; CMD 13
    Feats Weapon Finesse
    Traits blade of mercy, missionary
    Skills Acrobatics -3 (-7 to jump), Craft (armor) +1, Craft (weapons) +1, Diplomacy +6, Intimidate +1, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Perform (dance) +5, Sense Motive +9, Survival +6; Racial Modifiers +2 Craft (armor), +2 Craft (weapons)
    Languages Common, Elven, Ignan
    SQ fire in the blood, forge-hardened, judgment of immolation, monster lore +2, patient sensibility, stern gaze +1, wildfire heart
    Other Gear scale mail, heavy wooden shield, dagger, light mace, inquisitor's kit, 246 gp
    --------------------
    Special Abilities
    --------------------
    Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
    Forge-Hardened +2 to saves to resist fatigue and exhaustion.
    Inquisitor (Immolator) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

    Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
    Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
    Judgment of Immolation -5 (Su) Reduce target's fire resistance by listed amount.
    Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
    Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
    Wildfire Heart +4 racial bonus on initiative

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    Full Stats:

    Thurrios the Forgiving
    Male Ifrit Inquisitor (Immolator) 1 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Advanced Race Guide 0, 0)
    NG Medium outsider (native)
    Init +7; Senses darkvision 60 ft.; Perception +8
    --------------------
    Defense
    --------------------
    AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
    hp 11 (1d8+3)
    Fort +4, Ref +3, Will +4
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee scimitar +0 (1d6/18-20)
    Spell-Like Abilities (CL 1st; concentration +1)
    1/day—second chance
    Inquisitor (Immolator) Spells Known (CL 1st; concentration +3):
    1st (2/day)—cure light wounds, true strike
    0 (at will)—acid splash, detect magic, disrupt undead, read magic
    Domain Redemption Inquisition
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +0; CMB +0; CMD 13
    Feats Weapon Finesse
    Traits blade of mercy, missionary
    Skills Craft (armor) +1, Craft (weapons) +1, Diplomacy +6, Intimidate +1, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Perform (dance) +5, Sense Motive +9, Survival +6; Racial Modifiers +2 Craft (armor), +2 Craft (weapons)
    Languages Common, Elven, Ignan
    SQ fire in the blood, forge-hardened, judgement 1/day, judgement of immolation, monster lore +2, patient sensibility, stern gaze, wildfire heart
    Other Gear scale mail, heavy wooden shield, scimitar, inquisitor's kit, 38 gp
    --------------------
    Special Abilities
    --------------------
    Blade of Mercy No penalty when inflicting nonlethal damage with a slashing weapon, +1 to nonlethal damage inflicted with a slashing weapon.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
    Forge-Hardened +2 to saves to resist fatigue and exhaustion.
    Inquisitor (Immolator) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

    Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even
    Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
    Judgement of Immolation -5 (Su) Reduce target's fire resistance by listed amount.
    Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
    Patient Sensibility (Su) You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
    Wildfire Heart +4 racial bonus on initiative

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

    Background:

    Thurrios’ parents were merchants in Oppara, although it was obvious from early on that he had a bit of fire in his bloodline from some unknown ancestor. Thurrios was raised watching his parents buying and selling silks and perfumes. The ladies must be well dressed for the theater, of course.

    His father tried to teach him the trade, but Thurrios was not interested. His father showed him art, but Thurrios was no artist. His father tried to teach him the way of the knife, but Thurrios favored the scimitar. His father tried to teach him wisdom, but Thurrios was rash.

    His mother tried to teach him compassion, and Thurrios listened. He listened to her tales of Sarenrae, The Dawnflower. How she brought the sun, and with it light to the darkest corners where evil dwelt. She taught him that even the most vile could be redeemed. She taught him to save the souls of friend and foe. But she also taught him that some were too far gone to be redeemed. The Rough Beast, and his followers, were not to be suffered to live. They were to be exterminated. The Dawnflower had even joined with Asmodeus, representing evil itself, to fight and subdue Rovagug. She taught him the dance of the warrior dervishes of the desert. His mother’s lessons sunk deep into his soul, and his father’s rolled off his back like the dew from a morning lilly.

    In his 19th summer, Thurrios left Oppara and headed into the wastelands to follow his purpose. That was four years ago. In that time, he has fought bandits, killed some and redeemed others. He has fought gnolls, killing them all, and redeeming none. He has defended a caravan against zombies. He has tended the sick after the village priest fell too ill to watch his flock. What he has not done is truly found his niche in the world.

    Lead In:

    “Perception is reality,” his father always said. “Thurrios the Forgiving,” they called him, because that was how they perceived him. If given the chance to choose his own moniker, “Thurrios the Redeemer,” might have been his choice, for he perceived himself as out to Redeem the wicked, and those who have fallen off the path of righteousness. However, those around him viewed it as weakness and thus called him “The Forgiving.” Forgiving, yes, but not all of them. The followers of the Rough Beast deserved no quarter, no redemption, no forgiving.

    All his life, he had known his purpose was to fight against the Rough Beast’s followers relentlessly. At the same time, he would redeem those who did not worship Rovagug, but who had fallen from the path of righteousness. Sarenrae showed him the way. She gave him passion, vision, martial prowess, healing powers, and a devotion and knowledge of purpose that was unusual in one his age. Sarenrae gave him food and a bed, for he would stay at the various church outposts while on his travels. Of course, age is just a number, even moreso to one gifted with the longevity of the planes-born, but still possessing the drive of the humans.

    Some weeks ago, he had been approached by a priestess and told that in the new village of Kelmarane, a temple of Sarenrae would be needed. She tasked him with going to the village and spreading the word of the Dawnflower, and if possible to establish a following and a church there.

    Thurrios took to this task like he has with many others, with passion. He has joined up with Garavel's band as a mercenary to pay his way and provide food on his path to Kelmarane.

    Skill Shortcuts:

    [dice=Acrobatics]1d20-3[/dice]
    [dice=Appraise]1d20+1[/dice]
    [dice=Bluff]1d20+4[/dice]
    [dice=Climb]1d20-2[/dice]
    [dice=Craft (armor)]1d20+5[/dice]
    [dice=Craft (weapons)]1d20+5[/dice]
    [dice=Diplomacy]1d20+6[/dice]
    [dice=Disguise]1d20+4[/dice]
    [dice=Escape Artist]1d20-3[/dice]
    [dice=Fly]1d20-3[/dice]
    [dice=Heal]1d20+2[/dice]
    [dice=Intimidate]1d20+9[/dice]
    [dice=Knowledge (arcana)]1d20+6[/dice]
    [dice=Knowledge (dungeoneering)]1d20+6[/dice]
    [dice=Knowledge (nature)]1d20+6[/dice]
    [dice=Knowledge (planes)]1d20+6[/dice]
    [dice=Knowledge (religion)]1d20+6[/dice]
    [dice=Perception]1d20+11[/dice]
    [dice=Perform(dance)]1d20+6[/dice]
    [dice=Ride]1d20-3[/dice]
    [dice=Sense Motive]1d20+10[/dice]
    [dice=Spellcraft]1d20+5[/dice]
    [dice=Stealth]1d20+4[/dice]
    [dice=Survival]1d20+6[/dice]
    [dice=Swim]1d20-6[/dice]

    Combat Shortcuts:

    Judgement adds +1 AC
    Judgement adds +0/+2
    Judgement adds +1/+0
    Judgement Fast Healing 2
    Judgement Fire Resist 4
    Dealing nonlethal adds +0/+1

    [dice=Initiative]1d20+9[/dice]

    [dice=Tempest Hit]1d20+6[/dice] 18-20/x2
    [dice=Tempest Damage]1d6+4+1+1d6[/dice] Nonlethal Damage

    [dice=Dagger Hit]1d20+5[/dice]
    [dice=Dagger Damage]1d4+1+1d6[/dice] Nonlethal Damage

    [dice=Light Mace Hit]1d20+5[/dice]
    [dice=Light Mace Damage]1d6+1d6[/dice] Nonlethal Damage

    [dice=Gauntlet Hit]1d20+5[/dice]
    [dice=Gauntlet Damage]1d3+1d6[/dice] Nonlethal Damage

    [dice=Fists Hit]1d20+5[/dice]
    [dice=Fists Damage]1d3[/dice] nonlethal;

    Healing Shortcuts:

    Judgment heals 2 per round

    [dice=CLW]1d8+4[/dice]

    [dice=CMW]2d8+4[/dice]

    Saving Throw Shortcuts:

    Judgement adds +1

    [dice=Fortitude]1d20+6[/dice]
    [dice=Reflex]1d20+4[/dice]
    [dice=Will]1d20+6[/dice]

    Ability Check Shortcuts:

    [dice=Strength]1d20[/dice]
    [dice=Dexterity]1d20+3[/dice]
    [dice=Constitution]1d20+2[/dice]
    [dice=Intelligence]1d20+1[/dice]
    [dice=Wisdom]1d20+2[/dice]
    [dice=Charisma]1d20+0[/dice]