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Tribben Bellis's page

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Full Name

Tribben Belliss

Race

Halfling

Classes/Levels

Wizard (spell sage) 1| Inquisitor(Sin Eater) 1

Gender

Male

Size

Small

Age

26

Alignment

NG

Languages

common, halfling,dwarven,elven,goblin,orc

Strength 8
Dexterity 16
Constitution 13
Intelligence 16
Wisdom 14
Charisma 14

About Tribben Bellis

Male Halfling Wizard/Inquisitor (Spell sage/Sin Eater) 1/1
NG Small humanoid (halfling)
Init +3; Senses Perception +4
Favored class: Skill
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DEFENSE
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AC 14, touch 14, flat-footed 11 (armor +0,Shield +0,Dex +3, size +1)
hp 16 (1d6+1,1d8+1)
Fort +4, Ref +4, Will +7

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OFFENSE
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Speed 20 ft.
Melee:Quarterstaff +0 (1d4-1 damage 20x2)
Ranged: Heavy Crossbow +3 (1d8 damage 19-20x2)
Secondary weapons: Dagger +0M/ +3 ranged 10 ft(1d3-1)
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STATISTICS
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Str 8, Dex 16, Con 13, Int 16, Wis 14, Cha 14
Base Atk +0; CMB -1 ; CMD 12
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Feats
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Scribe scroll (lvl 1 wizard)
Skill focus: Spellcraft (lvl 1 charector)
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SKILLS
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Class Skills (trained) -
Knowledge Arcana +8
Knowledge Dungeoneering - +7
Knowledge Engineering +8
Knowledge History +7
Knowledge Local - +7
Knowledge Planes +7
Knowledge Religion - +7
Linguistics - +7
Spellcraft +11
Sense Motive - +7
Perception - +8
Use magic Device - +7

Untrained skills
Acrobatics +9, bluff +2,diplomacy+2,heal+2,intimidate+2,perception+4,Sense motive+2,Stealth+7,Survival+2

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TRAITS
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Artifact Hunter: You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a 1 trait bonus on Spellcraft checks to identify the properties of magic items and a 1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

Resilient Caster: Your great force of will makes your magic harder to dispel. Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.

Languages Common, halfling,dwarven,elven,goblin,orc
Combat Gear: Quarterstaff,Dagger, Heavy crossbow, 10 bolts

Other Gear:Backpack, Bedroll, blanket, ink, inkpen, parchments x6 scrollcase x2 Beltpouch, 3 days rations, 5 torches
Assets 12 gp, 9 sp 95 cp
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SPECIAL ABILITIES
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Focused Spells (Su)

At 1st level, once per day the spell sage’s understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level.

This ability replaces arcane bond.

Spell Study (Su)

At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.

At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level).

This ability replaces arcane school.
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.

Judgements:
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 (Ex)

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 (Ex)

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).

Eat Sin (Sp)

At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).

Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.

At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.

At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.

This ability replaces an inquisitor’s domain.

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SPELLS
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WIZARD
Spells per day - 0 level - 3 memorized, usage unlimited
1 level - 2 memorized

SPELLS KNOWN -
0 - Level - All from CRB
1 - level - Shield (CRB), Burning hands (CRB), Expiditious Retreat (CRB), Ray of Enfeeblement (CRB), Enlarge Person (CRB)
Expiditious Construction (Pathfinder Player Compendium Arcane Anthology)
INquisitor
Spells per day - 0 level - 4 prepared (memorized not expended)
0 level - known All
1 - level - 2 prepared
1- level - Known - Doom Ear Peircing Scream
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Halfling Racial Traits
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Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

DEFENSE
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
OFFENSE
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
SKILL
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

BACKGROUND -The first thing one notices about the tiny halfling wizard Tribben is that for a slip from Cheliax he is rather well colorful. While he doesnt go much into his past he arrived in Trunau after being rescued from a group of Raiding orcs warcamp half beaten and starved.

You see he was after all a slip from Cheliax, his master the great wizard Charin Leroung was an acedemic expert and artifact historian from one of the great academies in Brastlewark decided after recieving evidence of a hidden artifact in the holds of Belkzen decided to drag a dozen mercinaries, twice that in peasent rabble.... and her personal slip butler to traipse deep in the lands of Belkzen...She miscalculated in how much defense she would need which had led him into the prediciment with the stew pot.

Grateful for his rescue he quickly went to work doing whatever he could to help the local town militia doing whatever menial tasks he could, it was only a year or so into his life in Trunau before the fact he was a minor wizard even came up. He certanly never thought to mention it.

Now instead of being a simple laborer he offers his second hand gleamed knowledges from his time spent working for a scholer at the academies in Cheliax to his new home in Trunau.