Elf

Valgrim's page

358 posts. Alias of qwerty1971.


Full Name

Valgrim

Race

Inquisitor 5 Preacher/Sin Eater NG (Half Elf) [Init: +7][Perception: +12]

Classes/Levels

[AC: 19 FF: 13, T:16] [HP: 43/43] [Fort: +6, Ref: +4, Will: +8]

Gender

Male

Melee:
[dice=CLB+PBS+RS]1d20+6[/dice]...[dice=DMG]1d8+4[/dice] [dice=Scimitar]1d20+5[/dice]...[dice=DMG]1d6+2[/dice]

Size

BAB: +3; CMB: +5; CMD: 18

Age

Judgement:2/2 day

Special Abilities

Skills:
Diplomacy +7/Intimidate +6/Sense Motive +10/Climb +5/Heal +2/Religion +6/Nature +8/Survival +9

Alignment

NG

Deity

Green Faith

Languages

Common, Elven

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

About Valgrim

Valgrim
Inquisitor 5
NG Medium humanoid (Half Elf)
Init: +7; Perception: +12
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COMBAT:

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Defense
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AC: 19 FF: 13, T: 16 (armor +5/shield +0/FEATS +x/Dex +3/armor magic +x/shield magic +x/Natural +1/Deflection +x/Insight +x/sacred +x){sans magic=xx}
HP: 43 (5d8+10)
Fort: +6, Ref: +4, Will: +8 {sans magic= Fort: +x, Ref: +x, Will: +x}
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Offense
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Speed 30 ft.
Ranged: +1 C.Longbow- +7/+8 within 30ft/1d8+2+1 within 30 ft
Melee: Scimitar- +6/1d6+2
ATK: BAB+3/STR+2/FEATS +x/Magic +x {sans magic=+x}// DMG: STR +2/FEATS+x/ Pwr Atk +x/Magic +x {sans magic=+x}

[dice=CLB+PBS]1d20+8[/dice]...[dice=DMG]1d8+4[/dice]

[dice=CLB+PBS+RS1]1d20+6[/dice]...[dice=DMG]1d8+4[/dice]
[dice=CLB+PBS+RS2]1d20+6[/dice]...[dice=DMG]1d8+4[/dice]

[dice=Scimitar]1d20+6[/dice]...[dice=DMG]1d6+2[/dice]


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Statistics :

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Str: 14/+2, Dex: 17/+3, Con: 14/+2, Int: 10/+0, Wis: 14/+2, Cha: 10/+0

BAB: +3; CMB: +5; CMD: 18
Languages: Common, Elven


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Feats /Traits:

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FEATS
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1st- Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
3rd- Precise Shot-
5th- Rapid Shot

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Traits and Drawbacks
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Traits: Armor Expert: -1 ACP
Trait: Warrior of Old: +2 to initiative checks


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Special /Class Abilities :

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Favored class bonus- +5 to Hit Points
*Domain: none
*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

*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.
* 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).
* Cunning Initiative: add WIS bonus to initiative; +2
* Detect Alignment: Detect lawful, chaotic, good, evil at will.
* Tracking: add 1/2 lvl to Survival to track; +1
* Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

* Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

* Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. Current:2/day

* Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.


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Judgments:

Destruction: The inquisitor is filled with divine wrath, gaining a +2 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 2. 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 +2 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 +2 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 +2 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 +2 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 2/magic. This DR increases by 2 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).


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Spells/Spontaneous Caster:

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0-6 (DC12)
*Read Magic: Read scrolls and spellbooks.
*Disrupt Undead: Deals 1d6 damage to one undead.
*Light
*Detect Magic: Detects spells and magic items within 60 ft.
*Stabilize:
*Guidance:

1-Known=4 / Cast=5/day (DC13)
*Cure Light Wounds: 1d8+5
*Protection from Evil:
*Divine Favor:
*Shield of Faith:
2nd- Known=3 / Cast=3/day (DC14)
*Cure Moderate Wounds: 2d8+5
*Lesser Restoration:
*Resist Energy:10 min/level; 10 resist.


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Racial Abilities:

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*Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
*Normal Speed: Half-elves have a base speed of 30 feet.
*Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
*Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.
*Elf Blood: Half-elves count as both elves and humans for any effect related to race.
*Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
*Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
*Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
*Languages: Half-elves begin play speaking Common and Elven.

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Skills = 30:

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Bluff:
Climb: +6/1
Diplomacy: +7/4
Disguise:
Heal: +x
Intimidate: +6/1
Linguistics: +x
Perception: +12/5
Ride: +x
Sense Motive: +10/3
Spellcraft: +x
Stealth: +6/1
Survival: +9/4
Swim: +5/1
Knowledge: Arcana:
Knowledge: Dungeoneering:
Knowledge: Nature: +8/5
Knowledge: Religion: +6/3
Knowledge: Local: +x
Knowledge: Engineering: +x
Knowledge: Planes: +5/2

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Gear:

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+1 Darkleak Leather Lamellar, +1 DW C.Longbow (+2 STR), MW CI Scimitar, 40 arrows, 20 blunt arrows, dagger, 10 +1 Dragon Bane Arrows, arrow of dragon slaying, Amulet of NA +1, Wand CLW (50), 181 gp

Backpack, Common [
Bedroll
Flint and Steel
Trail Rations (x5)
Rope (Hemp/50 ft.)
Waterskin (Filled)
Torch (x3)
Smoked Goggles
Earplugs
Messkit
Belt Pouch
Holy Symbol
Quiver
Acid x2
Alch Fire
]


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Backstory:

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Valgrim is of medium height but broad shouldered. He looks like a woodland elf armed with a longbow and dressed in leathers. Actually he is an Inquisitor in the service to the mysterious Green Faith.

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