Darl Quethos

Victor Grem's page

48 posts. Alias of Grandlounge.


Gender

CN M Human Iquis| Speed 20ft. | AC 17, T 12, FF 15 | hp 11/11 | Fort +4, Ref +2, Will +5 | Init +4 | Percep +7 | Resources

About Victor Grem

Victor Grem
Male Chelaxian Human inquisitor 1 Archetypes Sanctified Slayer,
NE Medium humanoid (human)
Init +2, Senses Perception +7
=================================================
DEFENSE
=================================================
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, )
hp 11 ((1d8)+3)
Fort +4, Ref +2, Will +5

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longspear +3 (1d8+4/x3)
Ranged sling +2 (1d4+3)
Melee stake (wood) +3 (1d4+3)
Ranged stake (wood/thrown) +2 (1d4+3)
Melee cold iron cestus +3 (1d4+3/19-20)
Melee morningstar +3 (1d8+3)
Melee shield, heavy wooden -1 (1d4+3)
Melee kukri +3 (1d4+3/18-20)
Special Attacks Stern Gaze, Vision of Madness (6/day),

Inquisitor Spells Known (CL 1st; concentration +4)
1st(2/day)-divine favor(DC ), shield of faith(DC 14)
0th(at will)-acid splash, detect magic, light, read magic(DC )

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 17, Dex 14, Con 14, Int 12, Wis 16, Cha 7

Base Atk +0; CMB +3; CMD 15

Feats Combat Reflexes
Skills Intimidate +3, Knowledge (Local) +6, Knowledge (Local) (ID monster) +9, Knowledge (Nature) +5, Knowledge (Nature) (ID monster) +8, Knowledge (Planes) +5, Knowledge (Planes) (ID monster) +8, Knowledge (Religion) +5, Knowledge (Religion) (ID monster) +8, Perception +7, Sense Motive +8,

Traits Thune Informant (Knowledge (Local)),
Languages Celestial, Chelaxian, Common
SQ dual talent, monster lore, studied target, studied target,

Combat Gear candle, invisible ink (simple), powder (4),
Other Gear longspear, scale mail, bullets, sling (10), inkpen, inquisitor's kit, journal, earplugs, ear trumpet, masterwork tool - book of contacts, chalk, twine (50 ft.), piton (2), hammer, waterproof bag, crowbar, grappling hook, common, hollowed pommel, bell, blue book, sling, stake (wood), cold iron cestus, morningstar, shield, heavy wooden, kukri, gp
=================================================
SPECIAL ABILITIES
=================================================
Domains Madness

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Thune Informant (Knowledge (Local))ou gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.

Inquisitor ~ Domains

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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 +1 morale bonus on all Intimidate and Sense Motive checks.

Studied Target (Ex) A sanctified slayer gains the slayer's studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.

Studied Target (Ex) A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Vision of Madness (Sp) You can give a creature a vision of madness as a melee touch attack. Choose one of the following; attack rolls, saving throws, or skill checks. The target receives a +1 bonus to the chosen rolls and a -1 penalty to the other two types of rolls. This effect fades after 3 rounds. You can use this ability 6 times per day.